コード例 #1
0
    def setupTire(self, avId, index):
        (tireNp, tireBody, tireOdeGeom) = self.createTire(index)
        self.tireDict[avId] = {
            'tireNodePath': tireNp,
            'tireBody': tireBody,
            'tireOdeGeom': tireOdeGeom
        }
        if avId <= 0:
            tireBlocker = tireNp.find('**/tireblockermesh')
            if not tireBlocker.isEmpty():
                tireBlocker.hide()

        if avId == self.localAvId:
            tireNp = self.tireDict[avId]['tireNodePath']
            self.treasureSphereName = 'treasureCollider'
            self.treasureCollSphere = CollisionSphere(
                0, 0, 0, IceGameGlobals.TireRadius)
            self.treasureCollSphere.setTangible(0)
            self.treasureCollNode = CollisionNode(self.treasureSphereName)
            self.treasureCollNode.setFromCollideMask(
                ToontownGlobals.PieBitmask)
            self.treasureCollNode.addSolid(self.treasureCollSphere)
            self.treasureCollNodePath = tireNp.attachNewNode(
                self.treasureCollNode)
            self.treasureHandler = CollisionHandlerEvent()
            self.treasureHandler.addInPattern('%fn-intoTreasure')
            base.cTrav.addCollider(self.treasureCollNodePath,
                                   self.treasureHandler)
            eventName = '%s-intoTreasure' % self.treasureCollNodePath.getName()
            self.notify.debug('eventName = %s' % eventName)
            self.accept(eventName, self.toonHitSomething)
コード例 #2
0
ファイル: game.py プロジェクト: H3LLB0Y/Centipede
    def __init__(self, showbase, usersData, gameData):
        self.showbase = showbase
        self.usersData = usersData
        self.gameData = gameData

        random.seed(self.gameData.randSeed)

        # Initialize the collision traverser.
        self.cTrav = CollisionTraverser()

        # Initialize the handler.
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern('into-%in')

        self.world = World(showbase)

        for user in self.usersData:
            user.centipede = Centipede(showbase, len(self.usersData),
                                       self.addToCollisions)
            if user.thisPlayer:
                self.centipede = user.centipede
                self.centipede.attachRing(showbase)

        self.foods = []
        for i in range(self.gameData.maxFoods):
            self.foods.append(Food(self.showbase, i, self.addToCollisions))

        self.ticks = 0
コード例 #3
0
 def enterPlay(self):
     self.notify.debug('enterPlay')
     self.startGameWalk()
     self.spawnUpdateSuitsTask()
     self.accept('control', self.controlKeyPressed)
     self.pieHandler = CollisionHandlerEvent()
     self.pieHandler.setInPattern('pieHit-%fn')
コード例 #4
0
 def __init__(self, id, toon, game, guiMgr):
     CogdoMazePlayer.__init__(self, id, toon)
     self.disableGagCollision()
     self.game = game
     self.maze = self.game.maze
     self._guiMgr = guiMgr
     self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render)
     self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius
     orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True)
     self.orthoWalk = OrthoWalk(orthoDrive)
     self._audioMgr = base.cogdoGameAudioMgr
     self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon)
     self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon)
     self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon)
     self._winSfx = self._audioMgr.createSfx('win')
     self._loseSfx = self._audioMgr.createSfx('lose')
     self.enabled = False
     self.pickupCount = 0
     self.numEntered = 0
     self.throwPending = False
     self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId)
     self.invulnerable = False
     self.gagHandler = CollisionHandlerEvent()
     self.gagHandler.addInPattern('%fn-into-%in')
     self.exited = False
     self.hints = {'find': False,
      'throw': False,
      'squashed': False,
      'boss': False,
      'minion': False}
     self.accept('control', self.controlKeyPressed)
コード例 #5
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 def __init__(self, model, world, space, pos):
     self.model = model
     self.world = world
     self.space = space
     self.collHandEvent = CollisionHandlerEvent()
     self.collHandEvent.addInPattern('into-%in')
     self.addBox(pos)
     self.isCollected = False
     Coin.collectable += 1
コード例 #6
0
    def __init__(self):
        self.line_dir = NodePath()

        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)

        picker_node.setTag("rays", "mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")
        self.col_handler.addAgainPattern("ray_again_all%("
                                         "rays"
                                         ")fh%("
                                         "type"
                                         ")ih")

        self.model = loader.loadModel("../models/chest.egg")
        self.model_node = NodePath("sdfafd")
        self.model.reparentTo(self.model_node)
        self.model_node.reparentTo(render)
        #
        #        self.text_node = TextNode("battle_text")
        #        self.text_node.setText("TEXTYTEXTYTEXTTEXT")
        #        self.text_node_path = render.attachNewNode(self.text_node)
        #        self.text_node_path.reparentTo(render)
        #        self.text_node_path.setPos(0,0,4)
        #        self.text_node_path.setHpr(0,0,0)
        #        self.text_node_path.setScale(1)
        #        #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha)
        #        self.text_node.setTextColor((1,1,1,1))
        #        self.text_node.setAlign(TextNode.ALeft)

        self.placement_ghost = EditorObjects.PlacementGhost(
            0, "tower", base.object_scale)

        z = 0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")
        taskMgr.add(self.task_mouse_press_check, "checkMousePress")

        self.input_init()

        self.pickable = None
コード例 #7
0
    def init_collisions(self):
        base.cTrav = CollisionTraverser()
        self.cHandler = CollisionHandlerEvent()

        pickerNode = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(pickerNode)
        self.pickerRay = CollisionRay()
        pickerNode.addSolid(self.pickerRay)

        pickerNode.setTag("rays","ray1")
        base.cTrav.addCollider(pickerNPos, self.cHandler)
コード例 #8
0
 def getFlyBallBubble(self):
     if self.__flyBallBubble == None:
         bubble = CollisionSphere(0, 0, 0, GolfGlobals.GOLF_BALL_RADIUS)
         node = CollisionNode('flyBallBubble')
         node.addSolid(bubble)
         node.setFromCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.CameraBitmask | ToontownGlobals.FloorBitmask)
         node.setIntoCollideMask(BitMask32.allOff())
         self.__flyBallBubble = NodePath(node)
         self.flyBallHandler = CollisionHandlerEvent()
         self.flyBallHandler.addInPattern('flyBallHit-%d' % self.index)
     return self.__flyBallBubble
コード例 #9
0
    def initCollisionTest(self):
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern('into-%in')
        base.cTrav = CollisionTraverser('test name')
        if False:
            base.cTrav.showCollisions(render)

        cName = 'BallCollNode'
        cSphere = CollisionSphere(0, 0, 0, 1.0)
        cNode = CollisionNode(cName)
        cNode.addSolid(cSphere)
        cNodePath = self.ball.modelNode.attachNewNode(cNode)
        base.cTrav.addCollider(cNodePath, self.collHandEvent)
コード例 #10
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 def __initCollisions(self):
     collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius)
     collSphere.setTangible(0)
     self.mazeCollisionName = Globals.LocalPlayerCollisionName
     collNode = CollisionNode(self.mazeCollisionName)
     collNode.addSolid(collSphere)
     collNodePath = self.toon.attachNewNode(collNode)
     collNodePath.hide()
     handler = CollisionHandlerEvent()
     handler.addInPattern('%fn-into-%in')
     base.cTrav.addCollider(collNodePath, handler)
     self.handler = handler
     self._collNodePath = collNodePath
コード例 #11
0
 def __initCollisions(self):
     collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius)
     collSphere.setTangible(0)
     self.mazeCollisionName = Globals.LocalPlayerCollisionName
     collNode = CollisionNode(self.mazeCollisionName)
     collNode.addSolid(collSphere)
     collNodePath = self.toon.attachNewNode(collNode)
     collNodePath.hide()
     handler = CollisionHandlerEvent()
     handler.addInPattern('%fn-into-%in')
     base.cTrav.addCollider(collNodePath, handler)
     self.handler = handler
     self._collNodePath = collNodePath
コード例 #12
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 def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
     cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
     cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
     cSphereNode.addSolid(cSphere)
     cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
     cSphereNode.setFromCollideMask(bitmask)
     cSphereNode.setIntoCollideMask(BitMask32.allOff())
     self.floorCollisionEvent = CollisionHandlerEvent()
     self.floorCollisionEvent.addInPattern('%fn-enter-%in')
     self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
     self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
     base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
     self.cFloorEventSphereNodePath = cSphereNodePath
コード例 #13
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 def setupHeadSphere(self, avatarNodePath):
     collSphere = CollisionSphere(0, 0, 0, 1)
     collSphere.setTangible(1)
     collNode = CollisionNode('Flyer.cHeadCollSphere')
     collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask)
     collNode.setIntoCollideMask(BitMask32.allOff())
     collNode.addSolid(collSphere)
     self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode)
     self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0)
     self.headCollisionEvent = CollisionHandlerEvent()
     self.headCollisionEvent.addInPattern('%fn-enter-%in')
     self.headCollisionEvent.addOutPattern('%fn-exit-%in')
     base.cTrav.addCollider(self.cHeadSphereNodePath,
                            self.headCollisionEvent)
コード例 #14
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 def setupEventSphere(self, bitmask, avatarRadius):
     self.avatarRadius = avatarRadius
     cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75,
                               self.avatarRadius * 1.04)
     cSphere.setTangible(0)
     cSphereNode = CollisionNode('Flyer.cEventSphereNode')
     cSphereNode.addSolid(cSphere)
     cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
     cSphereNode.setFromCollideMask(bitmask)
     cSphereNode.setIntoCollideMask(BitMask32.allOff())
     self.event = CollisionHandlerEvent()
     self.event.addInPattern('enter%in')
     self.event.addOutPattern('exit%in')
     self.cEventSphereNodePath = cSphereNodePath
コード例 #15
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    def loadGame(self):

	self.camera.setPos(CposX, CposY, CposZ)
	self.camera.setHpr(0,0,0)

	#for j in range(0, 100):

                #self.environ[j] = self.loader.loadModel("CityTerrain/CityTerrain")
                #self.environ[j].reparentTo(self.render)
                #self.environ[j].setPos(-8,42 + 210*j,0)
                #self.environ[j].setScale(0.25,0.25,0.25)


	self.accept("arrow_up-repeat", self.setKey, ["forward", 1])
	self.accept("arrow_down-repeat", self.setKey, ["slow", 1])
	self.accept("arrow_left", self.setKey, ["left", 1])
	self.accept("arrow_right", self.setKey, ["right", 1])

	base.cTrav = CollisionTraverser()
	
	self.collHandEvent = CollisionHandlerEvent()
	self.collCount=0
        self.collHandEvent.addInPattern('into-%in')
        self.collHandEvent.addOutPattern('outof-%in')
	sColl = self.initCollisionSphere(self.environ1, True)
	base.cTrav.addCollider(sColl[0], self.collHandEvent)

	for child in render.getChildren():	
		if child != camera  and child != self.environ2 and child!= self.environ4 and child != self.BS and child!= self.model and child!= self.barn and child!= self.barn1 and child!= self.barn2 and child!= self.barn3 and child!= self.barn5:
			#print child
			tColl = self.initCollisionSphere(child, True)
			base.cTrav.addCollider(tColl[0], self.collHandEvent)
			self.accept('into-' + tColl[1] , self.collide)
			
			

##        for m in range(0,100):
##                tgrb= self.initCollisionSphere(self.grb[i], True)
##                base.cTrav.addCollider(tgrb[0], self.collHandEvent)
##                self.accept('into-' + tgrb[1], self.collide)
##
##        for n in range(0,100):
##                tobs= self.initCollisionSphere(self.obs[i], True)
##                base.cTrav.addCollider(tobs[0], self.collHandEvent)
##                self.accept('into-' + tobs[1], self.collide)
			
               
	self.taskMgr.add(self.move, "moveTask")
コード例 #16
0
ファイル: game.py プロジェクト: H3LLB0Y/Centipede
	def __init__(self, showbase, usersData, gameData):
		self.showbase = showbase
		self.usersData = usersData
		self.gameData = gameData
		
		random.seed(self.gameData.randSeed)
		
		# Initialize the collision traverser.
		self.cTrav = CollisionTraverser()
		
		# Initialize the handler.
		self.collHandEvent = CollisionHandlerEvent()
		self.collHandEvent.addInPattern('into-%in')
		
		self.world = World(showbase)
		
		for user in self.usersData:
			user.centipede = Centipede(showbase, len(self.usersData), self.addToCollisions)
			if user.thisPlayer:
				self.centipede = user.centipede
				self.centipede.attachRing(showbase)
		
		self.foods = []
		for i in range(self.gameData.maxFoods):
			self.foods.append(Food(self.showbase, i, self.addToCollisions))
		
		self.ticks = 0
コード例 #17
0
 def setupTire(self, avId, index):
     (tireNp, tireBody, tireOdeGeom) = self.createTire(index)
     self.tireDict[avId] = {
         'tireNodePath': tireNp,
         'tireBody': tireBody,
         'tireOdeGeom': tireOdeGeom }
     if avId <= 0:
         tireBlocker = tireNp.find('**/tireblockermesh')
         if not tireBlocker.isEmpty():
             tireBlocker.hide()
         
     
     if avId == self.localAvId:
         tireNp = self.tireDict[avId]['tireNodePath']
         self.treasureSphereName = 'treasureCollider'
         self.treasureCollSphere = CollisionSphere(0, 0, 0, IceGameGlobals.TireRadius)
         self.treasureCollSphere.setTangible(0)
         self.treasureCollNode = CollisionNode(self.treasureSphereName)
         self.treasureCollNode.setFromCollideMask(ToontownGlobals.PieBitmask)
         self.treasureCollNode.addSolid(self.treasureCollSphere)
         self.treasureCollNodePath = tireNp.attachNewNode(self.treasureCollNode)
         self.treasureHandler = CollisionHandlerEvent()
         self.treasureHandler.addInPattern('%fn-intoTreasure')
         base.cTrav.addCollider(self.treasureCollNodePath, self.treasureHandler)
         eventName = '%s-intoTreasure' % self.treasureCollNodePath.getName()
         self.notify.debug('eventName = %s' % eventName)
         self.accept(eventName, self.toonHitSomething)
コード例 #18
0
 def enterPlay(self):
     self.notify.debug('enterPlay')
     self.startGameWalk()
     self.spawnUpdateSuitsTask()
     self.accept('control', self.controlKeyPressed)
     self.pieHandler = CollisionHandlerEvent()
     self.pieHandler.setInPattern('pieHit-%fn')
コード例 #19
0
 def __init__(self, id, toon, game, guiMgr):
     CogdoMazePlayer.__init__(self, id, toon)
     self.disableGagCollision()
     self.game = game
     self.maze = self.game.maze
     self._guiMgr = guiMgr
     self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render)
     self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius
     orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True)
     self.orthoWalk = OrthoWalk(orthoDrive)
     self._audioMgr = base.cogdoGameAudioMgr
     self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon)
     self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon)
     self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon)
     self._winSfx = self._audioMgr.createSfx('win')
     self._loseSfx = self._audioMgr.createSfx('lose')
     self.enabled = False
     self.pickupCount = 0
     self.numEntered = 0
     self.throwPending = False
     self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId)
     self.invulnerable = False
     self.gagHandler = CollisionHandlerEvent()
     self.gagHandler.addInPattern('%fn-into-%in')
     self.exited = False
     self.hints = {'find': False,
      'throw': False,
      'squashed': False,
      'boss': False,
      'minion': False}
     self.accept('control', self.controlKeyPressed)
コード例 #20
0
    def __init__(self):
        # Initialize the traverser.
        base.cTrav = CollisionTraverser()

        # Initialize the handler.
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern('into-%in')
        self.collHandEvent.addOutPattern('outof-%in')

        # Make a variable to store the unique collision string count.
        self.collCount = 0

        # Load a model. Reparent it to the camera so we can move it.
        s = loader.loadModel('smiley')
        s.reparentTo(camera)
        s.setPos(0, 25, 0)

        # Setup a collision solid for this model.
        sColl = self.initCollisionSphere(s, True)

        # Add this object to the traverser.
        base.cTrav.addCollider(sColl[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept('into-' + sColl[1], self.collide3)
        self.accept('outof-' + sColl[1], self.collide4)
        print(sColl[1])

        # Load another model.
        t = loader.loadModel('smiley')
        t.reparentTo(render)
        t.setPos(5, 25, 0)

        # Setup a collision solid for this model.
        tColl = self.initCollisionSphere(t, True)

        # Add this object to the traverser.
        base.cTrav.addCollider(tColl[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept('into-' + tColl[1], self.collide)
        self.accept('outof-' + tColl[1], self.collide2)
        print(tColl[1])

        print("WERT")
コード例 #21
0
    def startActivity(self, timestamp):
        self.pieHandler = CollisionHandlerEvent()
        self.pieHandler.setInPattern('pieHit-%fn')
        if self.player is not None:
            self.player.resetScore()
            self.hideTeamFlags(self.player.team)
        for player in self.players.values():
            self.finishToonIval(player.toon.doId)
            player.enable()

        for cog in self.cogManager.cogs:
            cog.request('Active', timestamp)

        for ival in self.pieIvals:
            if ival.isPlaying():
                ival.finish()

        self.pieIvals = []
コード例 #22
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 def createCatchCollisions(self):
     radius = 0.7
     handler = CollisionHandlerEvent()
     handler.setInPattern('ltCatch%in')
     self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
     self.ltLegsCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
     self.ltHeadCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
     self.ltLHandCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
     self.ltRHandCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     legsCollNodepath = base.localAvatar.attachNewNode(self.ltLegsCollNode)
     legsCollNodepath.hide()
     head = base.localAvatar.getHeadParts().getPath(2)
     headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
     headCollNodepath.hide()
     lHand = base.localAvatar.getLeftHands()[0]
     lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
     lHandCollNodepath.hide()
     rHand = base.localAvatar.getRightHands()[0]
     rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
     rHandCollNodepath.hide()
     base.localAvatar.cTrav.addCollider(legsCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(headCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(lHandCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(lHandCollNodepath, handler)
     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 = [
         legsCollNodepath, headCollNodepath, lHandCollNodepath,
         rHandCollNodepath
     ]
コード例 #23
0
 def getFlyBallBubble(self):
     if self.__flyBallBubble == None:
         bubble = CollisionSphere(0, 0, 0, GolfGlobals.GOLF_BALL_RADIUS)
         node = CollisionNode('flyBallBubble')
         node.addSolid(bubble)
         node.setFromCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.CameraBitmask | ToontownGlobals.FloorBitmask)
         node.setIntoCollideMask(BitMask32.allOff())
         self.__flyBallBubble = NodePath(node)
         self.flyBallHandler = CollisionHandlerEvent()
         self.flyBallHandler.addInPattern('flyBallHit-%d' % self.index)
     return self.__flyBallBubble
コード例 #24
0
 def createCatchCollisions(self):
     radius = 0.7
     handler = CollisionHandlerEvent()
     handler.setInPattern('ltCatch%in')
     self.ltLegsCollNode = CollisionNode('catchLegsCollNode')
     self.ltLegsCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltHeadCollNode = CollisionNode('catchHeadCollNode')
     self.ltHeadCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltLHandCollNode = CollisionNode('catchLHandCollNode')
     self.ltLHandCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     self.ltRHandCollNode = CollisionNode('catchRHandCollNode')
     self.ltRHandCollNode.setCollideMask(PartyGlobals.CatchActivityBitmask)
     legsCollNodepath = base.localAvatar.attachNewNode(self.ltLegsCollNode)
     legsCollNodepath.hide()
     head = base.localAvatar.getHeadParts().getPath(2)
     headCollNodepath = head.attachNewNode(self.ltHeadCollNode)
     headCollNodepath.hide()
     lHand = base.localAvatar.getLeftHands()[0]
     lHandCollNodepath = lHand.attachNewNode(self.ltLHandCollNode)
     lHandCollNodepath.hide()
     rHand = base.localAvatar.getRightHands()[0]
     rHandCollNodepath = rHand.attachNewNode(self.ltRHandCollNode)
     rHandCollNodepath.hide()
     base.localAvatar.cTrav.addCollider(legsCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(headCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(lHandCollNodepath, handler)
     base.localAvatar.cTrav.addCollider(lHandCollNodepath, handler)
     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 = [legsCollNodepath,
      headCollNodepath,
      lHandCollNodepath,
      rHandCollNodepath]
コード例 #25
0
    def __init__(self):
        self.line_dir = NodePath()

        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)


        picker_node.setTag("rays","mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")
        self.col_handler.addAgainPattern("ray_again_all%(""rays"")fh%(""type"")ih")

        self.model = loader.loadModel("../models/chest.egg")
        self.model_node = NodePath("sdfafd")
        self.model.reparentTo(self.model_node)
        self.model_node.reparentTo(render)
#
#        self.text_node = TextNode("battle_text")
#        self.text_node.setText("TEXTYTEXTYTEXTTEXT")
#        self.text_node_path = render.attachNewNode(self.text_node)
#        self.text_node_path.reparentTo(render)
#        self.text_node_path.setPos(0,0,4)
#        self.text_node_path.setHpr(0,0,0)
#        self.text_node_path.setScale(1)
#        #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha)
#        self.text_node.setTextColor((1,1,1,1))
#        self.text_node.setAlign(TextNode.ALeft)

        self.placement_ghost = EditorObjects.PlacementGhost(0,"tower",base.object_scale)

        z=0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")
        taskMgr.add(self.task_mouse_press_check, "checkMousePress")

        self.input_init()

        self.pickable=None
コード例 #26
0
 def setupEventSphere(self, bitmask, avatarRadius):
     self.avatarRadius = avatarRadius
     cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius * 1.04)
     cSphere.setTangible(0)
     cSphereNode = CollisionNode('Flyer.cEventSphereNode')
     cSphereNode.addSolid(cSphere)
     cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
     cSphereNode.setFromCollideMask(bitmask)
     cSphereNode.setIntoCollideMask(BitMask32.allOff())
     self.event = CollisionHandlerEvent()
     self.event.addInPattern('enter%in')
     self.event.addOutPattern('exit%in')
     self.cEventSphereNodePath = cSphereNodePath
コード例 #27
0
 def setupHeadSphere(self, avatarNodePath):
     collSphere = CollisionSphere(0, 0, 0, 1)
     collSphere.setTangible(1)
     collNode = CollisionNode('Flyer.cHeadCollSphere')
     collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask)
     collNode.setIntoCollideMask(BitMask32.allOff())
     collNode.addSolid(collSphere)
     self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode)
     self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0)
     self.headCollisionEvent = CollisionHandlerEvent()
     self.headCollisionEvent.addInPattern('%fn-enter-%in')
     self.headCollisionEvent.addOutPattern('%fn-exit-%in')
     base.cTrav.addCollider(self.cHeadSphereNodePath, self.headCollisionEvent)
コード例 #28
0
 def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
     cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
     cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
     cSphereNode.addSolid(cSphere)
     cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
     cSphereNode.setFromCollideMask(bitmask)
     cSphereNode.setIntoCollideMask(BitMask32.allOff())
     self.floorCollisionEvent = CollisionHandlerEvent()
     self.floorCollisionEvent.addInPattern('%fn-enter-%in')
     self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
     self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
     base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
     self.cFloorEventSphereNodePath = cSphereNodePath
コード例 #29
0
ファイル: Collision.py プロジェクト: wazy/Python3DGame
    def __init__(self):
        # Initialize the traverser.
        base.cTrav = CollisionTraverser()

        # Initialize the handler.
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern("into-%in")
        self.collHandEvent.addOutPattern("outof-%in")

        # Make a variable to store the unique collision string count.
        self.collCount = 0

        # Load a model. Reparent it to the camera so we can move it.
        s = loader.loadModel("smiley")
        s.reparentTo(camera)
        s.setPos(0, 25, 0)

        # Setup a collision solid for this model.
        sColl = self.initCollisionSphere(s, True)

        # Add this object to the traverser.
        base.cTrav.addCollider(sColl[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept("into-" + sColl[1], self.collide3)
        self.accept("outof-" + sColl[1], self.collide4)
        print(sColl[1])

        # Load another model.
        t = loader.loadModel("smiley")
        t.reparentTo(render)
        t.setPos(5, 25, 0)

        # Setup a collision solid for this model.
        tColl = self.initCollisionSphere(t, True)

        # Add this object to the traverser.
        base.cTrav.addCollider(tColl[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept("into-" + tColl[1], self.collide)
        self.accept("outof-" + tColl[1], self.collide2)
        print(tColl[1])

        print("WERT")
コード例 #30
0
    def startActivity(self, timestamp):
        self.pieHandler = CollisionHandlerEvent()
        self.pieHandler.setInPattern('pieHit-%fn')
        if self.player is not None:
            self.player.resetScore()
            self.hideTeamFlags(self.player.team)
        for player in self.players.values():
            self.finishToonIval(player.toon.doId)
            player.enable()

        for cog in self.cogManager.cogs:
            cog.request('Active', timestamp)

        for ival in self.pieIvals:
            if ival.isPlaying():
                ival.finish()

        self.pieIvals = []
コード例 #31
0
ファイル: step2.py プロジェクト: nikemr/PandaProject
"""
#=========================================================================

#** Collision system ignition
base.cTrav = CollisionTraverser()

#** This is the known collision handler we use for floor collisions. We'll keep going with the usual settings here as well.
avatarFloorHandler = CollisionHandlerGravity()
avatarFloorHandler.setGravity(9.81 + 25)
avatarFloorHandler.setMaxVelocity(100)

#** the walls collider
wallHandler = CollisionHandlerPusher()

#** we'll use this to 'sense' the fallout impact velocity and also to 'read' various triggers we've put around the map for several purposes.
collisionEvent = CollisionHandlerEvent()

#** Collision masks - this time there is a new one: the TRIGGER_MASK is used to detect certain collision geometry to act as a trigger, therefore we need to distinguish'em from floor and walls.
FLOOR_MASK = BitMask32.bit(1)
WALL_MASK = BitMask32.bit(2)
TRIGGER_MASK = BitMask32.bit(3)

#** Our steering avatar
avatarNP = base.render.attachNewNode(ActorNode('yolkyNP'))
avatarNP.reparentTo(base.render)
# by the way: this time we wont use the same old smiley but a 2d guy for this snippet purposes only - it is just a plane with a texture glued on, a so 2d object then.
avatar = loader.loadModel('yolky')
avatar.reparentTo(avatarNP)
# why this? this is to have our flat puppet rendered always on top of all objects in the scene, either 2d and 3d.
avatar.setDepthWrite(True, 100)
# the rest of the stuff is as usual...
コード例 #32
0
class DistributedCogThiefGame(DistributedMinigame):

    notify = directNotify.newCategory('DistributedCogThiefGame')
    ToonSpeed = CTGG.ToonSpeed
    StageHalfWidth = 200.0
    StageHalfHeight = 100.0
    BarrelScale = 0.25
    TOON_Z = 0
    UPDATE_SUITS_TASK = 'CogThiefGameUpdateSuitsTask'
    REWARD_COUNTDOWN_TASK = 'cogThiefGameRewardCountdown'
    ControlKeyLimitTime = 1.0

    def __init__(self, cr):
        DistributedMinigame.__init__(self, cr)
        self.gameFSM = ClassicFSM.ClassicFSM('DistributedCogThiefGame', [State.State('off', self.enterOff, self.exitOff, ['play']), State.State('play', self.enterPlay, self.exitPlay, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
        self.addChildGameFSM(self.gameFSM)
        self.cameraTopView = (0, 0, 55, 0, -90.0, 0)
        self.barrels = []
        self.cogInfo = {}
        self.lastTimeControlPressed = 0
        self.stolenBarrels = []
        self.resultIval = None
        self.gameIsEnding = False
        self.__textGen = TextNode('cogThiefGame')
        self.__textGen.setFont(ToontownGlobals.getSignFont())
        self.__textGen.setAlign(TextNode.ACenter)
        return

    def getTitle(self):
        return TTLocalizer.CogThiefGameTitle

    def getInstructions(self):
        return TTLocalizer.CogThiefGameInstructions

    def getMaxDuration(self):
        return 0

    def load(self):
        self.notify.debug('load')
        DistributedMinigame.load(self)
        self.music = base.loadMusic('phase_4/audio/bgm/MG_CogThief.ogg')
        self.initCogInfo()
        for barrelIndex in range(CTGG.NumBarrels):
            barrel = loader.loadModel('phase_4/models/minigames/cogthief_game_gagTank')
            barrel.setPos(CTGG.BarrelStartingPositions[barrelIndex])
            barrel.setScale(self.BarrelScale)
            barrel.reparentTo(render)
            barrel.setTag('barrelIndex', str(barrelIndex))
            collSphere = CollisionSphere(0, 0, 0, 4)
            collSphere.setTangible(0)
            name = 'BarrelSphere-%d' % barrelIndex
            collSphereName = self.uniqueName(name)
            collNode = CollisionNode(collSphereName)
            collNode.setFromCollideMask(CTGG.BarrelBitmask)
            collNode.addSolid(collSphere)
            colNp = barrel.attachNewNode(collNode)
            handler = CollisionHandlerEvent()
            handler.setInPattern('barrelHit-%fn')
            base.cTrav.addCollider(colNp, handler)
            self.accept('barrelHit-' + collSphereName, self.handleEnterBarrel)
            nodeToHide = '**/gagMoneyTen'
            if barrelIndex % 2:
                nodeToHide = '**/gagMoneyFive'
            iconToHide = barrel.find(nodeToHide)
            if not iconToHide.isEmpty():
                iconToHide.hide()
            self.barrels.append(barrel)

        self.gameBoard = loader.loadModel('phase_4/models/minigames/cogthief_game')
        self.gameBoard.find('**/floor_TT').hide()
        self.gameBoard.find('**/floor_DD').hide()
        self.gameBoard.find('**/floor_DG').hide()
        self.gameBoard.find('**/floor_MM').hide()
        self.gameBoard.find('**/floor_BR').hide()
        self.gameBoard.find('**/floor_DL').hide()
        zone = self.getSafezoneId()
        if zone == ToontownGlobals.ToontownCentral:
            self.gameBoard.find('**/floor_TT').show()
        elif zone == ToontownGlobals.DonaldsDock:
            self.gameBoard.find('**/floor_DD').show()
        elif zone == ToontownGlobals.DaisyGardens:
            self.gameBoard.find('**/floor_DG').show()
        elif zone == ToontownGlobals.MinniesMelodyland:
            self.gameBoard.find('**/floor_MM').show()
        elif zone == ToontownGlobals.TheBrrrgh:
            self.gameBoard.find('**/floor_BR').show()
        elif zone == ToontownGlobals.DonaldsDreamland:
            self.gameBoard.find('**/floor_DL').show()
        else:
            self.gameBoard.find('**/floor_TT').show()
        self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0)
        self.gameBoard.setScale(1.0)
        self.toonSDs = {}
        avId = self.localAvId
        toonSD = CogThiefGameToonSD.CogThiefGameToonSD(avId, self)
        self.toonSDs[avId] = toonSD
        toonSD.load()
        self.loadCogs()
        self.toonHitTracks = {}
        self.toonPieTracks = {}
        self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
        self.sndRewardTick = base.loadSfx('phase_3.5/audio/sfx/tick_counter.ogg')
        self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.posInTopRightCorner()
        self.timer.hide()
        purchaseModels = loader.loadModel('phase_4/models/gui/purchase_gui')
        self.jarImage = purchaseModels.find('**/Jar')
        self.jarImage.reparentTo(hidden)
        self.rewardPanel = DirectLabel(parent=hidden, relief=None, pos=(1.16, 0.0, 0.45), scale=0.65, text='', text_scale=0.2, text_fg=(0.95, 0.95, 0, 1), text_pos=(0, -0.13), text_font=ToontownGlobals.getSignFont(), image=self.jarImage)
        self.rewardPanelTitle = DirectLabel(parent=self.rewardPanel, relief=None, pos=(0, 0, 0.06), scale=0.08, text=TTLocalizer.CannonGameReward, text_fg=(0.95, 0.95, 0, 1), text_shadow=(0, 0, 0, 1))
        self.initGameWalk()
        return

    def unload(self):
        self.notify.debug('unload')
        DistributedMinigame.unload(self)
        del self.music
        self.removeChildGameFSM(self.gameFSM)
        del self.gameFSM
        self.gameBoard.removeNode()
        del self.gameBoard
        for barrel in self.barrels:
            barrel.removeNode()

        del self.barrels
        for avId in self.toonSDs.keys():
            toonSD = self.toonSDs[avId]
            toonSD.unload()

        del self.toonSDs
        self.timer.destroy()
        del self.timer
        self.rewardPanel.destroy()
        del self.rewardPanel
        self.jarImage.removeNode()
        del self.jarImage
        del self.sndRewardTick

    def onstage(self):
        self.notify.debug('onstage')
        DistributedMinigame.onstage(self)
        self.gameBoard.reparentTo(render)
        lt = base.localAvatar
        lt.reparentTo(render)
        self.__placeToon(self.localAvId)
        lt.setSpeed(0, 0)
        self.moveCameraToTop()
        toonSD = self.toonSDs[self.localAvId]
        toonSD.enter()
        toonSD.fsm.request('normal')
        self.stopGameWalk()
        for cogIndex in xrange(self.getNumCogs()):
            suit = self.cogInfo[cogIndex]['suit'].suit
            pos = self.cogInfo[cogIndex]['pos']
            suit.reparentTo(self.gameBoard)
            suit.setPos(pos)

        for avId in self.avIdList:
            self.toonHitTracks[avId] = Wait(0.1)

        self.toonRNGs = []
        for i in xrange(self.numPlayers):
            self.toonRNGs.append(RandomNumGen.RandomNumGen(self.randomNumGen))

        self.sndTable = {'hitBySuit': [None] * self.numPlayers,
         'falling': [None] * self.numPlayers}
        for i in xrange(self.numPlayers):
            self.sndTable['hitBySuit'][i] = base.loadSfx('phase_4/audio/sfx/MG_Tag_C.ogg')
            self.sndTable['falling'][i] = base.loadSfx('phase_4/audio/sfx/MG_cannon_whizz.ogg')

        base.playMusic(self.music, looping=1, volume=0.8)
        self.introTrack = self.getIntroTrack()
        self.introTrack.start()
        return

    def offstage(self):
        self.notify.debug('offstage')
        self.gameBoard.hide()
        self.music.stop()
        for barrel in self.barrels:
            barrel.hide()

        for avId in self.toonSDs.keys():
            self.toonSDs[avId].exit()

        for avId in self.avIdList:
            av = self.getAvatar(avId)
            if av:
                av.resetLOD()

        self.timer.reparentTo(hidden)
        self.rewardPanel.reparentTo(hidden)
        if self.introTrack.isPlaying():
            self.introTrack.finish()
        del self.introTrack
        DistributedMinigame.offstage(self)

    def handleDisabledAvatar(self, avId):
        self.notify.debug('handleDisabledAvatar')
        self.notify.debug('avatar ' + str(avId) + ' disabled')
        self.toonSDs[avId].exit(unexpectedExit=True)
        del self.toonSDs[avId]
        DistributedMinigame.handleDisabledAvatar(self, avId)

    def setGameReady(self):
        if not self.hasLocalToon:
            return
        self.notify.debug('setGameReady')
        if DistributedMinigame.setGameReady(self):
            return
        for avId in self.remoteAvIdList:
            toon = self.getAvatar(avId)
            if toon:
                toon.reparentTo(render)
                self.__placeToon(avId)
                toon.useLOD(1000)
                toonSD = CogThiefGameToonSD.CogThiefGameToonSD(avId, self)
                self.toonSDs[avId] = toonSD
                toonSD.load()
                toonSD.enter()
                toonSD.fsm.request('normal')
                toon.startSmooth()

    def setGameStart(self, timestamp):
        if not self.hasLocalToon:
            return
        self.notify.debug('setGameStart')
        DistributedMinigame.setGameStart(self, timestamp)
        if not base.config.GetBool('cog-thief-endless', 0):
            self.timer.show()
            self.timer.countdown(CTGG.GameTime, self.__gameTimerExpired)
        self.clockStopTime = None
        self.rewardPanel.reparentTo(aspect2d)
        self.scoreMult = MinigameGlobals.getScoreMult(self.cr.playGame.hood.id)
        self.__startRewardCountdown()
        if self.introTrack.isPlaying():
            self.introTrack.finish()
        self.gameFSM.request('play')
        return

    def enterOff(self):
        self.notify.debug('enterOff')

    def exitOff(self):
        pass

    def enterPlay(self):
        self.notify.debug('enterPlay')
        self.startGameWalk()
        self.spawnUpdateSuitsTask()
        self.accept('control', self.controlKeyPressed)
        self.pieHandler = CollisionHandlerEvent()
        self.pieHandler.setInPattern('pieHit-%fn')

    def exitPlay(self):
        self.ignore('control')
        if self.resultIval and self.resultIval.isPlaying():
            self.resultIval.finish()
            self.resultIval = None
        return

    def enterCleanup(self):
        self.__killRewardCountdown()
        if hasattr(self, 'jarIval'):
            self.jarIval.finish()
            del self.jarIval
        for key in self.toonHitTracks:
            ival = self.toonHitTracks[key]
            if ival.isPlaying():
                ival.finish()

        self.toonHitTracks = {}
        for key in self.toonPieTracks:
            ival = self.toonPieTracks[key]
            if ival.isPlaying():
                ival.finish()

        self.toonPieTracks = {}
        for key in self.cogInfo:
            cogThief = self.cogInfo[key]['suit']
            cogThief.cleanup()

        self.removeUpdateSuitsTask()
        self.notify.debug('enterCleanup')

    def exitCleanup(self):
        pass

    def __placeToon(self, avId):
        toon = self.getAvatar(avId)
        if toon:
            index = self.avIdList.index(avId)
            toon.setPos(CTGG.ToonStartingPositions[index])
            toon.setHpr(0, 0, 0)

    def moveCameraToTop(self):
        camera.reparentTo(render)
        p = self.cameraTopView
        camera.setPosHpr(p[0], p[1], p[2], p[3], p[4], p[5])
        base.camLens.setMinFov(46/(4./3.))
        camera.setZ(camera.getZ() + base.config.GetFloat('cog-thief-z-camera-adjust', 0.0))

    def destroyGameWalk(self):
        self.notify.debug('destroyOrthoWalk')
        self.gameWalk.destroy()
        del self.gameWalk

    def initGameWalk(self):
        self.notify.debug('startOrthoWalk')
        def doCollisions(oldPos, newPos, self = self):
            x = bound(newPos[0], CTGG.StageHalfWidth, -CTGG.StageHalfWidth)
            y = bound(newPos[1], CTGG.StageHalfHeight, -CTGG.StageHalfHeight)
            newPos.setX(x)
            newPos.setY(y)
            return newPos

        orthoDrive = OrthoDrive(self.ToonSpeed, customCollisionCallback=doCollisions, instantTurn=True)
        self.gameWalk = OrthoWalk(orthoDrive, broadcast=not self.isSinglePlayer())

    def initCogInfo(self):
        for cogIndex in xrange(self.getNumCogs()):
            self.cogInfo[cogIndex] = {'pos': Point3(CTGG.CogStartingPositions[cogIndex]),
             'goal': CTGG.NoGoal,
             'goalId': CTGG.InvalidGoalId,
             'suit': None}

        return

    def loadCogs(self):
        suitTypes = ['ds',
         'ac',
         'bc',
         'ms']
        for suitIndex in xrange(self.getNumCogs()):
            st = self.randomNumGen.choice(suitTypes)
            suit = CogThief.CogThief(suitIndex, st, self, self.getCogSpeed())
            self.cogInfo[suitIndex]['suit'] = suit

    def handleEnterSphere(self, colEntry):
        if self.gameIsEnding:
            return
        intoName = colEntry.getIntoNodePath().getName()
        fromName = colEntry.getFromNodePath().getName()
        debugInto = intoName.split('/')
        debugFrom = fromName.split('/')
        self.notify.debug('handleEnterSphere gametime=%s %s into %s' % (self.getCurrentGameTime(), debugFrom[-1], debugInto[-1]))
        intoName = colEntry.getIntoNodePath().getName()
        if 'CogThiefSphere' in intoName:
            parts = intoName.split('-')
            suitNum = int(parts[1])
            self.localToonHitBySuit(suitNum)

    def localToonHitBySuit(self, suitNum):
        self.notify.debug('localToonHitBySuit %d' % suitNum)
        timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime(), bits=32)
        pos = self.cogInfo[suitNum]['suit'].suit.getPos()
        self.sendUpdate('hitBySuit', [self.localAvId,
         timestamp,
         suitNum,
         pos[0],
         pos[1],
         pos[2]])
        self.showToonHitBySuit(self.localAvId, timestamp)
        self.makeSuitRespondToToonHit(timestamp, suitNum)

    def hitBySuit(self, avId, timestamp, suitNum, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameFSM.getCurrentState().getName() not in ['play']:
            self.notify.warning('ignoring msg: av %s hit by suit' % avId)
            return
        if self.gameIsEnding:
            return
        self.notify.debug('avatar ' + `avId` + ' hit by a suit')
        if avId != self.localAvId:
            self.showToonHitBySuit(avId, timestamp)
            self.makeSuitRespondToToonHit(timestamp, suitNum)

    def showToonHitBySuit(self, avId, timestamp):
        toon = self.getAvatar(avId)
        if toon == None:
            return
        rng = self.toonRNGs[self.avIdList.index(avId)]
        curPos = toon.getPos(render)
        oldTrack = self.toonHitTracks[avId]
        if oldTrack.isPlaying():
            oldTrack.finish()
        toon.setPos(curPos)
        toon.setZ(self.TOON_Z)
        parentNode = render.attachNewNode('mazeFlyToonParent-' + `avId`)
        parentNode.setPos(toon.getPos())
        toon.reparentTo(parentNode)
        toon.setPos(0, 0, 0)
        startPos = parentNode.getPos()
        dropShadow = toon.dropShadow.copyTo(parentNode)
        dropShadow.setScale(toon.dropShadow.getScale(render))
        trajectory = Trajectory.Trajectory(0, Point3(0, 0, 0), Point3(0, 0, 50), gravMult=1.0)
        oldFlyDur = trajectory.calcTimeOfImpactOnPlane(0.0)
        trajectory = Trajectory.Trajectory(0, Point3(0, 0, 0), Point3(0, 0, 50), gravMult=0.55)
        flyDur = trajectory.calcTimeOfImpactOnPlane(0.0)
        avIndex = self.avIdList.index(avId)
        endPos = CTGG.ToonStartingPositions[avIndex]

        def flyFunc(t, trajectory, startPos = startPos, endPos = endPos, dur = flyDur, moveNode = parentNode, flyNode = toon):
            u = t / dur
            moveNode.setX(startPos[0] + u * (endPos[0] - startPos[0]))
            moveNode.setY(startPos[1] + u * (endPos[1] - startPos[1]))
            flyNode.setPos(trajectory.getPos(t))

        flyTrack = Sequence(LerpFunctionInterval(flyFunc, fromData=0.0, toData=flyDur, duration=flyDur, extraArgs=[trajectory]), name=toon.uniqueName('hitBySuit-fly'))
        geomNode = toon.getGeomNode()
        startHpr = geomNode.getHpr()
        destHpr = Point3(startHpr)
        hRot = rng.randrange(1, 8)
        if rng.choice([0, 1]):
            hRot = -hRot
        destHpr.setX(destHpr[0] + hRot * 360)
        spinHTrack = Sequence(LerpHprInterval(geomNode, flyDur, destHpr, startHpr=startHpr), Func(geomNode.setHpr, startHpr), name=toon.uniqueName('hitBySuit-spinH'))
        parent = geomNode.getParent()
        rotNode = parent.attachNewNode('rotNode')
        geomNode.reparentTo(rotNode)
        rotNode.setZ(toon.getHeight() / 2.0)
        oldGeomNodeZ = geomNode.getZ()
        geomNode.setZ(-toon.getHeight() / 2.0)
        startHpr = rotNode.getHpr()
        destHpr = Point3(startHpr)
        pRot = rng.randrange(1, 3)
        if rng.choice([0, 1]):
            pRot = -pRot
        destHpr.setY(destHpr[1] + pRot * 360)
        spinPTrack = Sequence(LerpHprInterval(rotNode, flyDur, destHpr, startHpr=startHpr), Func(rotNode.setHpr, startHpr), name=toon.uniqueName('hitBySuit-spinP'))
        i = self.avIdList.index(avId)
        soundTrack = Sequence(Func(base.playSfx, self.sndTable['hitBySuit'][i]), Wait(flyDur * (2.0 / 3.0)), SoundInterval(self.sndTable['falling'][i], duration=flyDur * (1.0 / 3.0)), name=toon.uniqueName('hitBySuit-soundTrack'))

        def preFunc(self = self, avId = avId, toon = toon, dropShadow = dropShadow):
            forwardSpeed = toon.forwardSpeed
            rotateSpeed = toon.rotateSpeed
            if avId == self.localAvId:
                self.stopGameWalk()
            else:
                toon.stopSmooth()
            if forwardSpeed or rotateSpeed:
                toon.setSpeed(forwardSpeed, rotateSpeed)
            toon.dropShadow.hide()

        def postFunc(self = self, avId = avId, oldGeomNodeZ = oldGeomNodeZ, dropShadow = dropShadow, parentNode = parentNode):
            if avId == self.localAvId:
                base.localAvatar.setPos(endPos)
                if hasattr(self, 'gameWalk'):
                    toon = base.localAvatar
                    toon.setSpeed(0, 0)
                    self.startGameWalk()
            dropShadow.removeNode()
            del dropShadow
            toon = self.getAvatar(avId)
            if toon:
                toon.dropShadow.show()
                geomNode = toon.getGeomNode()
                rotNode = geomNode.getParent()
                baseNode = rotNode.getParent()
                geomNode.reparentTo(baseNode)
                rotNode.removeNode()
                del rotNode
                geomNode.setZ(oldGeomNodeZ)
            if toon:
                toon.reparentTo(render)
                toon.setPos(endPos)
            parentNode.removeNode()
            del parentNode
            if avId != self.localAvId:
                if toon:
                    toon.startSmooth()

        preFunc()
        slipBack = Parallel(Sequence(ActorInterval(toon, 'slip-backward', endFrame=24), Wait(CTGG.LyingDownDuration - (flyDur - oldFlyDur)), ActorInterval(toon, 'slip-backward', startFrame=24)))
        if toon.doId == self.localAvId:
            slipBack.append(SoundInterval(self.sndOof))
        hitTrack = Sequence(Parallel(flyTrack, spinHTrack, spinPTrack, soundTrack), slipBack, Func(postFunc), name=toon.uniqueName('hitBySuit'))
        self.notify.debug('hitTrack duration = %s' % hitTrack.getDuration())
        self.toonHitTracks[avId] = hitTrack
        hitTrack.start(globalClockDelta.localElapsedTime(timestamp))
        return

    def updateSuitGoal(self, timestamp, inResponseToClientStamp, suitNum, goalType, goalId, x, y, z):
        if not self.hasLocalToon:
            return
        self.notify.debug('updateSuitGoal gameTime=%s timeStamp=%s cog=%s goal=%s goalId=%s (%.1f, %.1f,%.1f)' % (self.getCurrentGameTime(),
         timestamp,
         suitNum,
         CTGG.GoalStr[goalType],
         goalId,
         x,
         y,
         z))
        cog = self.cogInfo[suitNum]
        cog['goal'] = goalType
        cog['goalId'] = goalId
        newPos = Point3(x, y, z)
        cog['pos'] = newPos
        suit = cog['suit']
        suit.updateGoal(timestamp, inResponseToClientStamp, goalType, goalId, newPos)

    def spawnUpdateSuitsTask(self):
        self.notify.debug('spawnUpdateSuitsTask')
        for cogIndex in self.cogInfo:
            suit = self.cogInfo[cogIndex]['suit']
            suit.gameStart(self.gameStartTime)

        taskMgr.remove(self.UPDATE_SUITS_TASK)
        taskMgr.add(self.updateSuitsTask, self.UPDATE_SUITS_TASK)

    def removeUpdateSuitsTask(self):
        taskMgr.remove(self.UPDATE_SUITS_TASK)

    def updateSuitsTask(self, task):
        if self.gameIsEnding:
            return task.done
        for cogIndex in self.cogInfo:
            suit = self.cogInfo[cogIndex]['suit']
            suit.think()

        return task.cont

    def makeSuitRespondToToonHit(self, timestamp, suitNum):
        cog = self.cogInfo[suitNum]['suit']
        cog.respondToToonHit(timestamp)

    def handleEnterBarrel(self, colEntry):
        if self.gameIsEnding:
            return
        intoName = colEntry.getIntoNodePath().getName()
        fromName = colEntry.getFromNodePath().getName()
        debugInto = intoName.split('/')
        debugFrom = fromName.split('/')
        self.notify.debug('handleEnterBarrel gameTime=%s %s into %s' % (self.getCurrentGameTime(), debugFrom[-1], debugInto[-1]))
        if 'CogThiefSphere' in intoName:
            parts = intoName.split('-')
            cogIndex = int(parts[1])
            barrelName = colEntry.getFromNodePath().getName()
            barrelParts = barrelName.split('-')
            barrelIndex = int(barrelParts[1])
            cog = self.cogInfo[cogIndex]['suit']
            if cog.barrel == CTGG.NoBarrelCarried and barrelIndex not in self.stolenBarrels:
                timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime(), bits=32)
                if cog.suit:
                    cogPos = cog.suit.getPos()
                    collisionPos = colEntry.getContactPos(render)
                    if (cogPos - collisionPos).length() > 4:
                        import pdb
                        pdb.set_trace()
                    self.sendUpdate('cogHitBarrel', [timestamp,
                     cogIndex,
                     barrelIndex,
                     cogPos[0],
                     cogPos[1],
                     cogPos[2]])

    def makeCogCarryBarrel(self, timestamp, inResponseToClientStamp, cogIndex, barrelIndex, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameIsEnding:
            return
        self.notify.debug('makeCogCarryBarrel gameTime=%s timeStamp=%s cog=%s barrel=%s (%.1f, %.1f,%.1f)' % (self.getCurrentGameTime(),
         timestamp,
         cogIndex,
         barrelIndex,
         x,
         y,
         z))
        barrel = self.barrels[barrelIndex]
        self.notify.debug('barrelPos= %s' % barrel.getPos())
        cog = self.cogInfo[cogIndex]['suit']
        cogPos = Point3(x, y, z)
        cog.makeCogCarryBarrel(timestamp, inResponseToClientStamp, barrel, barrelIndex, cogPos)

    def makeCogDropBarrel(self, timestamp, inResponseToClientStamp, cogIndex, barrelIndex, x, y, z):
        if not self.hasLocalToon:
            return
        self.notify.debug('makeCogDropBarrel gameTime=%s timeStamp=%s cog=%s barrel=%s (%.1f, %.1f,%.1f)' % (self.getCurrentGameTime(),
         timestamp,
         cogIndex,
         barrelIndex,
         x,
         y,
         z))
        barrel = self.barrels[barrelIndex]
        self.notify.debug('barrelPos= %s' % barrel.getPos())
        cog = self.cogInfo[cogIndex]['suit']
        cogPos = Point3(x, y, z)
        cog.makeCogDropBarrel(timestamp, inResponseToClientStamp, barrel, barrelIndex, cogPos)

    def controlKeyPressed(self):
        if self.isToonPlayingHitTrack(self.localAvId):
            return
        if self.gameIsEnding:
            return
        if self.getCurrentGameTime() - self.lastTimeControlPressed > self.ControlKeyLimitTime:
            self.lastTimeControlPressed = self.getCurrentGameTime()
            self.notify.debug('controlKeyPressed')
            toonSD = self.toonSDs[self.localAvId]
            curState = toonSD.fsm.getCurrentState().getName()
            toon = self.getAvatar(self.localAvId)
            timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime(), bits=32)
            pos = toon.getPos()
            heading = toon.getH()
            self.sendUpdate('throwingPie', [self.localAvId,
             timestamp,
             heading,
             pos[0],
             pos[1],
             pos[2]])
            self.showToonThrowingPie(self.localAvId, timestamp, heading, pos)

    def throwingPie(self, avId, timestamp, heading, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameFSM.getCurrentState().getName() not in ['play']:
            self.notify.warning('ignoring msg: av %s hit by suit' % avId)
            return
        self.notify.debug('avatar ' + `avId` + ' throwing pie')
        if avId != self.localAvId:
            pos = Point3(x, y, z)
            self.showToonThrowingPie(avId, timestamp, heading, pos)

    def showToonThrowingPie(self, avId, timestamp, heading, pos):
        toon = self.getAvatar(avId)
        if toon:
            tossTrack, pieTrack, flyPie = self.getTossPieInterval(toon, pos[0], pos[1], pos[2], heading, 0, 0, 0)

            def removePieFromTraverser(flyPie = flyPie):
                if base.cTrav:
                    if flyPie:
                        base.cTrav.removeCollider(flyPie)

            if avId == self.localAvId:
                flyPie.setTag('throwerId', str(avId))
                collSphere = CollisionSphere(0, 0, 0, 0.5)
                collSphere.setTangible(0)
                name = 'PieSphere-%d' % avId
                collSphereName = self.uniqueName(name)
                collNode = CollisionNode(collSphereName)
                collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
                collNode.addSolid(collSphere)
                colNp = flyPie.attachNewNode(collNode)
                colNp.show()
                base.cTrav.addCollider(colNp, self.pieHandler)
                self.accept('pieHit-' + collSphereName, self.handlePieHitting)

            def matchRunningAnim(toon = toon):
                toon.playingAnim = None
                toon.setSpeed(toon.forwardSpeed, toon.rotateSpeed)
                return

            newTossTrack = Sequence(tossTrack, Func(matchRunningAnim))
            pieTrack = Parallel(newTossTrack, pieTrack)
            elapsedTime = globalClockDelta.localElapsedTime(timestamp)
            if elapsedTime < 16.0 / 24.0:
                elapsedTime = 16.0 / 24.0
            pieTrack.start(elapsedTime)
            self.toonPieTracks[avId] = pieTrack

    def getTossPieInterval(self, toon, x, y, z, h, p, r, power, beginFlyIval = Sequence()):
        from toontown.toonbase import ToontownBattleGlobals
        from toontown.battle import BattleProps
        pie = toon.getPieModel()
        pie.setScale(0.9)
        flyPie = pie.copyTo(NodePath('a'))
        pieName = ToontownBattleGlobals.pieNames[toon.pieType]
        pieType = BattleProps.globalPropPool.getPropType(pieName)
        animPie = Sequence()
        if pieType == 'actor':
            animPie = ActorInterval(pie, pieName, startFrame=48)
        sound = loader.loadSfx('phase_3.5/audio/sfx/AA_pie_throw_only.ogg')
        t = power / 100.0
        dist = 100 - 70 * t
        time = 1 + 0.5 * t
        proj = ProjectileInterval(None, startPos=Point3(0, 0, 0), endPos=Point3(0, dist, 0), duration=time)
        relVel = proj.startVel

        def getVelocity(toon = toon, relVel = relVel):
            return render.getRelativeVector(toon, relVel) * 0.6

        toss = Track((0, Sequence(Func(toon.setPosHpr, x, y, z, h, p, r), Func(pie.reparentTo, toon.rightHand), Func(pie.setPosHpr, 0, 0, 0, 0, 0, 0), Parallel(ActorInterval(toon, 'throw', startFrame=48, partName='torso'), animPie), Func(toon.loop, 'neutral'))), (16.0 / 24.0, Func(pie.detachNode)))
        fly = Track((14.0 / 24.0, SoundInterval(sound, node=toon)), (16.0 / 24.0, Sequence(Func(flyPie.reparentTo, render), Func(flyPie.setPosHpr, toon, 0.52, 0.97, 2.24, 0, -45, 0), beginFlyIval, ProjectileInterval(flyPie, startVel=getVelocity, duration=6), Func(flyPie.detachNode))))
        return (toss, fly, flyPie)

    def handlePieHitting(self, colEntry):
        if self.gameIsEnding:
            return
        into = colEntry.getIntoNodePath()
        intoName = into.getName()
        if 'CogThiefPieSphere' in intoName:
            timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime(), bits=32)
            parts = intoName.split('-')
            suitNum = int(parts[1])
            pos = self.cogInfo[suitNum]['suit'].suit.getPos()
            if pos in CTGG.CogStartingPositions:
                self.notify.debug('Cog %d hit at starting pos %s, ignoring' % (suitNum, pos))
            else:
                self.sendUpdate('pieHitSuit', [self.localAvId,
                 timestamp,
                 suitNum,
                 pos[0],
                 pos[1],
                 pos[2]])
                self.makeSuitRespondToPieHit(timestamp, suitNum)

    def pieHitSuit(self, avId, timestamp, suitNum, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameFSM.getCurrentState().getName() not in ['play']:
            self.notify.warning('ignoring msg: av %s hit by suit' % avId)
            return
        if self.gameIsEnding:
            return
        self.notify.debug('avatar ' + `avId` + ' hit by a suit')
        if avId != self.localAvId:
            self.makeSuitRespondToPieHit(timestamp, suitNum)

    def makeSuitRespondToPieHit(self, timestamp, suitNum):
        cog = self.cogInfo[suitNum]['suit']
        cog.respondToPieHit(timestamp)

    def sendCogAtReturnPos(self, cogIndex, barrelIndex):
        timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime(), bits=32)
        self.sendUpdate('cogAtReturnPos', [timestamp, cogIndex, barrelIndex])

    def markBarrelStolen(self, timestamp, inResponseToClientStamp, barrelIndex):
        if not self.hasLocalToon:
            return
        if barrelIndex not in self.stolenBarrels:
            self.stolenBarrels.append(barrelIndex)
            barrel = self.barrels[barrelIndex]
            barrel.hide()
        if base.config.GetBool('cog-thief-check-barrels', 1):
            if not base.config.GetBool('cog-thief-endless', 0):
                if len(self.stolenBarrels) == len(self.barrels):
                    localStamp = globalClockDelta.networkToLocalTime(timestamp, bits=32)
                    gameTime = self.local2GameTime(localStamp)
                    self.clockStopTime = gameTime
                    self.notify.debug('clockStopTime = %s' % gameTime)
                    score = int(self.scoreMult * CTGG.calcScore(gameTime) + 0.5)
                    self.rewardPanel['text'] = str(score)
                    self.showResults()

    def __gameTimerExpired(self):
        self.notify.debug('game timer expired')
        self.showResults()

    def __startRewardCountdown(self):
        taskMgr.remove(self.REWARD_COUNTDOWN_TASK)
        taskMgr.add(self.__updateRewardCountdown, self.REWARD_COUNTDOWN_TASK)

    def __killRewardCountdown(self):
        taskMgr.remove(self.REWARD_COUNTDOWN_TASK)

    def __updateRewardCountdown(self, task):
        curTime = self.getCurrentGameTime()
        if self.clockStopTime is not None:
            if self.clockStopTime < curTime:
                self.notify.debug('self.clockStopTime < curTime %s %s' % (self.clockStopTime, curTime))
                self.__killRewardCountdown()
                curTime = self.clockStopTime
        if curTime > CTGG.GameTime:
            curTime = CTGG.GameTime
        score = int(self.scoreMult * CTGG.calcScore(curTime) + 0.5)
        if not hasattr(task, 'curScore'):
            task.curScore = score
        result = Task.cont
        if hasattr(self, 'rewardPanel'):
            self.rewardPanel['text'] = str(score)
            if task.curScore != score:
                if hasattr(self, 'jarIval'):
                    self.jarIval.finish()
                s = self.rewardPanel.getScale()
                self.jarIval = Parallel(Sequence(self.rewardPanel.scaleInterval(0.15, s * 3.0 / 4.0, blendType='easeOut'), self.rewardPanel.scaleInterval(0.15, s, blendType='easeIn')), SoundInterval(self.sndRewardTick), name='cogThiefGameRewardJarThrob')
                self.jarIval.start()
            task.curScore = score
        else:
            result = Task.done
        return result

    def startGameWalk(self):
        self.gameWalk.start()

    def stopGameWalk(self):
        self.gameWalk.stop()

    def getCogThief(self, cogIndex):
        return self.cogInfo[cogIndex]['suit']

    def isToonPlayingHitTrack(self, avId):
        if avId in self.toonHitTracks:
            track = self.toonHitTracks[avId]
            if track.isPlaying():
                return True
        return False

    def getNumCogs(self):
        result = base.config.GetInt('cog-thief-num-cogs', 0)
        if not result:
            safezone = self.getSafezoneId()
            result = CTGG.calculateCogs(self.numPlayers, safezone)
        return result

    def getCogSpeed(self):
        result = 6.0
        safezone = self.getSafezoneId()
        result = CTGG.calculateCogSpeed(self.numPlayers, safezone)
        return result

    def showResults(self):
        if not self.gameIsEnding:
            self.gameIsEnding = True
            for barrel in self.barrels:
                barrel.wrtReparentTo(render)

            for key in self.cogInfo:
                thief = self.cogInfo[key]['suit']
                thief.suit.setPos(100, 0, 0)
                thief.suit.hide()

            self.__killRewardCountdown()
            self.stopGameWalk()
            numBarrelsSaved = len(self.barrels) - len(self.stolenBarrels)
            resultStr = ''
            if numBarrelsSaved == len(self.barrels):
                resultStr = TTLocalizer.CogThiefPerfect
            elif numBarrelsSaved > 1:
                resultStr = TTLocalizer.CogThiefBarrelsSaved % {'num': numBarrelsSaved}
            elif numBarrelsSaved == 1:
                resultStr = TTLocalizer.CogThiefBarrelSaved % {'num': numBarrelsSaved}
            else:
                resultStr = TTLocalizer.CogThiefNoBarrelsSaved
            perfectTextSubnode = hidden.attachNewNode(self.__genText(resultStr))
            perfectText = hidden.attachNewNode('perfectText')
            perfectTextSubnode.reparentTo(perfectText)
            frame = self.__textGen.getCardActual()
            offsetY = -abs(frame[2] + frame[3]) / 2.0
            perfectTextSubnode.setPos(0, 0, offsetY)
            perfectText.setColor(1, 0.1, 0.1, 1)

            def fadeFunc(t, text = perfectText):
                text.setColorScale(1, 1, 1, t)

            def destroyText(text = perfectText):
                text.removeNode()

            def safeGameOver(self = self):
                if not self.frameworkFSM.isInternalStateInFlux():
                    self.gameOver()

            textTrack = Sequence(Func(perfectText.reparentTo, aspect2d), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=0.3, startScale=0.0), LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=0.5)), Wait(2.0), Parallel(LerpScaleInterval(perfectText, duration=0.5, scale=1.0), LerpFunctionInterval(fadeFunc, fromData=1.0, toData=0.0, duration=0.5, blendType='easeIn')), Func(destroyText), WaitInterval(0.5), Func(safeGameOver))
            if numBarrelsSaved == len(self.barrels):
                soundTrack = SoundInterval(self.sndPerfect)
            else:
                soundTrack = Sequence()
            self.resultIval = Parallel(textTrack, soundTrack)
            self.resultIval.start()

    def __genText(self, text):
        self.__textGen.setText(text)
        return self.__textGen.generate()

    def getIntroTrack(self):
        base.camera.setPosHpr(0, -13.66, 13.59, 0, -51.6, 0)
        result = Sequence(Wait(2), LerpPosHprInterval(base.camera, 13, Point3(self.cameraTopView[0], self.cameraTopView[1], self.cameraTopView[2]), Point3(self.cameraTopView[3], self.cameraTopView[4], self.cameraTopView[5]), blendType='easeIn'))
        return result
コード例 #33
0
class CollisionManager:
    def __init__(self):
        self.line_dir = NodePath()

        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)

        picker_node.setTag("rays", "mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")
        self.col_handler.addAgainPattern("ray_again_all%("
                                         "rays"
                                         ")fh%("
                                         "type"
                                         ")ih")

        self.model = loader.loadModel("../models/chest.egg")
        self.model_node = NodePath("sdfafd")
        self.model.reparentTo(self.model_node)
        self.model_node.reparentTo(render)
        #
        #        self.text_node = TextNode("battle_text")
        #        self.text_node.setText("TEXTYTEXTYTEXTTEXT")
        #        self.text_node_path = render.attachNewNode(self.text_node)
        #        self.text_node_path.reparentTo(render)
        #        self.text_node_path.setPos(0,0,4)
        #        self.text_node_path.setHpr(0,0,0)
        #        self.text_node_path.setScale(1)
        #        #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha)
        #        self.text_node.setTextColor((1,1,1,1))
        #        self.text_node.setAlign(TextNode.ALeft)

        self.placement_ghost = EditorObjects.PlacementGhost(
            0, "tower", base.object_scale)

        z = 0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")
        taskMgr.add(self.task_mouse_press_check, "checkMousePress")

        self.input_init()

        self.pickable = None

    def input_init(self):
        self.DO = DirectObject()

        self.DO.accept('mouse1', self.mouse_click, ["1-down"])
        self.DO.accept('mouse1-up', self.mouse_click, ["1-up"])
        self.DO.accept('mouse3', self.mouse_click, ["3-down"])

        self.DO.accept('0', self.placement_ghost.change_player, [0])
        self.DO.accept('1', self.placement_ghost.change_player, [1])
        self.DO.accept('2', self.placement_ghost.change_player, [2])

        self.DO.accept('a', self.placement_ghost.change_type, ["army"])
        self.DO.accept('t', self.placement_ghost.change_type, ["tower"])

        self.DO.accept('control-s', base.xml_manager.save)

        self.DO.accept('mray-into-army', self.col_in_object)
        self.DO.accept('mray-out-army', self.col_out_object)
        self.DO.accept('mray-into-tower', self.col_in_object)
        self.DO.accept('mray-out-tower', self.col_out_object)

        self.DO.accept('ray_again_all', self.col_against_object)

    def col_against_object(self, entry):
        if entry.getIntoNodePath().getParent() != self.pickable:

            np_from = entry.getFromNodePath()
            np_into = entry.getIntoNodePath()
            self.selected_type = np_into.getTag("type")

            self.pickable = np_into.getParent()

    def col_in_object(self, entry):
        if base.state == "selecting":
            np_into = entry.getIntoNodePath()
            np_into.getParent().setColor(0.5, 0.5, 0.5, 1)

    def col_out_object(self, entry):
        np_into = entry.getIntoNodePath()
        try:
            np_into.getParent().clearColor()
        except:
            print "ERROR CLEARING COLOUR"

    def get_mouse_plane_pos(self, task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.pos3d = Point3()
            nearPoint = Point3()
            farPoint = Point3()
            base.camLens.extrude(mpos, nearPoint, farPoint)
            if self.plane.intersectsLine(
                    self.pos3d, render.getRelativePoint(camera, nearPoint),
                    render.getRelativePoint(camera, farPoint)):
                #print "Mouse ray intersects ground plane at ", self.pos3d
                self.model_node.setPos(render, self.pos3d)
                self.placement_ghost.set_position(self.pos3d[0], self.pos3d[1])
        return task.again

    def ray_update(self, task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()

            self.pickerRay.setFromLens(base.camNode, mpos.getX(), mpos.getY())
        return task.cont

    def task_mouse_place(self, task):
        if base.mouseWatcherNode.isButtonDown(MouseButton.one()):
            self.placing_object = True
            self.place_pos = (self.anchor_x, self.anchor_y)
            self.line_dir.remove()
            ls = LineSegs()
            ls.move_to(self.anchor_x, self.anchor_y, 1)
            ls.draw_to(self.model.getX(), self.model.getY(), 1)
            node = ls.create()
            angle1 = math.atan2(self.anchor_y - self.anchor_y,
                                self.anchor_x - self.anchor_x + 50)
            angle2 = math.atan2(self.anchor_y - self.model.getY(),
                                self.anchor_x - self.model.getY())
            final_angle = angle1 - angle2
            self.model.setHpr(final_angle, 0, 0)
            self.line_dir = NodePath(node)
            self.line_dir.reparentTo(render)
            return task.again
        else:
            self.line_dir.hide()
            taskMgr.add(self.task_mouse_press_check, "checkMousePress")
            return task.done

    def task_mouse_press_check(self, task):
        if base.mouseWatcherNode.isButtonDown(MouseButton.one()):
            #if self.multi_select == True:
            self.anchor_x, self.anchor_y = self.model.getX(), self.model.getY()
            taskMgr.add(self.task_mouse_place, "multibox")
            return task.done
        return task.again

    def mouse_click(self, status):
        print base.state
        if status == "1-down":
            if base.state == "placement":
                if self.placement_ghost.get_type() == "tower":
                    obj = self.placement_ghost.place("tower",
                                                     self.model.getX(),
                                                     self.model.getY())
                elif self.placement_ghost.get_type() == "army":
                    obj = self.placement_ghost.place("army", self.model.getX(),
                                                     self.model.getY())
                base.details_box.set_object(obj)
                base.change_state("modifying")
            elif base.state == "moving":
                obj = base.details_box.get_object()
                obj.set_position(self.pos3d[0], self.pos3d[1])
                base.change_state("modifying")
            elif base.state == "selecting" and self.pickable != None:
                obj = base.get_obj_from_node(self.pickable)
                base.details_box.set_object(obj, "selecting")
                base.change_state("modifying")
        elif status == "1-up":
            print "Mouse", status
        elif status == "3-down":
            if base.state == "placement":
                base.change_state("selecting")
            elif base.state == "selecting":
                base.change_state("placement")
コード例 #34
0
ファイル: main.py プロジェクト: gomtuu/FreeBLiTZ
class FreeBLiTZ(ShowBase):

    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor, self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle, self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')
        def foo(entry):
            print 'You are in the zone'
        def bar(entry):
            print 'You are not in the zone'
        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor, self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle, self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone, self.zone_handler)
        #self.cTrav.showCollisions(self.stage)

    def create_stanchions(self):
        from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
        self.stanchions = self.stage.findAllMatches('**/=Stanchion')
        for stanchion in self.stanchions:
            geomnode = stanchion.node()
            radius = float(stanchion.getTag('Stanchion'))
            geom = geomnode.getGeom(0)
            vdata = geom.getVertexData()
            for gp in range(geom.getNumPrimitives()):
                vreader = GeomVertexReader(vdata, 'vertex')
                prim = geom.getPrimitive(gp)
                prim = prim.decompose()
                for p in range(prim.getNumPrimitives()):
                    start = prim.getPrimitiveStart(p)
                    end = prim.getPrimitiveEnd(p)
                    vertices = []
                    for v in range(start, end):
                        vi = prim.getVertex(v)
                        vreader.setRow(vi)
                        vertex = vreader.getData3f()
                        vertices.append(vertex)
                    vertices.append(vertices[0])
                    for i in range(1, len(vertices)):
                        a, b =  vertices[i-1], vertices[i]
                        stanchion_np = stanchion.attachNewNode(CollisionNode('stanchion'))
                        print 'creating cyl with radius %f from %s to %s' % (radius, a, b)
                        stanchion_np.node().addSolid(CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2], radius))
                        stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
            geomnode.removeAllGeoms()

    def begin_look(self):
        self.look = True

    def end_look(self):
        self.look = False
        self.prev_pos = None

    def MouseTask(self, task):
        if self.mouseWatcherNode.hasMouse():
            (x, y) = self.mouseWatcherNode.getMouse()
            if self.prev_pos:
                if self.look or self.active_char.spinning:
                    h_diff = (x - self.prev_pos[0]) * 180
                    p_diff = (y - self.prev_pos[1]) * 90
                    new_h = clamp_deg_sign(self.char_rig.getH() - h_diff)
                    self.char_rig.setH(new_h)
                    self.cam.setP(self.cam.getP() + p_diff)
                    self.active_char.spin(new_h)
            self.prev_pos = (x, y)
        return task.cont
コード例 #35
0
class CogdoFlyingCollisions(GravityWalker):
    wantFloorSphere = 0

    def __init__(self):
        GravityWalker.__init__(self, gravity=0.0)

    def initializeCollisions(self,
                             collisionTraverser,
                             avatarNodePath,
                             avatarRadius=1.4,
                             floorOffset=1.0,
                             reach=1.0):
        self.cHeadSphereNodePath = None
        self.cFloorEventSphereNodePath = None
        self.setupHeadSphere(avatarNodePath)
        self.setupFloorEventSphere(avatarNodePath,
                                   ToontownGlobals.FloorEventBitmask,
                                   avatarRadius)
        GravityWalker.initializeCollisions(self, collisionTraverser,
                                           avatarNodePath, avatarRadius,
                                           floorOffset, reach)
        return

    def setupWallSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75,
                                  self.avatarRadius)
        cSphereNode = CollisionNode('Flyer.cWallSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        if config.GetBool('want-fluid-pusher', 0):
            self.pusher = CollisionHandlerFluidPusher()
        else:
            self.pusher = CollisionHandlerPusher()
        self.pusher.addCollider(cSphereNodePath, self.avatarNodePath)
        self.cWallSphereNodePath = cSphereNodePath

    def setupEventSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75,
                                  self.avatarRadius * 1.04)
        cSphere.setTangible(0)
        cSphereNode = CollisionNode('Flyer.cEventSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.event = CollisionHandlerEvent()
        self.event.addInPattern('enter%in')
        self.event.addOutPattern('exit%in')
        self.cEventSphereNodePath = cSphereNodePath

    def setupRay(self, bitmask, floorOffset, reach):
        cRay = CollisionRay(0.0, 0.0, 3.0, 0.0, 0.0, -1.0)
        cRayNode = CollisionNode('Flyer.cRayNode')
        cRayNode.addSolid(cRay)
        self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
        cRayNode.setFromCollideMask(bitmask)
        cRayNode.setIntoCollideMask(BitMask32.allOff())
        self.lifter = CollisionHandlerGravity()
        self.lifter.setLegacyMode(self._legacyLifter)
        self.lifter.setGravity(self.getGravity(0))
        self.lifter.addInPattern('%fn-enter-%in')
        self.lifter.addAgainPattern('%fn-again-%in')
        self.lifter.addOutPattern('%fn-exit-%in')
        self.lifter.setOffset(floorOffset)
        self.lifter.setReach(reach)
        self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)

    def setupHeadSphere(self, avatarNodePath):
        collSphere = CollisionSphere(0, 0, 0, 1)
        collSphere.setTangible(1)
        collNode = CollisionNode('Flyer.cHeadCollSphere')
        collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask)
        collNode.setIntoCollideMask(BitMask32.allOff())
        collNode.addSolid(collSphere)
        self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode)
        self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0)
        self.headCollisionEvent = CollisionHandlerEvent()
        self.headCollisionEvent.addInPattern('%fn-enter-%in')
        self.headCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(self.cHeadSphereNodePath,
                               self.headCollisionEvent)

    def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
        cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
        cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.floorCollisionEvent = CollisionHandlerEvent()
        self.floorCollisionEvent.addInPattern('%fn-enter-%in')
        self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
        self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
        self.cFloorEventSphereNodePath = cSphereNodePath

    def deleteCollisions(self):
        GravityWalker.deleteCollisions(self)
        if self.cHeadSphereNodePath != None:
            base.cTrav.removeCollider(self.cHeadSphereNodePath)
            self.cHeadSphereNodePath.detachNode()
            self.cHeadSphereNodePath = None
            self.headCollisionsEvent = None
        if self.cFloorEventSphereNodePath != None:
            base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
            self.cFloorEventSphereNodePath.detachNode()
            self.cFloorEventSphereNodePath = None
            self.floorCollisionEvent = None
        self.cRayNodePath.detachNode()
        del self.cRayNodePath
        self.cEventSphereNodePath.detachNode()
        del self.cEventSphereNodePath
        return

    def setCollisionsActive(self, active=1):
        if self.collisionsActive != active:
            if self.cHeadSphereNodePath != None:
                base.cTrav.removeCollider(self.cHeadSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cHeadSphereNodePath,
                                           self.headCollisionEvent)
            if self.cFloorEventSphereNodePath != None:
                base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cFloorEventSphereNodePath,
                                           self.floorCollisionEvent)
        GravityWalker.setCollisionsActive(self, active)
        return

    def enableAvatarControls(self):
        pass

    def disableAvatarControls(self):
        pass

    def handleAvatarControls(self, task):
        pass
コード例 #36
0
ファイル: collision.py プロジェクト: NiltonDuarte/WoT
from pandac.PandaModules import CollisionHandlerEvent, CollisionNode, CollisionTraverser, CollisionRay
from pandaImports import DirectObject
from tower import *


"""This file handles all the collision events 
   of our game
"""
# base.cTrav maintains a list of colliders of all solid objects in the world to check collisions (runs every frame)
base.cTrav = CollisionTraverser()

# collisionHandler specifies what to do when a collision event is detected
collisionHandler = CollisionHandlerEvent()
# "In" event: when there is a collision in the current frame, but it didn't in the previous frame
collisionHandler.addInPattern("%fn-into-%in")
# "Again" event: when there is a collision in the current frame, the same that happened in the previous frame
collisionHandler.addAgainPattern("%fn-again-%in")
# "Out" event: when there isn't a collision in the current frame, but there was in the previous frame
collisionHandler.addOutPattern("%fn-out-%in")

# self.collision3DPoint is the point where the collision occurs
collision3DPoint = [0, 0, 0]

# self.addCollider(mousePicking.pickerNP)
# self.addCollider(player.getTower(-1).troop.troopModel.troopColliderNP)


DO = DirectObject()


def addCollisionEventAgain(fromName, intoName, function, extraArgs=[]):
コード例 #37
0
class DistributedIceGame(DistributedMinigame.DistributedMinigame,
                         DistributedIceWorld.DistributedIceWorld):
    notify = directNotify.newCategory('DistributedIceGame')
    MaxLocalForce = 100
    MaxPhysicsForce = 25000

    def __init__(self, cr):
        DistributedMinigame.DistributedMinigame.__init__(self, cr)
        DistributedIceWorld.DistributedIceWorld.__init__(self, cr)
        self.gameFSM = ClassicFSM.ClassicFSM('DistributedIceGame', [
            State.State('off', self.enterOff, self.exitOff, ['inputChoice']),
            State.State(
                'inputChoice', self.enterInputChoice, self.exitInputChoice,
                ['waitServerChoices', 'moveTires', 'displayVotes', 'cleanup']),
            State.State('waitServerChoices', self.enterWaitServerChoices,
                        self.exitWaitServerChoices, ['moveTires', 'cleanup']),
            State.State('moveTires', self.enterMoveTires, self.exitMoveTires,
                        ['synch', 'cleanup']),
            State.State('synch', self.enterSynch, self.exitSynch,
                        ['inputChoice', 'scoring', 'cleanup']),
            State.State('scoring', self.enterScoring, self.exitScoring,
                        ['cleanup', 'finalResults', 'inputChoice']),
            State.State('finalResults', self.enterFinalResults,
                        self.exitFinalResults, ['cleanup']),
            State.State('cleanup', self.enterCleanup, self.exitCleanup, [])
        ], 'off', 'cleanup')
        self.addChildGameFSM(self.gameFSM)
        self.cameraThreeQuarterView = (0, -22, 45, 0, -62.890000000000001, 0)
        self.tireDict = {}
        self.forceArrowDict = {}
        self.canDrive = False
        self.timer = None
        self.timerStartTime = None
        self.curForce = 0
        self.curHeading = 0
        self.headingMomentum = 0.0
        self.forceMomentum = 0.0
        self.allTireInputs = None
        self.curRound = 0
        self.curMatch = 0
        self.controlKeyWarningLabel = DirectLabel(
            text=TTLocalizer.IceGameControlKeyWarning,
            text_fg=VBase4(1, 0, 0, 1),
            relief=None,
            pos=(0.0, 0, 0),
            scale=0.14999999999999999)
        self.controlKeyWarningLabel.hide()
        self.waitingMoveLabel = DirectLabel(
            text=TTLocalizer.IceGameWaitingForPlayersToFinishMove,
            text_fg=VBase4(1, 1, 1, 1),
            relief=None,
            pos=(-0.59999999999999998, 0, -0.75),
            scale=0.074999999999999997)
        self.waitingMoveLabel.hide()
        self.waitingSyncLabel = DirectLabel(
            text=TTLocalizer.IceGameWaitingForAISync,
            text_fg=VBase4(1, 1, 1, 1),
            relief=None,
            pos=(-0.59999999999999998, 0, -0.75),
            scale=0.074999999999999997)
        self.waitingSyncLabel.hide()
        self.infoLabel = DirectLabel(text='',
                                     text_fg=VBase4(0, 0, 0, 1),
                                     relief=None,
                                     pos=(0.0, 0, 0.69999999999999996),
                                     scale=0.074999999999999997)
        self.updateInfoLabel()
        self.lastForceArrowUpdateTime = 0
        self.sendForceArrowUpdateAsap = False
        self.treasures = []
        self.penalties = []
        self.obstacles = []
        self.controlKeyPressed = False
        self.controlKeyWarningIval = None

    def delete(self):
        DistributedIceWorld.DistributedIceWorld.delete(self)
        DistributedMinigame.DistributedMinigame.delete(self)
        if self.controlKeyWarningIval:
            self.controlKeyWarningIval.finish()
            self.controlKeyWarningIval = None

        self.controlKeyWarningLabel.destroy()
        del self.controlKeyWarningLabel
        self.waitingMoveLabel.destroy()
        del self.waitingMoveLabel
        self.waitingSyncLabel.destroy()
        del self.waitingSyncLabel
        self.infoLabel.destroy()
        del self.infoLabel
        for treasure in self.treasures:
            treasure.destroy()

        del self.treasures
        for penalty in self.penalties:
            penalty.destroy()

        del self.penalties
        for obstacle in self.obstacles:
            obstacle.removeNode()

        del self.obstacles
        del self.gameFSM

    def announceGenerate(self):
        DistributedMinigame.DistributedMinigame.announceGenerate(self)
        DistributedIceWorld.DistributedIceWorld.announceGenerate(self)
        self.debugTaskName = self.uniqueName('debugTask')

    def getTitle(self):
        return TTLocalizer.IceGameTitle

    def getInstructions(self):
        szId = self.getSafezoneId()
        numPenalties = IceGameGlobals.NumPenalties[szId]
        result = TTLocalizer.IceGameInstructions
        if numPenalties == 0:
            result = TTLocalizer.IceGameInstructionsNoTnt

        return result

    def getMaxDuration(self):
        return 0

    def load(self):
        self.notify.debug('load')
        DistributedMinigame.DistributedMinigame.load(self)
        self.music = base.loadMusic('phase_4/audio/bgm/MG_IceGame.mid')
        self.gameBoard = loader.loadModel(
            'phase_4/models/minigames/ice_game_icerink')
        background = loader.loadModel('phase_4/models/minigames/ice_game_2d')
        background.reparentTo(self.gameBoard)
        self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0)
        self.gameBoard.setScale(1.0)
        self.setupSimulation()
        index = 0
        for avId in self.avIdList:
            self.setupTire(avId, index)
            self.setupForceArrow(avId)
            index += 1

        for index in xrange(len(self.avIdList), 4):
            self.setupTire(-index, index)
            self.setupForceArrow(-index)

        self.showForceArrows(realPlayersOnly=True)
        self.westWallModel = NodePath()
        if not self.westWallModel.isEmpty():
            self.westWallModel.reparentTo(self.gameBoard)
            self.westWallModel.setPos(IceGameGlobals.MinWall[0],
                                      IceGameGlobals.MinWall[1], 0)
            self.westWallModel.setScale(4)

        self.eastWallModel = NodePath()
        if not self.eastWallModel.isEmpty():
            self.eastWallModel.reparentTo(self.gameBoard)
            self.eastWallModel.setPos(IceGameGlobals.MaxWall[0],
                                      IceGameGlobals.MaxWall[1], 0)
            self.eastWallModel.setScale(4)
            self.eastWallModel.setH(180)

        self.arrowKeys = ArrowKeys.ArrowKeys()
        self.target = loader.loadModel('phase_3/models/misc/sphere')
        self.target.setScale(0.01)
        self.target.reparentTo(self.gameBoard)
        self.target.setPos(0, 0, 0)
        self.scoreCircle = loader.loadModel(
            'phase_4/models/minigames/ice_game_score_circle')
        self.scoreCircle.setScale(0.01)
        self.scoreCircle.reparentTo(self.gameBoard)
        self.scoreCircle.setZ(IceGameGlobals.TireRadius / 2.0)
        self.scoreCircle.setAlphaScale(0.5)
        self.scoreCircle.setTransparency(1)
        self.scoreCircle.hide()
        self.treasureModel = loader.loadModel(
            'phase_4/models/minigames/ice_game_barrel')
        self.penaltyModel = loader.loadModel(
            'phase_4/models/minigames/ice_game_tnt2')
        self.penaltyModel.setScale(0.75, 0.75, 0.69999999999999996)
        szId = self.getSafezoneId()
        obstacles = IceGameGlobals.Obstacles[szId]
        index = 0
        cubicObstacle = IceGameGlobals.ObstacleShapes[szId]
        for pos in obstacles:
            newPos = Point3(pos[0], pos[1], IceGameGlobals.TireRadius)
            newObstacle = self.createObstacle(newPos, index, cubicObstacle)
            self.obstacles.append(newObstacle)
            index += 1

        self.countSound = loader.loadSfx(
            'phase_3.5/audio/sfx/tick_counter.mp3')
        self.treasureGrabSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_sfx_vine_game_bananas.mp3')
        self.penaltyGrabSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_cannon_fire_alt.mp3')
        self.tireSounds = []
        for tireIndex in xrange(4):
            tireHit = loader.loadSfx(
                'phase_4/audio/sfx/Golf_Hit_Barrier_1.mp3')
            wallHit = loader.loadSfx('phase_4/audio/sfx/MG_maze_pickup.mp3')
            obstacleHit = loader.loadSfx(
                'phase_4/audio/sfx/Golf_Hit_Barrier_2.mp3')
            self.tireSounds.append({
                'tireHit': tireHit,
                'wallHit': wallHit,
                'obstacleHit': obstacleHit
            })

        self.arrowRotateSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_sfx_ice_force_rotate.wav')
        self.arrowUpSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_sfx_ice_force_increase_3sec.mp3')
        self.arrowDownSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_sfx_ice_force_decrease_3sec.mp3')
        self.scoreCircleSound = loader.loadSfx(
            'phase_4/audio/sfx/MG_sfx_ice_scoring_1.mp3')

    def unload(self):
        self.notify.debug('unload')
        DistributedMinigame.DistributedMinigame.unload(self)
        del self.music
        self.gameBoard.removeNode()
        del self.gameBoard
        for forceArrow in self.forceArrowDict.values():
            forceArrow.removeNode()

        del self.forceArrowDict
        self.scoreCircle.removeNode()
        del self.scoreCircle
        del self.countSound

    def onstage(self):
        self.notify.debug('onstage')
        DistributedMinigame.DistributedMinigame.onstage(self)
        self.gameBoard.reparentTo(render)
        self._DistributedIceGame__placeToon(self.localAvId)
        self.moveCameraToTop()
        self.scorePanels = []
        base.playMusic(self.music, looping=1, volume=0.80000000000000004)

    def offstage(self):
        self.notify.debug('offstage')
        self.music.stop()
        self.gameBoard.hide()
        self.infoLabel.hide()
        for avId in self.tireDict:
            self.tireDict[avId]['tireNodePath'].hide()

        for panel in self.scorePanels:
            panel.cleanup()

        del self.scorePanels
        for obstacle in self.obstacles:
            obstacle.hide()

        for treasure in self.treasures:
            treasure.nodePath.hide()

        for penalty in self.penalties:
            penalty.nodePath.hide()

        for avId in self.avIdList:
            av = self.getAvatar(avId)
            if av:
                av.dropShadow.show()
                av.resetLOD()
                continue

        taskMgr.remove(self.uniqueName('aimtask'))
        self.arrowKeys.destroy()
        del self.arrowKeys
        DistributedMinigame.DistributedMinigame.offstage(self)

    def handleDisabledAvatar(self, avId):
        self.notify.debug('handleDisabledAvatar')
        self.notify.debug('avatar ' + str(avId) + ' disabled')
        DistributedMinigame.DistributedMinigame.handleDisabledAvatar(
            self, avId)

    def setGameReady(self):
        if not self.hasLocalToon:
            return None

        self.notify.debug('setGameReady')
        if DistributedMinigame.DistributedMinigame.setGameReady(self):
            return None

        for index in xrange(self.numPlayers):
            avId = self.avIdList[index]
            toon = self.getAvatar(avId)
            if toon:
                toon.reparentTo(render)
                self._DistributedIceGame__placeToon(avId)
                toon.forwardSpeed = 0
                toon.rotateSpeed = False
                toon.dropShadow.hide()
                toon.setAnimState('Sit')
                if avId in self.tireDict:
                    tireNp = self.tireDict[avId]['tireNodePath']
                    toon.reparentTo(tireNp)
                    toon.setY(1.0)
                    toon.setZ(-3)

                toon.startLookAround()
                continue

    def setGameStart(self, timestamp):
        if not self.hasLocalToon:
            return None

        self.notify.debug('setGameStart')
        DistributedMinigame.DistributedMinigame.setGameStart(self, timestamp)
        for avId in self.remoteAvIdList:
            toon = self.getAvatar(avId)
            if toon:
                toon.stopLookAround()
                continue

        self.scores = [0] * self.numPlayers
        spacing = 0.40000000000000002
        for i in xrange(self.numPlayers):
            avId = self.avIdList[i]
            avName = self.getAvatarName(avId)
            scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(
                avId, avName)
            scorePanel.setScale(0.90000000000000002)
            scorePanel.setPos(0.75 - spacing * (self.numPlayers - 1 - i), 0.0,
                              0.875)
            scorePanel.makeTransparent(0.75)
            self.scorePanels.append(scorePanel)

        self.arrowKeys.setPressHandlers([
            self._DistributedIceGame__upArrowPressed,
            self._DistributedIceGame__downArrowPressed,
            self._DistributedIceGame__leftArrowPressed,
            self._DistributedIceGame__rightArrowPressed,
            self._DistributedIceGame__controlPressed
        ])

    def isInPlayState(self):
        if not self.gameFSM.getCurrentState():
            return False

        if not self.gameFSM.getCurrentState().getName() == 'play':
            return False

        return True

    def enterOff(self):
        self.notify.debug('enterOff')

    def exitOff(self):
        pass

    def enterInputChoice(self):
        self.notify.debug('enterInputChoice')
        self.forceLocalToonToTire()
        self.controlKeyPressed = False
        if self.curRound == 0:
            self.setupStartOfMatch()
        else:
            self.notify.debug('self.curRound = %s' % self.curRound)
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.hide()
        if self.timerStartTime != None:
            self.startTimer()

        self.showForceArrows(realPlayersOnly=True)
        self.localForceArrow().setPosHpr(0, 0, -1.0, 0, 0, 0)
        self.localForceArrow().reparentTo(self.localTireNp())
        self.localForceArrow().setY(IceGameGlobals.TireRadius)
        self.localTireNp().headsUp(self.target)
        self.notify.debug('self.localForceArrow() heading = %s' %
                          self.localForceArrow().getH())
        self.curHeading = self.localTireNp().getH()
        self.curForce = 25
        self.updateLocalForceArrow()
        for avId in self.forceArrowDict:
            forceArrow = self.forceArrowDict[avId]
            forceArrow.setPosHpr(0, 0, -1.0, 0, 0, 0)
            tireNp = self.tireDict[avId]['tireNodePath']
            forceArrow.reparentTo(tireNp)
            forceArrow.setY(IceGameGlobals.TireRadius)
            tireNp.headsUp(self.target)
            self.updateForceArrow(avId, tireNp.getH(), 25)

        taskMgr.add(self._DistributedIceGame__aimTask,
                    self.uniqueName('aimtask'))
        if base.localAvatar.laffMeter:
            base.localAvatar.laffMeter.stop()

        self.sendForceArrowUpdateAsap = False

    def exitInputChoice(self):
        if not self.controlKeyPressed:
            if self.controlKeyWarningIval:
                self.controlKeyWarningIval.finish()
                self.controlKeyWarningIval = None

            self.controlKeyWarningIval = Sequence(
                Func(self.controlKeyWarningLabel.show),
                self.controlKeyWarningLabel.colorScaleInterval(
                    10, VBase4(1, 1, 1, 0), startColorScale=VBase4(1, 1, 1,
                                                                   1)),
                Func(self.controlKeyWarningLabel.hide))
            self.controlKeyWarningIval.start()

        if self.timer != None:
            self.timer.destroy()
            self.timer = None

        self.timerStartTime = None
        self.hideForceArrows()
        self.arrowRotateSound.stop()
        self.arrowUpSound.stop()
        self.arrowDownSound.stop()
        taskMgr.remove(self.uniqueName('aimtask'))

    def enterWaitServerChoices(self):
        self.waitingMoveLabel.show()
        self.showForceArrows(True)

    def exitWaitServerChoices(self):
        self.waitingMoveLabel.hide()
        self.hideForceArrows()

    def enterMoveTires(self):
        for key in self.tireDict:
            body = self.tireDict[key]['tireBody']
            body.setAngularVel(0, 0, 0)
            body.setLinearVel(0, 0, 0)

        for index in xrange(len(self.allTireInputs)):
            input = self.allTireInputs[index]
            avId = self.avIdList[index]
            body = self.getTireBody(avId)
            degs = input[1] + 90
            tireNp = self.getTireNp(avId)
            tireH = tireNp.getH()
            self.notify.debug('tireH = %s' % tireH)
            radAngle = deg2Rad(degs)
            foo = NodePath('foo')
            dirVector = Vec3(math.cos(radAngle), math.sin(radAngle), 0)
            self.notify.debug('dirVector is now=%s' % dirVector)
            inputForce = input[0]
            inputForce /= self.MaxLocalForce
            inputForce *= self.MaxPhysicsForce
            force = dirVector * inputForce
            self.notify.debug('adding force %s to %d' % (force, avId))
            body.addForce(force)

        self.enableAllTireBodies()
        self.totalPhysicsSteps = 0
        self.startSim()
        taskMgr.add(self._DistributedIceGame__moveTiresTask,
                    self.uniqueName('moveTiresTtask'))

    def exitMoveTires(self):
        self.forceLocalToonToTire()
        self.disableAllTireBodies()
        self.stopSim()
        self.notify.debug('total Physics steps = %d' % self.totalPhysicsSteps)
        taskMgr.remove(self.uniqueName('moveTiresTtask'))

    def enterSynch(self):
        self.waitingSyncLabel.show()

    def exitSynch(self):
        self.waitingSyncLabel.hide()

    def enterScoring(self):
        sortedByDistance = []
        for avId in self.avIdList:
            np = self.getTireNp(avId)
            pos = np.getPos()
            pos.setZ(0)
            sortedByDistance.append((avId, pos.length()))

        def compareDistance(x, y):
            if x[1] - y[1] > 0:
                return 1
            elif x[1] - y[1] < 0:
                return -1
            else:
                return 0

        sortedByDistance.sort(cmp=compareDistance)
        self.scoreMovie = Sequence()
        curScale = 0.01
        curTime = 0
        self.scoreCircle.setScale(0.01)
        self.scoreCircle.show()
        self.notify.debug('newScores = %s' % self.newScores)
        circleStartTime = 0
        for index in xrange(len(sortedByDistance)):
            distance = sortedByDistance[index][1]
            avId = sortedByDistance[index][0]
            scorePanelIndex = self.avIdList.index(avId)
            time = (distance - curScale) / IceGameGlobals.ExpandFeetPerSec
            if time < 0:
                time = 0.01

            scaleXY = distance + IceGameGlobals.TireRadius
            self.notify.debug('circleStartTime = %s' % circleStartTime)
            self.scoreMovie.append(
                Parallel(
                    LerpScaleInterval(self.scoreCircle, time,
                                      Point3(scaleXY, scaleXY, 1.0)),
                    SoundInterval(self.scoreCircleSound,
                                  duration=time,
                                  startTime=circleStartTime)))
            circleStartTime += time
            startScore = self.scorePanels[scorePanelIndex].getScore()
            destScore = self.newScores[scorePanelIndex]
            self.notify.debug('for avId %d, startScore=%d, newScores=%d' %
                              (avId, startScore, destScore))

            def increaseScores(t,
                               scorePanelIndex=scorePanelIndex,
                               startScore=startScore,
                               destScore=destScore):
                oldScore = self.scorePanels[scorePanelIndex].getScore()
                diff = destScore - startScore
                newScore = int(startScore + diff * t)
                if newScore > oldScore:
                    base.playSfx(self.countSound)

                self.scorePanels[scorePanelIndex].setScore(newScore)
                self.scores[scorePanelIndex] = newScore

            duration = (destScore -
                        startScore) * IceGameGlobals.ScoreCountUpRate
            tireNp = self.tireDict[avId]['tireNodePath']
            self.scoreMovie.append(
                Parallel(
                    LerpFunctionInterval(increaseScores, duration),
                    Sequence(
                        LerpColorScaleInterval(tireNp, duration / 6.0,
                                               VBase4(1, 0, 0, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0,
                                               VBase4(1, 1, 1, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0,
                                               VBase4(1, 0, 0, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0,
                                               VBase4(1, 1, 1, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0,
                                               VBase4(1, 0, 0, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0,
                                               VBase4(1, 1, 1, 1)))))
            curScale += distance

        self.scoreMovie.append(
            Func(self.sendUpdate, 'reportScoringMovieDone', []))
        self.scoreMovie.start()

    def exitScoring(self):
        self.scoreMovie.finish()
        self.scoreMovie = None
        self.scoreCircle.hide()

    def enterFinalResults(self):
        lerpTrack = Parallel()
        lerpDur = 0.5
        tY = 0.59999999999999998
        bY = -0.050000000000000003
        lX = -0.5
        cX = 0
        rX = 0.5
        scorePanelLocs = (((cX, bY), ), ((lX, bY), (rX, bY)),
                          ((cX, tY), (lX, bY), (rX, bY)), ((lX, tY), (rX, tY),
                                                           (lX, bY), (rX, bY)))
        scorePanelLocs = scorePanelLocs[self.numPlayers - 1]
        for i in xrange(self.numPlayers):
            panel = self.scorePanels[i]
            pos = scorePanelLocs[i]
            lerpTrack.append(
                Parallel(
                    LerpPosInterval(panel,
                                    lerpDur,
                                    Point3(pos[0], 0, pos[1]),
                                    blendType='easeInOut'),
                    LerpScaleInterval(panel,
                                      lerpDur,
                                      Vec3(panel.getScale()) * 2.0,
                                      blendType='easeInOut')))

        self.showScoreTrack = Parallel(
            lerpTrack,
            Sequence(Wait(IceGameGlobals.ShowScoresDuration),
                     Func(self.gameOver)))
        self.showScoreTrack.start()

    def exitFinalResults(self):
        self.showScoreTrack.pause()
        del self.showScoreTrack

    def enterCleanup(self):
        self.notify.debug('enterCleanup')
        if base.localAvatar.laffMeter:
            base.localAvatar.laffMeter.start()

    def exitCleanup(self):
        pass

    def _DistributedIceGame__placeToon(self, avId):
        toon = self.getAvatar(avId)
        if toon:
            toon.setPos(0, 0, 0)
            toon.setHpr(0, 0, 0)

    def moveCameraToTop(self):
        camera.reparentTo(render)
        p = self.cameraThreeQuarterView
        camera.setPosHpr(p[0], p[1], p[2], p[3], p[4], p[5])

    def setupTire(self, avId, index):
        (tireNp, tireBody, tireOdeGeom) = self.createTire(index)
        self.tireDict[avId] = {
            'tireNodePath': tireNp,
            'tireBody': tireBody,
            'tireOdeGeom': tireOdeGeom
        }
        if avId <= 0:
            tireBlocker = tireNp.find('**/tireblockermesh')
            if not tireBlocker.isEmpty():
                tireBlocker.hide()

        if avId == self.localAvId:
            tireNp = self.tireDict[avId]['tireNodePath']
            self.treasureSphereName = 'treasureCollider'
            self.treasureCollSphere = CollisionSphere(
                0, 0, 0, IceGameGlobals.TireRadius)
            self.treasureCollSphere.setTangible(0)
            self.treasureCollNode = CollisionNode(self.treasureSphereName)
            self.treasureCollNode.setFromCollideMask(
                ToontownGlobals.PieBitmask)
            self.treasureCollNode.addSolid(self.treasureCollSphere)
            self.treasureCollNodePath = tireNp.attachNewNode(
                self.treasureCollNode)
            self.treasureHandler = CollisionHandlerEvent()
            self.treasureHandler.addInPattern('%fn-intoTreasure')
            base.cTrav.addCollider(self.treasureCollNodePath,
                                   self.treasureHandler)
            eventName = '%s-intoTreasure' % self.treasureCollNodePath.getName()
            self.notify.debug('eventName = %s' % eventName)
            self.accept(eventName, self.toonHitSomething)

    def setupForceArrow(self, avId):
        arrow = loader.loadModel('phase_4/models/minigames/ice_game_arrow')
        priority = 0
        if avId < 0:
            priority = -avId
        else:
            priority = self.avIdList.index(avId)
            if avId == self.localAvId:
                priority = 10

        self.forceArrowDict[avId] = arrow

    def hideForceArrows(self):
        for forceArrow in self.forceArrowDict.values():
            forceArrow.hide()

    def showForceArrows(self, realPlayersOnly=True):
        for avId in self.forceArrowDict:
            if realPlayersOnly:
                if avId > 0:
                    self.forceArrowDict[avId].show()
                else:
                    self.forceArrowDict[avId].hide()
            avId > 0
            self.forceArrowDict[avId].show()

    def localForceArrow(self):
        if self.localAvId in self.forceArrowDict:
            return self.forceArrowDict[self.localAvId]
        else:
            return None

    def setChoices(self, input0, input1, input2, input3):
        pass

    def startDebugTask(self):
        taskMgr.add(self.debugTask, self.debugTaskName)

    def stopDebugTask(self):
        taskMgr.remove(self.debugTaskName)

    def debugTask(self, task):
        if self.canDrive and self.tireDict.has_key(localAvatar.doId):
            dt = globalClock.getDt()
            forceMove = 25000
            forceMoveDt = forceMove
            tireBody = self.tireDict[localAvatar.doId]['tireBody']
            if self.arrowKeys.upPressed() and not tireBody.isEnabled():
                x = 0
                y = 1
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))

            if self.arrowKeys.downPressed() and not tireBody.isEnabled():
                x = 0
                y = -1
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))

            if self.arrowKeys.leftPressed() and not tireBody.isEnabled():
                x = -1
                y = 0
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))

            if self.arrowKeys.rightPressed() and not tireBody.isEnabled():
                x = 1
                y = 0
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))

        return task.cont

    def _DistributedIceGame__upArrowPressed(self):
        pass

    def _DistributedIceGame__downArrowPressed(self):
        pass

    def _DistributedIceGame__leftArrowPressed(self):
        pass

    def _DistributedIceGame__rightArrowPressed(self):
        pass

    def _DistributedIceGame__controlPressed(self):
        if self.gameFSM.getCurrentState().getName() == 'inputChoice':
            self.sendForceArrowUpdateAsap = True
            self.updateLocalForceArrow()
            self.controlKeyPressed = True
            self.sendUpdate('setAvatarChoice',
                            [self.curForce, self.curHeading])
            self.gameFSM.request('waitServerChoices')

    def startTimer(self):
        now = globalClock.getFrameTime()
        elapsed = now - self.timerStartTime
        self.timer.posInTopRightCorner()
        self.timer.setTime(IceGameGlobals.InputTimeout)
        self.timer.countdown(IceGameGlobals.InputTimeout - elapsed,
                             self.handleChoiceTimeout)
        self.timer.show()

    def setTimerStartTime(self, timestamp):
        if not self.hasLocalToon:
            return None

        self.timerStartTime = globalClockDelta.networkToLocalTime(timestamp)
        if self.timer != None:
            self.startTimer()

    def handleChoiceTimeout(self):
        self.sendUpdate('setAvatarChoice', [0, 0])
        self.gameFSM.request('waitServerChoices')

    def localTireNp(self):
        ret = None
        if self.localAvId in self.tireDict:
            ret = self.tireDict[self.localAvId]['tireNodePath']

        return ret

    def localTireBody(self):
        ret = None
        if self.localAvId in self.tireDict:
            ret = self.tireDict[self.localAvId]['tireBody']

        return ret

    def getTireBody(self, avId):
        ret = None
        if avId in self.tireDict:
            ret = self.tireDict[avId]['tireBody']

        return ret

    def getTireNp(self, avId):
        ret = None
        if avId in self.tireDict:
            ret = self.tireDict[avId]['tireNodePath']

        return ret

    def updateForceArrow(self, avId, curHeading, curForce):
        forceArrow = self.forceArrowDict[avId]
        tireNp = self.tireDict[avId]['tireNodePath']
        tireNp.setH(curHeading)
        tireBody = self.tireDict[avId]['tireBody']
        tireBody.setQuaternion(tireNp.getQuat())
        self.notify.debug('curHeading = %s' % curHeading)
        yScale = curForce / 100.0
        yScale *= 1
        headY = yScale * 15
        xScale = (yScale - 1) / 2.0 + 1.0
        shaft = forceArrow.find('**/arrow_shaft')
        head = forceArrow.find('**/arrow_head')
        shaft.setScale(xScale, yScale, 1)
        head.setPos(0, headY, 0)
        head.setScale(xScale, xScale, 1)

    def updateLocalForceArrow(self):
        avId = self.localAvId
        self.b_setForceArrowInfo(avId, self.curHeading, self.curForce)

    def _DistributedIceGame__aimTask(self, task):
        if not hasattr(self, 'arrowKeys'):
            return task.done

        dt = globalClock.getDt()
        headingMomentumChange = dt * 60.0
        forceMomentumChange = dt * 160.0
        arrowUpdate = False
        arrowRotating = False
        arrowUp = False
        arrowDown = False
        if self.arrowKeys.upPressed() and not self.arrowKeys.downPressed():
            self.forceMomentum += forceMomentumChange
            if self.forceMomentum < 0:
                self.forceMomentum = 0

            if self.forceMomentum > 50:
                self.forceMomentum = 50

            oldForce = self.curForce
            self.curForce += self.forceMomentum * dt
            arrowUpdate = True
            if oldForce < self.MaxLocalForce:
                arrowUp = True

        elif self.arrowKeys.downPressed() and not self.arrowKeys.upPressed():
            self.forceMomentum += forceMomentumChange
            if self.forceMomentum < 0:
                self.forceMomentum = 0

            if self.forceMomentum > 50:
                self.forceMomentum = 50

            oldForce = self.curForce
            self.curForce -= self.forceMomentum * dt
            arrowUpdate = True
            if oldForce > 0.01:
                arrowDown = True

        else:
            self.forceMomentum = 0
        if self.arrowKeys.leftPressed() and not self.arrowKeys.rightPressed():
            self.headingMomentum += headingMomentumChange
            if self.headingMomentum < 0:
                self.headingMomentum = 0

            if self.headingMomentum > 50:
                self.headingMomentum = 50

            self.curHeading += self.headingMomentum * dt
            arrowUpdate = True
            arrowRotating = True
        elif self.arrowKeys.rightPressed(
        ) and not self.arrowKeys.leftPressed():
            self.headingMomentum += headingMomentumChange
            if self.headingMomentum < 0:
                self.headingMomentum = 0

            if self.headingMomentum > 50:
                self.headingMomentum = 50

            self.curHeading -= self.headingMomentum * dt
            arrowUpdate = True
            arrowRotating = True
        else:
            self.headingMomentum = 0
        if arrowUpdate:
            self.normalizeHeadingAndForce()
            self.updateLocalForceArrow()

        if arrowRotating:
            if not self.arrowRotateSound.status(
            ) == self.arrowRotateSound.PLAYING:
                base.playSfx(self.arrowRotateSound, looping=True)

        else:
            self.arrowRotateSound.stop()
        if arrowUp:
            if not self.arrowUpSound.status() == self.arrowUpSound.PLAYING:
                base.playSfx(self.arrowUpSound, looping=False)

        else:
            self.arrowUpSound.stop()
        if arrowDown:
            if not self.arrowDownSound.status() == self.arrowDownSound.PLAYING:
                base.playSfx(self.arrowDownSound, looping=False)

        else:
            self.arrowDownSound.stop()
        return task.cont

    def normalizeHeadingAndForce(self):
        if self.curForce > self.MaxLocalForce:
            self.curForce = self.MaxLocalForce

        if self.curForce < 0.01:
            self.curForce = 0.01

    def setTireInputs(self, tireInputs):
        if not self.hasLocalToon:
            return None

        self.allTireInputs = tireInputs
        self.gameFSM.request('moveTires')

    def enableAllTireBodies(self):
        for avId in self.tireDict.keys():
            self.tireDict[avId]['tireBody'].enable()

    def disableAllTireBodies(self):
        for avId in self.tireDict.keys():
            self.tireDict[avId]['tireBody'].disable()

    def areAllTiresDisabled(self):
        for avId in self.tireDict.keys():
            if self.tireDict[avId]['tireBody'].isEnabled():
                return False
                continue

        return True

    def _DistributedIceGame__moveTiresTask(self, task):
        if self.areAllTiresDisabled():
            self.sendTirePositions()
            self.gameFSM.request('synch')
            return task.done

        return task.cont

    def sendTirePositions(self):
        tirePositions = []
        for index in xrange(len(self.avIdList)):
            avId = self.avIdList[index]
            tire = self.getTireBody(avId)
            pos = Point3(tire.getPosition())
            tirePositions.append([pos[0], pos[1], pos[2]])

        for index in xrange(len(self.avIdList), 4):
            avId = -index
            tire = self.getTireBody(avId)
            pos = Point3(tire.getPosition())
            tirePositions.append([pos[0], pos[1], pos[2]])

        self.sendUpdate('endingPositions', [tirePositions])

    def setFinalPositions(self, finalPos):
        if not self.hasLocalToon:
            return None

        for index in xrange(len(self.avIdList)):
            avId = self.avIdList[index]
            tire = self.getTireBody(avId)
            np = self.getTireNp(avId)
            pos = finalPos[index]
            tire.setPosition(pos[0], pos[1], pos[2])
            np.setPos(pos[0], pos[1], pos[2])

        for index in xrange(len(self.avIdList), 4):
            avId = -index
            tire = self.getTireBody(avId)
            np = self.getTireNp(avId)
            pos = finalPos[index]
            tire.setPosition(pos[0], pos[1], pos[2])
            np.setPos(pos[0], pos[1], pos[2])

    def updateInfoLabel(self):
        self.infoLabel['text'] = TTLocalizer.IceGameInfo % {
            'curMatch': self.curMatch + 1,
            'numMatch': IceGameGlobals.NumMatches,
            'curRound': self.curRound + 1,
            'numRound': IceGameGlobals.NumRounds
        }

    def setMatchAndRound(self, match, round):
        if not self.hasLocalToon:
            return None

        self.curMatch = match
        self.curRound = round
        self.updateInfoLabel()

    def setScores(self, match, round, scores):
        if not self.hasLocalToon:
            return None

        self.newMatch = match
        self.newRound = round
        self.newScores = scores

    def setNewState(self, state):
        if not self.hasLocalToon:
            return None

        self.notify.debug('setNewState gameFSM=%s newState=%s' %
                          (self.gameFSM, state))
        self.gameFSM.request(state)

    def putAllTiresInStartingPositions(self):
        for index in xrange(len(self.avIdList)):
            avId = self.avIdList[index]
            np = self.tireDict[avId]['tireNodePath']
            np.setPos(IceGameGlobals.StartingPositions[index])
            self.notify.debug('avId=%s newPos=%s' % (avId, np.getPos))
            np.setHpr(0, 0, 0)
            quat = np.getQuat()
            body = self.tireDict[avId]['tireBody']
            body.setPosition(IceGameGlobals.StartingPositions[index])
            body.setQuaternion(quat)

        for index in xrange(len(self.avIdList), 4):
            avId = -index
            np = self.tireDict[avId]['tireNodePath']
            np.setPos(IceGameGlobals.StartingPositions[index])
            self.notify.debug('avId=%s newPos=%s' % (avId, np.getPos))
            np.setHpr(0, 0, 0)
            quat = np.getQuat()
            body = self.tireDict[avId]['tireBody']
            body.setPosition(IceGameGlobals.StartingPositions[index])
            body.setQuaternion(quat)

    def b_setForceArrowInfo(self, avId, force, heading):
        self.setForceArrowInfo(avId, force, heading)
        self.d_setForceArrowInfo(avId, force, heading)

    def d_setForceArrowInfo(self, avId, force, heading):
        sendIt = False
        curTime = self.getCurrentGameTime()
        if self.sendForceArrowUpdateAsap:
            sendIt = True
        elif curTime - self.lastForceArrowUpdateTime > 0.20000000000000001:
            sendIt = True

        if sendIt:
            self.sendUpdate('setForceArrowInfo', [avId, force, heading])
            self.sendForceArrowUpdateAsap = False
            self.lastForceArrowUpdateTime = self.getCurrentGameTime()

    def setForceArrowInfo(self, avId, force, heading):
        if not self.hasLocalToon:
            return None

        self.updateForceArrow(avId, force, heading)

    def setupStartOfMatch(self):
        self.putAllTiresInStartingPositions()
        szId = self.getSafezoneId()
        self.numTreasures = IceGameGlobals.NumTreasures[szId]
        if self.treasures:
            for treasure in self.treasures:
                treasure.destroy()

            self.treasures = []

        index = 0
        treasureMargin = IceGameGlobals.TireRadius + 1.0
        while len(self.treasures) < self.numTreasures:
            xPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[0] + 5,
                                               IceGameGlobals.MaxWall[0] - 5)
            yPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[1] + 5,
                                               IceGameGlobals.MaxWall[1] - 5)
            self.notify.debug('yPos=%s' % yPos)
            pos = Point3(xPos, yPos, IceGameGlobals.TireRadius)
            newTreasure = IceTreasure.IceTreasure(self.treasureModel,
                                                  pos,
                                                  index,
                                                  self.doId,
                                                  penalty=False)
            goodSpot = True
            for obstacle in self.obstacles:
                if newTreasure.nodePath.getDistance(obstacle) < treasureMargin:
                    goodSpot = False
                    break
                    continue

            if goodSpot:
                for treasure in self.treasures:
                    if newTreasure.nodePath.getDistance(
                            treasure.nodePath) < treasureMargin:
                        goodSpot = False
                        break
                        continue

            if goodSpot:
                self.treasures.append(newTreasure)
                index += 1
                continue
            newTreasure.destroy()
        self.numPenalties = IceGameGlobals.NumPenalties[szId]
        if self.penalties:
            for penalty in self.penalties:
                penalty.destroy()

            self.penalties = []

        index = 0
        while len(self.penalties) < self.numPenalties:
            xPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[0] + 5,
                                               IceGameGlobals.MaxWall[0] - 5)
            yPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[1] + 5,
                                               IceGameGlobals.MaxWall[1] - 5)
            self.notify.debug('yPos=%s' % yPos)
            pos = Point3(xPos, yPos, IceGameGlobals.TireRadius)
            newPenalty = IceTreasure.IceTreasure(self.penaltyModel,
                                                 pos,
                                                 index,
                                                 self.doId,
                                                 penalty=True)
            goodSpot = True
            for obstacle in self.obstacles:
                if newPenalty.nodePath.getDistance(obstacle) < treasureMargin:
                    goodSpot = False
                    break
                    continue

            if goodSpot:
                for treasure in self.treasures:
                    if newPenalty.nodePath.getDistance(
                            treasure.nodePath) < treasureMargin:
                        goodSpot = False
                        break
                        continue

            if goodSpot:
                for penalty in self.penalties:
                    if newPenalty.nodePath.getDistance(
                            penalty.nodePath) < treasureMargin:
                        goodSpot = False
                        break
                        continue

            if goodSpot:
                self.penalties.append(newPenalty)
                index += 1
                continue
            newPenalty.destroy()

    def toonHitSomething(self, entry):
        self.notify.debug('---- treasure Enter ---- ')
        self.notify.debug('%s' % entry)
        name = entry.getIntoNodePath().getName()
        parts = name.split('-')
        if len(parts) < 3:
            self.notify.debug('collided with %s, but returning' % name)
            return None

        if not int(parts[1]) == self.doId:
            self.notify.debug("collided with %s, but doId doesn't match" %
                              name)
            return None

        treasureNum = int(parts[2])
        if 'penalty' in parts[0]:
            self._DistributedIceGame__penaltyGrabbed(treasureNum)
        else:
            self._DistributedIceGame__treasureGrabbed(treasureNum)

    def _DistributedIceGame__treasureGrabbed(self, treasureNum):
        self.treasures[treasureNum].showGrab()
        self.treasureGrabSound.play()
        self.sendUpdate('claimTreasure', [treasureNum])

    def setTreasureGrabbed(self, avId, treasureNum):
        if not self.hasLocalToon:
            return None

        self.notify.debug('treasure %s grabbed by %s' % (treasureNum, avId))
        if avId != self.localAvId:
            self.treasures[treasureNum].showGrab()

        i = self.avIdList.index(avId)
        self.scores[i] += 1
        self.scorePanels[i].setScore(self.scores[i])

    def _DistributedIceGame__penaltyGrabbed(self, penaltyNum):
        self.penalties[penaltyNum].showGrab()
        self.sendUpdate('claimPenalty', [penaltyNum])

    def setPenaltyGrabbed(self, avId, penaltyNum):
        if not self.hasLocalToon:
            return None

        self.notify.debug('penalty %s grabbed by %s' % (penaltyNum, avId))
        if avId != self.localAvId:
            self.penalties[penaltyNum].showGrab()

        i = self.avIdList.index(avId)
        self.scores[i] -= 1
        self.scorePanels[i].setScore(self.scores[i])

    def postStep(self):
        DistributedIceWorld.DistributedIceWorld.postStep(self)
        for count in range(self.colCount):
            (c0, c1) = self.getOrderedContacts(count)
            if c1 in self.tireCollideIds:
                tireIndex = self.tireCollideIds.index(c1)
                if c0 in self.tireCollideIds:
                    self.tireSounds[tireIndex]['tireHit'].play()
                elif c0 == self.wallCollideId:
                    self.tireSounds[tireIndex]['wallHit'].play()
                elif c0 == self.obstacleCollideId:
                    self.tireSounds[tireIndex]['obstacleHit'].play()

            c0 in self.tireCollideIds

    def forceLocalToonToTire(self):
        toon = localAvatar
        if toon and self.localAvId in self.tireDict:
            tireNp = self.tireDict[self.localAvId]['tireNodePath']
            toon.reparentTo(tireNp)
            toon.setPosHpr(0, 0, 0, 0, 0, 0)
            toon.setY(1.0)
            toon.setZ(-3)
コード例 #38
0
ファイル: Collision.py プロジェクト: wazy/Python3DGame
class World(DirectObject):
    def __init__(self):
        # Initialize the traverser.
        base.cTrav = CollisionTraverser()

        # Initialize the handler.
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern("into-%in")
        self.collHandEvent.addOutPattern("outof-%in")

        # Make a variable to store the unique collision string count.
        self.collCount = 0

        # Load a model. Reparent it to the camera so we can move it.
        s = loader.loadModel("smiley")
        s.reparentTo(camera)
        s.setPos(0, 25, 0)

        # Setup a collision solid for this model.
        sColl = self.initCollisionSphere(s, True)

        # Add this object to the traverser.
        base.cTrav.addCollider(sColl[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept("into-" + sColl[1], self.collide3)
        self.accept("outof-" + sColl[1], self.collide4)
        print(sColl[1])

        # Load another model.
        t = loader.loadModel("smiley")
        t.reparentTo(render)
        t.setPos(5, 25, 0)

        # Setup a collision solid for this model.
        tColl = self.initCollisionSphere(t, True)

        # Add this object to the traverser.
        base.cTrav.addCollider(tColl[0], self.collHandEvent)

        # Accept the events sent by the collisions.
        self.accept("into-" + tColl[1], self.collide)
        self.accept("outof-" + tColl[1], self.collide2)
        print(tColl[1])

        print("WERT")

    def collide(self, collEntry):
        print("WERT: object has collided into another object")
        Sequence(
            Func(collEntry.getFromNodePath().getParent().setColor, VBase4(1, 0, 0, 1)),
            Wait(0.2),
            Func(collEntry.getFromNodePath().getParent().setColor, VBase4(0, 1, 0, 1)),
            Wait(0.2),
            Func(collEntry.getFromNodePath().getParent().setColor, VBase4(1, 1, 1, 1)),
        ).start()

    def collide2(self, collEntry):
        print("WERT.: object is no longer colliding with another object")

    def collide3(self, collEntry):
        print("WERT2: object has collided into another object")

    def collide4(self, collEntry):
        print("WERT2: object is no longer colliding with another object")

    def initCollisionSphere(self, obj, show=False):
        # Get the size of the object for the collision sphere.
        bounds = obj.getChild(0).getBounds()
        center = bounds.getCenter()
        radius = bounds.getRadius() * 1.1

        # Create a collision sphere and name it something understandable.
        collSphereStr = "CollisionHull" + str(self.collCount) + "_" + obj.getName()
        self.collCount += 1
        cNode = CollisionNode(collSphereStr)
        cNode.addSolid(CollisionSphere(center, radius))

        cNodepath = obj.attachNewNode(cNode)
        if show:
            cNodepath.show()

        # Return a tuple with the collision node and its corrsponding string so
        # that the bitmask can be set.
        return (cNodepath, collSphereStr)
コード例 #39
0
class CogdoMazeLocalPlayer(CogdoMazePlayer):
    notify = directNotify.newCategory('CogdoMazeLocalPlayer')

    def __init__(self, id, toon, game, guiMgr):
        CogdoMazePlayer.__init__(self, id, toon)
        self.disableGagCollision()
        self.game = game
        self.maze = self.game.maze
        self._guiMgr = guiMgr
        self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera,
                                                render)
        self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius
        orthoDrive = OrthoDrive(
            Globals.ToonRunSpeed,
            maxFrameMove=self.maze.cellWidth / 2,
            customCollisionCallback=self.maze.doOrthoCollisions,
            wantSound=True)
        self.orthoWalk = OrthoWalk(orthoDrive)
        self._audioMgr = base.cogdoGameAudioMgr
        self._getMemoSfx = self._audioMgr.createSfx('getMemo',
                                                    source=self.toon)
        self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill',
                                                            source=self.toon)
        self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop',
                                                      source=self.toon)
        self._winSfx = self._audioMgr.createSfx('win')
        self._loseSfx = self._audioMgr.createSfx('lose')
        self.enabled = False
        self.pickupCount = 0
        self.numEntered = 0
        self.throwPending = False
        self.coolDownAfterHitInterval = Sequence(
            Wait(Globals.HitCooldownTime),
            Func(self.setInvulnerable, False),
            name='coolDownAfterHitInterval-%i' % self.toon.doId)
        self.invulnerable = False
        self.gagHandler = CollisionHandlerEvent()
        self.gagHandler.addInPattern('%fn-into-%in')
        self.exited = False
        self.hints = {
            'find': False,
            'throw': False,
            'squashed': False,
            'boss': False,
            'minion': False
        }
        self.accept(base.JUMP, self.controlKeyPressed)

    def destroy(self):
        self.toon.showName()
        self.ignoreAll()
        self.coolDownAfterHitInterval.clearToInitial()
        del self.coolDownAfterHitInterval
        del self._getMemoSfx
        del self._waterCoolerFillSfx
        del self._hitByDropSfx
        del self._winSfx
        self.orthoWalk.stop()
        self.orthoWalk.destroy()
        del self.orthoWalk
        CogdoMazePlayer.destroy(self)

    def __initCollisions(self):
        collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius)
        collSphere.setTangible(0)
        self.mazeCollisionName = Globals.LocalPlayerCollisionName
        collNode = CollisionNode(self.mazeCollisionName)
        collNode.addSolid(collSphere)
        collNodePath = self.toon.attachNewNode(collNode)
        collNodePath.hide()
        handler = CollisionHandlerEvent()
        handler.addInPattern('%fn-into-%in')
        base.cTrav.addCollider(collNodePath, handler)
        self.handler = handler
        self._collNodePath = collNodePath

    def clearCollisions(self):
        self.handler.clear()

    def __disableCollisions(self):
        self._collNodePath.removeNode()
        del self._collNodePath

    def _isNearPlayer(self, player):
        return self.toon.getDistance(player.toon) <= self._proximityRadius

    def update(self, dt):
        if self.getCurrentOrNextState() != 'Off':
            self._updateCamera(dt)

    def _updateCamera(self, dt):
        numPlayers = 0.0
        for player in self.game.players:
            if player != self and player.toon and self._isNearPlayer(player):
                numPlayers += 1

        d = clamp(
            Globals.CameraMinDistance + numPlayers /
            (CogdoGameConsts.MaxPlayers - 1) *
            (Globals.CameraMaxDistance - Globals.CameraMinDistance),
            Globals.CameraMinDistance, Globals.CameraMaxDistance)
        self.cameraMgr.setCameraTargetDistance(d)
        self.cameraMgr.update(dt)

    def enterOff(self):
        CogdoMazePlayer.enterOff(self)

    def exitOff(self):
        CogdoMazePlayer.exitOff(self)
        self.toon.hideName()

    def enterReady(self):
        CogdoMazePlayer.enterReady(self)
        self.cameraMgr.enable()

    def exitReady(self):
        CogdoMazePlayer.enterReady(self)

    def enterNormal(self):
        CogdoMazePlayer.enterNormal(self)
        self.orthoWalk.start()

    def exitNormal(self):
        CogdoMazePlayer.exitNormal(self)
        self.orthoWalk.stop()

    def enterHit(self, elapsedTime=0.0):
        CogdoMazePlayer.enterHit(self, elapsedTime)
        self.setInvulnerable(True)

    def exitHit(self):
        CogdoMazePlayer.exitHit(self)
        self.coolDownAfterHitInterval.clearToInitial()
        self.coolDownAfterHitInterval.start()

    def enterDone(self):
        CogdoMazePlayer.enterDone(self)
        self._guiMgr.hideQuestArrow()
        self.ignore(base.JUMP)
        self._guiMgr.setMessage('')
        if self.exited == False:
            self.lostMemos()

    def exitDone(self):
        CogdoMazePlayer.exitDone(self)

    def hitByDrop(self):
        if self.equippedGag is not None and not self.hints['squashed']:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeSquashHint,
                                             Globals.HintTimeout)
            self.hints['squashed'] = True
        self._hitByDropSfx.play()
        CogdoMazePlayer.hitByDrop(self)
        return

    def equipGag(self):
        CogdoMazePlayer.equipGag(self)
        self._waterCoolerFillSfx.play()
        messenger.send(Globals.WaterCoolerHideEventName, [])
        if not self.hints['throw']:
            self._guiMgr.setMessage(TTLocalizer.CogdoMazeThrowHint)
            self.hints['throw'] = True

    def hitSuit(self, suitType):
        if suitType == Globals.SuitTypes.Boss and not self.hints['boss']:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeBossHint,
                                             Globals.HintTimeout)
            self.hints['boss'] = True
        if suitType != Globals.SuitTypes.Boss and not self.hints['minion']:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeMinionHint,
                                             Globals.HintTimeout)
            self.hints['minion'] = True

    def createThrowGag(self, gag):
        throwGag = CogdoMazePlayer.createThrowGag(self, gag)
        collSphere = CollisionSphere(0, 0, 0, 0.5)
        collSphere.setTangible(0)
        name = Globals.GagCollisionName
        collNode = CollisionNode(name)
        collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
        collNode.addSolid(collSphere)
        colNp = throwGag.attachNewNode(collNode)
        base.cTrav.addCollider(colNp, self.gagHandler)
        return throwGag

    def showToonThrowingGag(self, heading, pos):
        self._guiMgr.clearMessage()
        return CogdoMazePlayer.showToonThrowingGag(self, heading, pos)

    def removeGag(self):
        if self.equippedGag is None:
            return
        CogdoMazePlayer.removeGag(self)
        self.throwPending = False
        messenger.send(Globals.WaterCoolerShowEventName, [])
        return

    def controlKeyPressed(self):
        if self.game.finished or self.throwPending or self.getCurrentOrNextState(
        ) == 'Hit' or self.equippedGag == None:
            return
        self.throwPending = True
        heading = self.toon.getH()
        pos = self.toon.getPos()
        self.game.requestUseGag(pos.getX(), pos.getY(), heading)
        return

    def completeThrow(self):
        self.clearCollisions()
        CogdoMazePlayer.completeThrow(self)

    def shakeCamera(self, strength):
        self.cameraMgr.shake(strength)

    def getCameraShake(self):
        return self.cameraMgr.shakeStrength

    def setInvulnerable(self, bool):
        self.invulnerable = bool

    def handleGameStart(self):
        self.numEntered = len(self.game.players)
        self.__initCollisions()
        self._guiMgr.startGame(TTLocalizer.CogdoMazeFindHint)
        self.hints['find'] = True
        self.notify.info(
            'toonId:%d laff:%d/%d  %d player(s) started maze game' %
            (self.toon.doId, self.toon.hp, self.toon.maxHp,
             len(self.game.players)))

    def handleGameExit(self):
        self.cameraMgr.disable()
        self.__disableCollisions()

    def handlePickUp(self, toonId):
        if toonId == self.toon.doId:
            self.pickupCount += 1
            self._guiMgr.setPickupCount(self.pickupCount)
            if self.pickupCount == 1:
                self._guiMgr.showPickupCounter()
            self._getMemoSfx.play()

    def handleOpenDoor(self, door):
        self._guiMgr.setMessage(TTLocalizer.CogdoMazeGameDoorOpens)
        self._guiMgr.showQuestArrow(self.toon, door,
                                    Point3(0, 0,
                                           self.toon.getHeight() + 2))

    def handleTimeAlert(self):
        self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeAlert)

    def handleToonRevealsDoor(self, toonId, door):
        if toonId == self.toon.doId:
            self._guiMgr.setMessageTemporary(
                TTLocalizer.CogdoMazeGameLocalToonFoundExit)

    def handleToonEntersDoor(self, toonId, door):
        self.exited = True
        message = ''
        if door.getPlayerCount() < len(self.game.players):
            message = TTLocalizer.WaitingForOtherToons
        if toonId == self.toon.doId:
            self._guiMgr.setMessage(message)
            self._winSfx.play()
            self._audioMgr.stopMusic()
        self.notify.info(
            'toonId:%d laff:%d/%d  %d player(s) succeeded in maze game. Going to the executive suit building.'
            % (toonId, self.toon.hp, self.toon.maxHp, len(self.game.players)))
        if self.numEntered > len(self.game.players):
            self.notify.info('%d player(s) failed in maze game' %
                             (self.numEntered - len(self.game.players)))

    def lostMemos(self):
        self.pickupCount = 0
        self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeOut)
        self._guiMgr.setPickupCount(self.pickupCount)
        self.notify.info(
            'toonId:%d laff:%d/%d  %d player(s) failed in maze game' %
            (self.toon.doId, self.toon.hp, self.toon.maxHp,
             len(self.game.players)))
コード例 #40
0
class StrategyGame(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)

        self.camera_control()



        self.REGION_MAP = "maps/italy_provs.png"
        self.TEXTURE_MAP = "maps/italy_terrain2.png"
        self.WORLD_MAP = "maps/italy_map.xml"
        self.SCENARIO_MAP = "scenarios/italy_scen.xml"

        self.terrainScale = 1 # Currently Broken

        self.keyboard_setup()

        self.drawTerrain()



        self.xml_load_map(self.WORLD_MAP,"WorldMap")
        self.xml_load_map(self.SCENARIO_MAP,"Scenario")
        self.init_collisions()
        self.pickingEnabledObject = None

        self.taskMgr.add(self.camera_update, "UpdateCameraTask")

        self.generate_models()
        self.txtBox = OnscreenText("<No province>")
        self.setup_collision_calcs()
        taskMgr.add(self.rayUpdate, "updatePicker")
        taskMgr.doMethodLater(0.2,self.task_calendar, "calendar")
        self.init_variables()
        self.interface()

    def init_variables(self):
        self.armies = [[],[]]
        for n in range(len(self.nations)):
            self.armies.append(n)
        self.target = 0
        self.army_count = 0
        self.selected_prov = -1
        self.months = ["January","February","March","April","May","June",
                       "July","August","September","October","November","December"]
        self.adce = "AD"
        self.player = 1
        self.money_inc = 0
        for p in range(len(self.provs)):
            if self.provs_owner[p] == self.player:
                self.money_inc += self.provs_money[p]
        self.men_inc = 0
        for p in range(len(self.provs)):
            if self.provs_owner[p] == self.player:
                self.men_inc += self.provs_men[p]

    def draw_card(self,x,y,width,height,colour):

        cm = CardMaker("CardMaker")
        cm.setFrame(x, x+width,y+height, y)
        card = render2d.attachNewNode(cm.generate())
        card.setColor(colour)
        return (card)

    def interface(self):
        self.interface_back = self.draw_card(-0.8,-1,1.6,0.4,(100,100,100,100))

        self.txt_name = OnscreenText(text = "", pos = (-0.8,-0.7,-0.8))
        self.txt_money = OnscreenText(text = "", pos = (-0.8,-0.8,-0.8))
        self.txt_men = OnscreenText(text = "", pos = (-0.8,-0.9,-0.8))
        self.txt_nation = OnscreenText(text = self.nations[self.player-1], pos = (-1.2,0.9,-0.8))
        self.txt_nation_money = OnscreenText(text = "Coin: " + str(self.nations_money[self.player-1])+" +"+str(self.money_inc), pos = (-0.4,0.9,-0.8))
        self.txt_nation_men = OnscreenText(text = "Manpower: " + str(self.nations_men[self.player-1])+" +"+str(self.men_inc), pos = (0.4,0.9,-0.8))
        self.txt_date = OnscreenText(text = str(self.day)+" of "+self.months[self.month-1]+" "+str(self.year)+self.adce, pos = (-1.0,0.8,-0.8))

    def task_calendar(self,task):
        #task.delayTime = 5
        if (self.month == 1 or self.month == 3 or self.month == 5 or
            self.month == 7 or self.month == 8 or self.month == 10 or self.month == 12):
                if self.day == 31 and self.month == 12:
                    self.day = 1
                    self.month = 1
                    self.year += 1
                elif self.day == 31:
                    self.day = 1
                    self.month += 1
                else:
                    self.day += 1
        elif (self.month == 4 or self.month == 6 or self.month == 9 or self.month == 11):
            if self.day == 30:
                self.day = 1
                self.month += 1
            else:
                self.day += 1
        elif (self.month == 2):
#            if isleap:
#                print self.year/4
#                print "LEAP YEAR"
#                if self.day == 29:
#                    self.day = 1
#                    self.month = 3
#                else:
#                    self.day += 1
#            else:
            print "IS NOT A LEAP YEAR"
            if self.day == 28:
                self.day = 1
                self.month = 3
            else:
                self.day += 1
        self.daypass()
        return Task.again

    def daypass(self):
        self.nations_money[self.player-1] += self.money_inc
        self.nations_men[self.player-1] += self.men_inc
        self.update_interface()

    def update_interface(self):
        self.txt_date.setText(str(self.day)+" of "+self.months[self.month-1]+" "+str(self.year)+self.adce)
        self.txt_nation_money.setText("Coin: " + str(self.nations_money[self.player-1])+" +"+str(self.money_inc))
        self.txt_nation_men.setText("Manpower: " + str(self.nations_men[self.player-1])+" +"+str(self.men_inc))
        if self.selected_prov != -1:
            self.txt_name.setText("Province: "+self.provs[self.selected_prov])
            self.txt_money.setText("Income: "+str(self.provs_money[self.selected_prov]))
            self.txt_men.setText("Manpower: "+str(self.provs_men[self.selected_prov]))
            self.interface_back.setColor(self.format_colour_tuple(self.nations_rgb[self.provs_owner[self.selected_prov]-1]))
        else:
            self.txt_name.setText("")
            self.txt_money.setText("")
            self.txt_men.setText("")
            self.interface_back.setColor((255,255,255,255))

    def army_create(self):
        id = self.army_count+1
        army = self.loader.loadModel("models/man.x")
        self.armies[0].append(id)
        army.reparentTo(self.render)
        army.setName(str(id))
        army.setScale(1, 1, 1)
        x = 50
        y = 50
        target = self.target
        target_x = float(self.provs_x[target])
        target_y = 257-float(self.provs_y[target])
        target_z = float(self.getObjectZ(target_x,target_y)-1)
        oArmyCol = army.attachNewNode(CollisionNode("BuildingCNode%d"%id))
        oArmyCol.setScale((2,2,2))
        oArmyCol.node().addSolid(CollisionSphere(0,0,0,1))
        oArmyCol.setTag("unit","army")
        oArmyCol.show()
        point1 = Point3(x,y,0)
        point2 = Point3(target_x,target_y,target_z)
        distance = (point1.getXy() - point2.getXy()).length()
        myInterval = army.posInterval(distance/10, Point3(target_x,target_y, target_z))
        mySequence = Sequence(myInterval)
        mySequence.start()
        army.setPos(x, y, self.getObjectZ(x,y)-1)
        army.setTag("target",str(target))
        self.army_count += 1
        if (self.target<len(self.provs)-1):
            self.target += 1
        else:
            self.target = 0
        #taskMgr.add()

    def army_update(self,id):
        point1 = self.armies[0][id-1].getPos()
        point2 = Point3(target_x,target_y,target_z)
        distance = (point1.getXy() - point2.getXy()).length()

    def init_collisions(self):
        base.cTrav = CollisionTraverser()
        self.cHandler = CollisionHandlerEvent()

        pickerNode = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(pickerNode)
        self.pickerRay = CollisionRay()
        pickerNode.addSolid(self.pickerRay)

        pickerNode.setTag("rays","ray1")
        base.cTrav.addCollider(pickerNPos, self.cHandler)

    def setup_collision_calcs(self):
        self.cHandler.addInPattern("%(rays)ft-into-%(prov)it")
        self.cHandler.addOutPattern("%(rays)ft-out-%(prov)it")

        self.cHandler.addAgainPattern("ray_again_all%(""rays"")fh%(""prov"")ih")

        self.DO=DirectObject()

        self.DO.accept('ray1-into-city', self.collideInBuilding)
        self.DO.accept('ray1-out-city', self.collideOutBuilding)

        self.DO.accept('ray_again_all', self.collideAgainstBuilds)

        self.pickingEnabledOject=None

        self.DO.accept('mouse1', self.mouseClick, ["down"])
        self.DO.accept('mouse1-up', self.mouseClick, ["up"])

    def camera_control(self):
        base.disableMouse()

        self.camera = base.camera

        self.cam_speed = 3
        self.cam_drag = 0.01

        self.cam_x_moving = False
        self.cam_y_moving = False
        self.cam_z_moving = False

        self.cam_x_inc = 0
        self.cam_y_inc = 0
        self.cam_z_inc = 0

        self.cameraDistance = -50
        self.camHeight = 25


        self.camXAngle = 0
        self.camYAngle = -25
        self.camZAngle = 0

        self.camX = 0
        self.camY = 0
        self.camZ = 100

    def camera_update(self,task):

        if self.cam_x_moving:
            self.camX+=self.cam_x_inc
        elif self.cam_x_inc != 0:
            if (self.cam_x_inc > 0 and self.cam_x_inc-self.cam_drag <= 0) or (self.cam_x_inc < 0 and self.cam_x_inc+self.cam_drag >= 0):
                self.cam_x_inc = 0
            elif self.cam_x_inc > 0:
                self.cam_x_inc -= self.cam_drag
            elif self.cam_x_inc < 0:
                self.cam_x_inc -= self.cam_drag
            else:
                print "FUCKUP WITH CAM X INC"

        if self.cam_y_moving:
            self.camY+=self.cam_y_inc
        elif self.cam_y_inc != 0:
            if (self.cam_y_inc > 0 and self.cam_y_inc-self.cam_drag <= 0) or (self.cam_y_inc < 0 and self.cam_y_inc+self.cam_drag >= 0):
                self.cam_y_inc = 0
            elif self.cam_y_inc > 0:
                self.cam_y_inc -= self.cam_drag
            elif self.cam_y_inc < 0:
                self.cam_y_inc -= self.cam_drag
            else:
                print "FUCKUP WITH CAM Y INC"

        if self.cam_z_moving:
            self.camZ+=self.cam_z_inc
        elif self.cam_z_inc != 0:
            if (self.cam_z_inc > 0 and self.cam_z_inc-self.cam_drag <= 0) or (self.cam_z_inc < 0 and self.cam_z_inc+self.cam_drag >= 0):
                self.cam_z_inc = 0
            elif self.cam_z_inc > 0:
                self.cam_z_inc -= self.cam_drag
            elif self.cam_z_inc < 0:
                self.cam_z_inc -= self.cam_drag
            else:
                print "FUCKUP WITH CAM Z INC"

        self.camera.setPos(self.camX, self.camY, self.camZ)
        self.camera.setHpr(self.camXAngle, self.camYAngle, self.camZAngle)

        return Task.cont

    def camera_move(self, status):
        if status == "up":
            self.cam_y_moving = True
            self.cam_y_inc = self.cam_speed
        if status == "down":
            self.cam_y_moving = True
            self.cam_y_inc = -self.cam_speed
        if status == "left":
            self.cam_x_moving = True
            self.cam_x_inc = -self.cam_speed
        if status == "right":
            self.cam_x_moving = True
            self.cam_x_inc = self.cam_speed
        if status == "stopX":
            self.cam_x_moving = False
        if status == "stopY":
            self.cam_y_moving = False

    def keyboard_setup(self):
        self.accept("w", self.keyW)
        self.accept("w-up", self.stop_y)
        self.accept("s", self.keyS)
        self.accept("s-up", self.stop_y)
        self.accept("a", self.keyA)

        self.accept("a-up", self.stop_x)
        self.accept("d", self.keyD)
        self.accept("d-up", self.stop_x)
        self.accept("+", self.ZoomIn)
        self.accept("c", self.createArmy)

    def createArmy(self):
        self.army_create()

    def ZoomIn(self):
        self.camZ -= 1

    def keyW( self ):
        self.camera_move("up")

    def keyS( self ):
        self.camera_move("down")

    def keyA( self ):
        self.camera_move("left")

    def keyD( self ):
        self.camera_move("right")

    def stop_x( self ):
        self.camera_move("stopX")

    def stop_y( self ):
        self.camera_move("stopY")

    def generate_models(self):
        for p in range(len(self.provs)):
            print "Making",self.provs[p]
            city = self.loader.loadModel("models/house2.x")
            city.reparentTo(self.render)
            city.setName(self.provs[p])
            city.setScale(2, 2, 2)
            x = float(self.provs_x[p]*self.terrainScale)
            y = 257*self.terrainScale-float(self.provs_y[p]*self.terrainScale)
            city.setPos(x, y, self.getObjectZ(x,y)-1)
            oCityCol = city.attachNewNode(CollisionNode("BuildingCNode%d"%p))
            oCityCol.setScale((3,3,3))
            oCityCol.node().addSolid(CollisionSphere(0,0,0,1))
            oCityCol.setTag("prov","city")
            city.setTag("id",str(p+1))
            #oCityCol.show()

    def collideInBuilding(self,entry):
        np_into=entry.getIntoNodePath()
        np_into.getParent().setColor(.6,.5,1.0,1)

    def collideOutBuilding(self,entry):

        np_into=entry.getIntoNodePath()
        np_into.getParent().setColor(1.0,1.0,1.0,1)

        self.pickingEnabledObject = None
        self.txtBox.setText("<No province>")

    def collideAgainstBuilds(self,entry):
        if entry.getIntoNodePath().getParent() <> self.pickingEnabledOject:
            np_from=entry.getFromNodePath()
            np_into=entry.getIntoNodePath()

            self.pickingEnabledObject = np_into.getParent()


            self.txtBox.setText(self.pickingEnabledObject.getName())

    def mouseClick(self,status):
        if self.pickingEnabledObject:
            if status == "down":
                self.pickingEnabledObject.setScale(0.95*2)
                print self.pickingEnabledObject.getTag("id"),self.provs[int(self.pickingEnabledObject.getTag("id"))-1]
                self.selected_prov = int(self.pickingEnabledObject.getTag("id"))-1
                self.update_interface()

            if status == "up":
                self.pickingEnabledObject.setScale(1.0*2)
        elif self.pickingEnabledObject == None:
            self.selected_prov = -1
            self.update_interface()

    def rayUpdate(self,task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()

            self.pickerRay.setFromLens(base.camNode, mpos.getX(),mpos.getY())
        return task.cont

    def getObjectZ(self, x, y):
        if ((x > 0) and (x < 257) and (y > 0) and (y < 257)):
            return(self.terrain.getElevation(x,y)*self.terrainSize)
        else:
            return 0
    def format_colour_tuple(self,colour):
        col = string.split(colour)
        tuple = (int(col[0]),int(col[1]),int(col[2]),255)
        return tuple


    def drawTerrain(self):
        self.terrainSize = 5
        heightmap = "maps/italy_heightmap.png"
        colmap = self.TEXTURE_MAP



        self.terrain = GeoMipTerrain("terrain")
        self.terrain.setHeightfield(heightmap)
        self.terrain.setColorMap(colmap)

        self.terrain.setBlockSize(64)
        #self.terrain.setNear(40)
        #self.terrain.setFar(120)
        #self.terrain.setMinLevel(1)
        self.terrain.setBruteforce(True)

        self.terrain.generate()
        self.terrain.setAutoFlatten(self.terrain.AFMLight)

        self.root = self.terrain.getRoot()
        self.root.reparentTo(render)
        self.root.setSz(self.terrainSize)
        #self.root.setScale(self.terrainScale,self.terrainScale,1)



    def xml_load_map(self,file,type):
        if type == "WorldMap":
            tree = xml.parse(file)
            root = tree.getroot()

            self.provs = []
            self.provs_x = []
            self.provs_y = []
            self.provs_rgb = []
            self.provs_owner = []
            self.provs_money = []
            self.provs_men = []

            counter = 1
            for p in root.findall("province"):
                self.provs.append(self.get_tag(root,"province", counter, "name"))
                self.provs_x.append(self.get_tag(root, "province", counter, "x"))
                self.provs_y.append(self.get_tag(root, "province", counter, "y"))
                self.provs_rgb.append(self.get_tag(root, "province", counter, "rgb"))
                self.provs_owner.append(0)
                self.provs_money.append(0)
                self.provs_men.append(0)
                counter+=1
        elif type == "Scenario":
            tree = xml.parse(file)
            root = tree.getroot()
            self.day = 0
            self.month = 0
            self.year = 0
            self.adce = 0

            self.day = int(root.attrib["day"])
            self.month = int(root.attrib["month"])
            self.year = int(root.attrib["year"])

            self.nations = []
            self.nations_rgb = []
            self.nations_capital = []
            self.nations_money = []
            self.nations_men = []
            self.nations_provs_id = []

            counter = 0
            for p in root.findall("province"):
                print p.attrib["id"]

            for n in root.findall("nation"):
                for p in n.findall("province"):
                    self.provs_owner[int(p.attrib["id"])-1] = int(p.find("owner").text)
                    self.provs_money[int(p.attrib["id"])-1] = int(p.find("money").text)
                    self.provs_men[int(p.attrib["id"])-1] = int(p.find("men").text)
                    print self.provs_owner[int(p.attrib["id"])-1]
                    counter+=1
            counter = 1
            for n in root.findall("nation"):
                self.nations.append(self.get_tag(root, "nation", counter, "name"))
                self.nations_capital.append(n.attrib["capital"])
                #print self.nations_capital
                self.nations_rgb.append(self.get_tag(root, "nation", counter, "rgb"))
                self.nations_money.append(int(self.get_tag(root, "nation", counter, "money")))
                self.nations_men.append(int(self.get_tag(root, "nation", counter, "men")))
                counter += 1

    def get_tag(self,root,str_tag,prov_id, prov_tag):
        prov = root.find('.//'+str_tag+'[@id="'+str(prov_id)+'"]')
        tag = prov.find(prov_tag).text
        return tag
コード例 #41
0
    def load(self):
        self.notify.debug('load')
        DistributedMinigame.load(self)
        self.music = base.loadMusic('phase_4/audio/bgm/MG_CogThief.ogg')
        self.initCogInfo()
        for barrelIndex in range(CTGG.NumBarrels):
            barrel = loader.loadModel('phase_4/models/minigames/cogthief_game_gagTank')
            barrel.setPos(CTGG.BarrelStartingPositions[barrelIndex])
            barrel.setScale(self.BarrelScale)
            barrel.reparentTo(render)
            barrel.setTag('barrelIndex', str(barrelIndex))
            collSphere = CollisionSphere(0, 0, 0, 4)
            collSphere.setTangible(0)
            name = 'BarrelSphere-%d' % barrelIndex
            collSphereName = self.uniqueName(name)
            collNode = CollisionNode(collSphereName)
            collNode.setFromCollideMask(CTGG.BarrelBitmask)
            collNode.addSolid(collSphere)
            colNp = barrel.attachNewNode(collNode)
            handler = CollisionHandlerEvent()
            handler.setInPattern('barrelHit-%fn')
            base.cTrav.addCollider(colNp, handler)
            self.accept('barrelHit-' + collSphereName, self.handleEnterBarrel)
            nodeToHide = '**/gagMoneyTen'
            if barrelIndex % 2:
                nodeToHide = '**/gagMoneyFive'
            iconToHide = barrel.find(nodeToHide)
            if not iconToHide.isEmpty():
                iconToHide.hide()
            self.barrels.append(barrel)

        self.gameBoard = loader.loadModel('phase_4/models/minigames/cogthief_game')
        self.gameBoard.find('**/floor_TT').hide()
        self.gameBoard.find('**/floor_DD').hide()
        self.gameBoard.find('**/floor_DG').hide()
        self.gameBoard.find('**/floor_MM').hide()
        self.gameBoard.find('**/floor_BR').hide()
        self.gameBoard.find('**/floor_DL').hide()
        zone = self.getSafezoneId()
        if zone == ToontownGlobals.ToontownCentral:
            self.gameBoard.find('**/floor_TT').show()
        elif zone == ToontownGlobals.DonaldsDock:
            self.gameBoard.find('**/floor_DD').show()
        elif zone == ToontownGlobals.DaisyGardens:
            self.gameBoard.find('**/floor_DG').show()
        elif zone == ToontownGlobals.MinniesMelodyland:
            self.gameBoard.find('**/floor_MM').show()
        elif zone == ToontownGlobals.TheBrrrgh:
            self.gameBoard.find('**/floor_BR').show()
        elif zone == ToontownGlobals.DonaldsDreamland:
            self.gameBoard.find('**/floor_DL').show()
        else:
            self.gameBoard.find('**/floor_TT').show()
        self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0)
        self.gameBoard.setScale(1.0)
        self.toonSDs = {}
        avId = self.localAvId
        toonSD = CogThiefGameToonSD.CogThiefGameToonSD(avId, self)
        self.toonSDs[avId] = toonSD
        toonSD.load()
        self.loadCogs()
        self.toonHitTracks = {}
        self.toonPieTracks = {}
        self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
        self.sndRewardTick = base.loadSfx('phase_3.5/audio/sfx/tick_counter.ogg')
        self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.posInTopRightCorner()
        self.timer.hide()
        purchaseModels = loader.loadModel('phase_4/models/gui/purchase_gui')
        self.jarImage = purchaseModels.find('**/Jar')
        self.jarImage.reparentTo(hidden)
        self.rewardPanel = DirectLabel(parent=hidden, relief=None, pos=(1.16, 0.0, 0.45), scale=0.65, text='', text_scale=0.2, text_fg=(0.95, 0.95, 0, 1), text_pos=(0, -0.13), text_font=ToontownGlobals.getSignFont(), image=self.jarImage)
        self.rewardPanelTitle = DirectLabel(parent=self.rewardPanel, relief=None, pos=(0, 0, 0.06), scale=0.08, text=TTLocalizer.CannonGameReward, text_fg=(0.95, 0.95, 0, 1), text_shadow=(0, 0, 0, 1))
        self.initGameWalk()
        return
コード例 #42
0
    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor,
                                       self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle,
                                      self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')

        def foo(entry):
            print 'You are in the zone'

        def bar(entry):
            print 'You are not in the zone'

        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor,
                               self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle,
                               self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone,
                               self.zone_handler)
コード例 #43
0
class CogdoFlyingCollisions(GravityWalker):
    wantFloorSphere = 0

    def __init__(self):
        GravityWalker.__init__(self, gravity=0.0)

    def initializeCollisions(self, collisionTraverser, avatarNodePath, avatarRadius = 1.4, floorOffset = 1.0, reach = 1.0):
        self.cHeadSphereNodePath = None
        self.cFloorEventSphereNodePath = None
        self.setupHeadSphere(avatarNodePath)
        self.setupFloorEventSphere(avatarNodePath, ToontownGlobals.FloorEventBitmask, avatarRadius)
        GravityWalker.initializeCollisions(self, collisionTraverser, avatarNodePath, avatarRadius, floorOffset, reach)

    def setupWallSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius)
        cSphereNode = CollisionNode('Flyer.cWallSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        if config.GetBool('want-fluid-pusher', 0):
            self.pusher = CollisionHandlerFluidPusher()
        else:
            self.pusher = CollisionHandlerPusher()
        self.pusher.addCollider(cSphereNodePath, self.avatarNodePath)
        self.cWallSphereNodePath = cSphereNodePath

    def setupEventSphere(self, bitmask, avatarRadius):
        self.avatarRadius = avatarRadius
        cSphere = CollisionSphere(0.0, 0.0, self.avatarRadius + 0.75, self.avatarRadius * 1.04)
        cSphere.setTangible(0)
        cSphereNode = CollisionNode('Flyer.cEventSphereNode')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = self.avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.event = CollisionHandlerEvent()
        self.event.addInPattern('enter%in')
        self.event.addOutPattern('exit%in')
        self.cEventSphereNodePath = cSphereNodePath

    def setupRay(self, bitmask, floorOffset, reach):
        cRay = CollisionRay(0.0, 0.0, 3.0, 0.0, 0.0, -1.0)
        cRayNode = CollisionNode('Flyer.cRayNode')
        cRayNode.addSolid(cRay)
        self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
        cRayNode.setFromCollideMask(bitmask)
        cRayNode.setIntoCollideMask(BitMask32.allOff())
        self.lifter = CollisionHandlerGravity()
        self.lifter.setLegacyMode(self._legacyLifter)
        self.lifter.setGravity(self.getGravity(0))
        self.lifter.addInPattern('%fn-enter-%in')
        self.lifter.addAgainPattern('%fn-again-%in')
        self.lifter.addOutPattern('%fn-exit-%in')
        self.lifter.setOffset(floorOffset)
        self.lifter.setReach(reach)
        self.lifter.addCollider(self.cRayNodePath, self.avatarNodePath)

    def setupHeadSphere(self, avatarNodePath):
        collSphere = CollisionSphere(0, 0, 0, 1)
        collSphere.setTangible(1)
        collNode = CollisionNode('Flyer.cHeadCollSphere')
        collNode.setFromCollideMask(ToontownGlobals.CeilingBitmask)
        collNode.setIntoCollideMask(BitMask32.allOff())
        collNode.addSolid(collSphere)
        self.cHeadSphereNodePath = avatarNodePath.attachNewNode(collNode)
        self.cHeadSphereNodePath.setZ(base.localAvatar.getHeight() + 1.0)
        self.headCollisionEvent = CollisionHandlerEvent()
        self.headCollisionEvent.addInPattern('%fn-enter-%in')
        self.headCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(self.cHeadSphereNodePath, self.headCollisionEvent)

    def setupFloorEventSphere(self, avatarNodePath, bitmask, avatarRadius):
        cSphere = CollisionSphere(0.0, 0.0, 0.0, 0.75)
        cSphereNode = CollisionNode('Flyer.cFloorEventSphere')
        cSphereNode.addSolid(cSphere)
        cSphereNodePath = avatarNodePath.attachNewNode(cSphereNode)
        cSphereNode.setFromCollideMask(bitmask)
        cSphereNode.setIntoCollideMask(BitMask32.allOff())
        self.floorCollisionEvent = CollisionHandlerEvent()
        self.floorCollisionEvent.addInPattern('%fn-enter-%in')
        self.floorCollisionEvent.addAgainPattern('%fn-again-%in')
        self.floorCollisionEvent.addOutPattern('%fn-exit-%in')
        base.cTrav.addCollider(cSphereNodePath, self.floorCollisionEvent)
        self.cFloorEventSphereNodePath = cSphereNodePath

    def deleteCollisions(self):
        GravityWalker.deleteCollisions(self)
        if self.cHeadSphereNodePath != None:
            base.cTrav.removeCollider(self.cHeadSphereNodePath)
            self.cHeadSphereNodePath.detachNode()
            self.cHeadSphereNodePath = None
            self.headCollisionsEvent = None
        if self.cFloorEventSphereNodePath != None:
            base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
            self.cFloorEventSphereNodePath.detachNode()
            self.cFloorEventSphereNodePath = None
            self.floorCollisionEvent = None
        self.cRayNodePath.detachNode()
        del self.cRayNodePath
        self.cEventSphereNodePath.detachNode()
        del self.cEventSphereNodePath

    def setCollisionsActive(self, active = 1):
        if self.collisionsActive != active:
            if self.cHeadSphereNodePath != None:
                base.cTrav.removeCollider(self.cHeadSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cHeadSphereNodePath, self.headCollisionEvent)
            if self.cFloorEventSphereNodePath != None:
                base.cTrav.removeCollider(self.cFloorEventSphereNodePath)
                if active:
                    base.cTrav.addCollider(self.cFloorEventSphereNodePath, self.floorCollisionEvent)
        GravityWalker.setCollisionsActive(self, active)

    def enableAvatarControls(self):
        pass

    def disableAvatarControls(self):
        pass

    def handleAvatarControls(self, task):
        pass
コード例 #44
0
class FreeBLiTZ(ShowBase):
    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor,
                                       self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle,
                                      self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')

        def foo(entry):
            print 'You are in the zone'

        def bar(entry):
            print 'You are not in the zone'

        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor,
                               self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle,
                               self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone,
                               self.zone_handler)
        #self.cTrav.showCollisions(self.stage)

    def create_stanchions(self):
        from pandac.PandaModules import GeomVertexReader, CollisionNode, CollisionTube
        self.stanchions = self.stage.findAllMatches('**/=Stanchion')
        for stanchion in self.stanchions:
            geomnode = stanchion.node()
            radius = float(stanchion.getTag('Stanchion'))
            geom = geomnode.getGeom(0)
            vdata = geom.getVertexData()
            for gp in range(geom.getNumPrimitives()):
                vreader = GeomVertexReader(vdata, 'vertex')
                prim = geom.getPrimitive(gp)
                prim = prim.decompose()
                for p in range(prim.getNumPrimitives()):
                    start = prim.getPrimitiveStart(p)
                    end = prim.getPrimitiveEnd(p)
                    vertices = []
                    for v in range(start, end):
                        vi = prim.getVertex(v)
                        vreader.setRow(vi)
                        vertex = vreader.getData3f()
                        vertices.append(vertex)
                    vertices.append(vertices[0])
                    for i in range(1, len(vertices)):
                        a, b = vertices[i - 1], vertices[i]
                        stanchion_np = stanchion.attachNewNode(
                            CollisionNode('stanchion'))
                        print 'creating cyl with radius %f from %s to %s' % (
                            radius, a, b)
                        stanchion_np.node().addSolid(
                            CollisionTube(a[0], a[1], a[2], b[0], b[1], b[2],
                                          radius))
                        stanchion_np.node().setFromCollideMask(OBSTACLE_MASK)
            geomnode.removeAllGeoms()

    def begin_look(self):
        self.look = True

    def end_look(self):
        self.look = False
        self.prev_pos = None

    def MouseTask(self, task):
        if self.mouseWatcherNode.hasMouse():
            (x, y) = self.mouseWatcherNode.getMouse()
            if self.prev_pos:
                if self.look or self.active_char.spinning:
                    h_diff = (x - self.prev_pos[0]) * 180
                    p_diff = (y - self.prev_pos[1]) * 90
                    new_h = clamp_deg_sign(self.char_rig.getH() - h_diff)
                    self.char_rig.setH(new_h)
                    self.cam.setP(self.cam.getP() + p_diff)
                    self.active_char.spin(new_h)
            self.prev_pos = (x, y)
        return task.cont
コード例 #45
0
class Coin:
    """
	An object that a ball collects.
	"""
    MODEL = "../egg/kolikko.egg"
    collectable = 0

    def __init__(self, model, world, space, pos):
        self.model = model
        self.world = world
        self.space = space
        self.collHandEvent = CollisionHandlerEvent()
        self.collHandEvent.addInPattern('into-%in')
        self.addBox(pos)
        self.isCollected = False
        Coin.collectable += 1

    def collect(self):
        if not self.isCollected:
            self.isCollected = True
            self.box.setColor(1, 0, 0)
            Coin.collectable -= 1

    def onCollide(self, entry):
        body1 = entry.getFromNodePath()
        ballNode = self.model.getBall().getModelNode()
        if ballNode and ballNode == body1.getParent():
            self.collect()

    def addBox(self, pos):
        lx, ly, lz = 1, 1, 1  # dimension
        px, py, pz = pos  # position
        name = "box" + str(pos)
        self.box = loader.loadModel(self.MODEL)
        self.box.setPos(-0.5, -0.5, -0.5)
        self.box.flattenLight()  # ApplyTransform
        self.box.reparentTo(render)

        # Make sure its center is at 0, 0, 0 like OdeBoxGeom
        self.box.setPos(px - lx / 2, py - ly / 2, pz - lz / 2)
        self.box.setScale(lx, ly, lz)
        self.box.setHpr(0, 50, 0)

        # Offset z by -1.0 because the coin model was so small
        cSphere = CollisionSphere(pos[0], pos[1], pos[2] - 1.0, 1)
        cNode = CollisionNode(name)
        cNode.addSolid(cSphere)

        model = render.find(name)
        if not model.isEmpty():
            model.removeNode()

        cnodePath = render.attachNewNode(cNode)
        #cnodePath.show()
        base.cTrav.addCollider(cnodePath, self.collHandEvent)
        base.accept('into-' + name, self.onCollide)

        # Implementation below would not allow coins to float?
        # define mass
        """
		mass = OdeMass()
		mass.setBox(500, lx, ly, lz)
		
		self.boxBody = OdeBody( self.world )
		self.boxBody.setPosition( self.box.getPos(render) )
		self.boxBody.setQuaternion( self.box.getQuat(render) )
		self.boxBody.setMass( mass )
		
		self.geom = OdeBoxGeom( self.space, lx, ly, lz)
		self.space.setSurfaceType( self.geom, SurfaceType.COIN )
		self.geom.setBody( self.boxBody )
		self.boxBody = None
		"""

    def updateModelNode(self):
        return None
        #None
        #self.box.setPos( render, self.boxBody.getPosition() )
        #self.box.setQuat(render, Quat(self.boxBody.getQuaternion() ) )

    def getBody(self):
        return None
        #return self.boxBody

    def removeNode(self):
        if not self.isCollected:
            Coin.collectable -= 1
        # http://www.panda3d.org/apiref.php?page=NodePath#removeNode
        self.box.removeNode()
コード例 #46
0
class DistributedIceGame(DistributedMinigame.DistributedMinigame, DistributedIceWorld.DistributedIceWorld):
    notify = directNotify.newCategory("DistributedIceGame")
    MaxLocalForce = 100
    MaxPhysicsForce = 25000

    def __init__(self, cr):
        DistributedMinigame.DistributedMinigame.__init__(self, cr)
        DistributedIceWorld.DistributedIceWorld.__init__(self, cr)
        self.gameFSM = ClassicFSM.ClassicFSM(
            "DistributedIceGame",
            [
                State.State("off", self.enterOff, self.exitOff, ["inputChoice"]),
                State.State(
                    "inputChoice",
                    self.enterInputChoice,
                    self.exitInputChoice,
                    ["waitServerChoices", "moveTires", "displayVotes", "cleanup"],
                ),
                State.State(
                    "waitServerChoices",
                    self.enterWaitServerChoices,
                    self.exitWaitServerChoices,
                    ["moveTires", "cleanup"],
                ),
                State.State("moveTires", self.enterMoveTires, self.exitMoveTires, ["synch", "cleanup"]),
                State.State("synch", self.enterSynch, self.exitSynch, ["inputChoice", "scoring", "cleanup"]),
                State.State("scoring", self.enterScoring, self.exitScoring, ["cleanup", "finalResults", "inputChoice"]),
                State.State("finalResults", self.enterFinalResults, self.exitFinalResults, ["cleanup"]),
                State.State("cleanup", self.enterCleanup, self.exitCleanup, []),
            ],
            "off",
            "cleanup",
        )
        self.addChildGameFSM(self.gameFSM)
        self.cameraThreeQuarterView = (0, -22, 45, 0, -62.89, 0)
        self.tireDict = {}
        self.forceArrowDict = {}
        self.canDrive = False
        self.timer = None
        self.timerStartTime = None
        self.curForce = 0
        self.curHeading = 0
        self.headingMomentum = 0.0
        self.forceMomentum = 0.0
        self.allTireInputs = None
        self.curRound = 0
        self.curMatch = 0
        self.controlKeyWarningLabel = DirectLabel(
            text=TTLocalizer.IceGameControlKeyWarning,
            text_fg=VBase4(1, 0, 0, 1),
            relief=None,
            pos=(0.0, 0, 0),
            scale=0.15,
        )
        self.controlKeyWarningLabel.hide()
        self.waitingMoveLabel = DirectLabel(
            text=TTLocalizer.IceGameWaitingForPlayersToFinishMove,
            text_fg=VBase4(1, 1, 1, 1),
            relief=None,
            pos=(-0.6, 0, -0.75),
            scale=0.075,
        )
        self.waitingMoveLabel.hide()
        self.waitingSyncLabel = DirectLabel(
            text=TTLocalizer.IceGameWaitingForAISync,
            text_fg=VBase4(1, 1, 1, 1),
            relief=None,
            pos=(-0.6, 0, -0.75),
            scale=0.075,
        )
        self.waitingSyncLabel.hide()
        self.infoLabel = DirectLabel(text="", text_fg=VBase4(0, 0, 0, 1), relief=None, pos=(0.0, 0, 0.7), scale=0.075)
        self.updateInfoLabel()
        self.lastForceArrowUpdateTime = 0
        self.sendForceArrowUpdateAsap = False
        self.treasures = []
        self.penalties = []
        self.obstacles = []
        self.controlKeyPressed = False
        self.controlKeyWarningIval = None
        return

    def delete(self):
        DistributedIceWorld.DistributedIceWorld.delete(self)
        DistributedMinigame.DistributedMinigame.delete(self)
        if self.controlKeyWarningIval:
            self.controlKeyWarningIval.finish()
            self.controlKeyWarningIval = None
        self.controlKeyWarningLabel.destroy()
        del self.controlKeyWarningLabel
        self.waitingMoveLabel.destroy()
        del self.waitingMoveLabel
        self.waitingSyncLabel.destroy()
        del self.waitingSyncLabel
        self.infoLabel.destroy()
        del self.infoLabel
        for treasure in self.treasures:
            treasure.destroy()

        del self.treasures
        for penalty in self.penalties:
            penalty.destroy()

        del self.penalties
        for obstacle in self.obstacles:
            obstacle.removeNode()

        del self.obstacles
        del self.gameFSM
        return

    def announceGenerate(self):
        DistributedMinigame.DistributedMinigame.announceGenerate(self)
        DistributedIceWorld.DistributedIceWorld.announceGenerate(self)
        self.debugTaskName = self.uniqueName("debugTask")

    def getTitle(self):
        return TTLocalizer.IceGameTitle

    def getInstructions(self):
        szId = self.getSafezoneId()
        numPenalties = IceGameGlobals.NumPenalties[szId]
        result = TTLocalizer.IceGameInstructions
        if numPenalties == 0:
            result = TTLocalizer.IceGameInstructionsNoTnt
        return result

    def getMaxDuration(self):
        return 0

    def load(self):
        self.notify.debug("load")
        DistributedMinigame.DistributedMinigame.load(self)
        self.music = base.loadMusic("phase_4/audio/bgm/MG_IceGame.ogg")
        self.gameBoard = loader.loadModel("phase_4/models/minigames/ice_game_icerink")
        background = loader.loadModel("phase_4/models/minigames/ice_game_2d")
        backgroundWide = loader.loadModel("phase_4/models/minigames/iceslide_ground")
        background.reparentTo(self.gameBoard)
        backgroundWide.reparentTo(self.gameBoard)
        backgroundWide.setPos(0, -0.3, -0.5)
        self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0)
        self.gameBoard.setScale(1.0)
        self.setupSimulation()
        index = 0
        for avId in self.avIdList:
            self.setupTire(avId, index)
            self.setupForceArrow(avId)
            index += 1

        for index in xrange(len(self.avIdList), 4):
            self.setupTire(-index, index)
            self.setupForceArrow(-index)

        self.showForceArrows(realPlayersOnly=True)
        self.westWallModel = NodePath()
        if not self.westWallModel.isEmpty():
            self.westWallModel.reparentTo(self.gameBoard)
            self.westWallModel.setPos(IceGameGlobals.MinWall[0], IceGameGlobals.MinWall[1], 0)
            self.westWallModel.setScale(4)
        self.eastWallModel = NodePath()
        if not self.eastWallModel.isEmpty():
            self.eastWallModel.reparentTo(self.gameBoard)
            self.eastWallModel.setPos(IceGameGlobals.MaxWall[0], IceGameGlobals.MaxWall[1], 0)
            self.eastWallModel.setScale(4)
            self.eastWallModel.setH(180)
        self.arrowKeys = ArrowKeys.ArrowKeys()
        self.target = loader.loadModel("phase_3/models/misc/sphere")
        self.target.setScale(0.01)
        self.target.reparentTo(self.gameBoard)
        self.target.setPos(0, 0, 0)
        self.scoreCircle = loader.loadModel("phase_4/models/minigames/ice_game_score_circle")
        self.scoreCircle.setScale(0.01)
        self.scoreCircle.reparentTo(self.gameBoard)
        self.scoreCircle.setZ(IceGameGlobals.TireRadius / 2.0)
        self.scoreCircle.setAlphaScale(0.5)
        self.scoreCircle.setTransparency(1)
        self.scoreCircle.hide()
        self.treasureModel = loader.loadModel("phase_4/models/minigames/ice_game_barrel")
        self.penaltyModel = loader.loadModel("phase_4/models/minigames/ice_game_tnt2")
        self.penaltyModel.setScale(0.75, 0.75, 0.7)
        szId = self.getSafezoneId()
        obstacles = IceGameGlobals.Obstacles[szId]
        index = 0
        cubicObstacle = IceGameGlobals.ObstacleShapes[szId]
        for pos in obstacles:
            newPos = Point3(pos[0], pos[1], IceGameGlobals.TireRadius)
            newObstacle = self.createObstacle(newPos, index, cubicObstacle)
            self.obstacles.append(newObstacle)
            index += 1

        self.countSound = loader.loadSfx("phase_3.5/audio/sfx/tick_counter.ogg")
        self.treasureGrabSound = loader.loadSfx("phase_4/audio/sfx/MG_sfx_vine_game_bananas.ogg")
        self.penaltyGrabSound = loader.loadSfx("phase_4/audio/sfx/MG_cannon_fire_alt.ogg")
        self.tireSounds = []
        for tireIndex in xrange(4):
            tireHit = loader.loadSfx("phase_4/audio/sfx/Golf_Hit_Barrier_1.ogg")
            wallHit = loader.loadSfx("phase_4/audio/sfx/MG_maze_pickup.ogg")
            obstacleHit = loader.loadSfx("phase_4/audio/sfx/Golf_Hit_Barrier_2.ogg")
            self.tireSounds.append({"tireHit": tireHit, "wallHit": wallHit, "obstacleHit": obstacleHit})

        self.arrowRotateSound = loader.loadSfx("phase_4/audio/sfx/MG_sfx_ice_force_rotate.ogg")
        self.arrowUpSound = loader.loadSfx("phase_4/audio/sfx/MG_sfx_ice_force_increase_3sec.ogg")
        self.arrowDownSound = loader.loadSfx("phase_4/audio/sfx/MG_sfx_ice_force_decrease_3sec.ogg")
        self.scoreCircleSound = loader.loadSfx("phase_4/audio/sfx/MG_sfx_ice_scoring_1.ogg")

    def unload(self):
        self.notify.debug("unload")
        DistributedMinigame.DistributedMinigame.unload(self)
        del self.music
        self.gameBoard.removeNode()
        del self.gameBoard
        for forceArrow in self.forceArrowDict.values():
            forceArrow.removeNode()

        del self.forceArrowDict
        self.scoreCircle.removeNode()
        del self.scoreCircle
        del self.countSound

    def onstage(self):
        self.notify.debug("onstage")
        DistributedMinigame.DistributedMinigame.onstage(self)
        self.gameBoard.reparentTo(render)
        self.__placeToon(self.localAvId)
        self.moveCameraToTop()
        self.scorePanels = []
        base.playMusic(self.music, looping=1, volume=0.8)

    def offstage(self):
        self.notify.debug("offstage")
        self.music.stop()
        self.gameBoard.hide()
        self.infoLabel.hide()
        for avId in self.tireDict:
            self.tireDict[avId]["tireNodePath"].hide()

        for panel in self.scorePanels:
            panel.cleanup()

        del self.scorePanels
        for obstacle in self.obstacles:
            obstacle.hide()

        for treasure in self.treasures:
            treasure.nodePath.hide()

        for penalty in self.penalties:
            penalty.nodePath.hide()

        for avId in self.avIdList:
            av = self.getAvatar(avId)
            if av:
                av.dropShadow.show()
                av.resetLOD()

        taskMgr.remove(self.uniqueName("aimtask"))
        self.arrowKeys.destroy()
        del self.arrowKeys
        DistributedMinigame.DistributedMinigame.offstage(self)

    def handleDisabledAvatar(self, avId):
        self.notify.debug("handleDisabledAvatar")
        self.notify.debug("avatar " + str(avId) + " disabled")
        DistributedMinigame.DistributedMinigame.handleDisabledAvatar(self, avId)

    def setGameReady(self):
        if not self.hasLocalToon:
            return
        self.notify.debug("setGameReady")
        if DistributedMinigame.DistributedMinigame.setGameReady(self):
            return
        for index in xrange(self.numPlayers):
            avId = self.avIdList[index]
            toon = self.getAvatar(avId)
            if toon:
                toon.reparentTo(render)
                self.__placeToon(avId)
                toon.forwardSpeed = 0
                toon.rotateSpeed = False
                toon.dropShadow.hide()
                toon.setAnimState("Sit")
                if avId in self.tireDict:
                    tireNp = self.tireDict[avId]["tireNodePath"]
                    toon.reparentTo(tireNp)
                    toon.setY(1.0)
                    toon.setZ(-3)
                toon.startLookAround()

    def setGameStart(self, timestamp):
        if not self.hasLocalToon:
            return
        self.notify.debug("setGameStart")
        DistributedMinigame.DistributedMinigame.setGameStart(self, timestamp)
        for avId in self.remoteAvIdList:
            toon = self.getAvatar(avId)
            if toon:
                toon.stopLookAround()

        self.scores = [0] * self.numPlayers
        spacing = 0.4
        for i in xrange(self.numPlayers):
            avId = self.avIdList[i]
            avName = self.getAvatarName(avId)
            scorePanel = MinigameAvatarScorePanel.MinigameAvatarScorePanel(avId, avName)
            scorePanel.setScale(0.9)
            scorePanel.setPos(-0.583 - spacing * (self.numPlayers - 1 - i), 0.0, -0.15)
            scorePanel.reparentTo(base.a2dTopRight)
            scorePanel.makeTransparent(0.75)
            self.scorePanels.append(scorePanel)

        self.arrowKeys.setPressHandlers(
            [
                self.__upArrowPressed,
                self.__downArrowPressed,
                self.__leftArrowPressed,
                self.__rightArrowPressed,
                self.__controlPressed,
            ]
        )

    def isInPlayState(self):
        if not self.gameFSM.getCurrentState():
            return False
        if not self.gameFSM.getCurrentState().getName() == "play":
            return False
        return True

    def enterOff(self):
        self.notify.debug("enterOff")

    def exitOff(self):
        pass

    def enterInputChoice(self):
        self.notify.debug("enterInputChoice")
        self.forceLocalToonToTire()
        self.controlKeyPressed = False
        if self.curRound == 0:
            self.setupStartOfMatch()
        else:
            self.notify.debug("self.curRound = %s" % self.curRound)
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.hide()
        if self.timerStartTime != None:
            self.startTimer()
        self.showForceArrows(realPlayersOnly=True)
        self.localForceArrow().setPosHpr(0, 0, -1.0, 0, 0, 0)
        self.localForceArrow().reparentTo(self.localTireNp())
        self.localForceArrow().setY(IceGameGlobals.TireRadius)
        self.localTireNp().headsUp(self.target)
        self.notify.debug("self.localForceArrow() heading = %s" % self.localForceArrow().getH())
        self.curHeading = self.localTireNp().getH()
        self.curForce = 25
        self.updateLocalForceArrow()
        for avId in self.forceArrowDict:
            forceArrow = self.forceArrowDict[avId]
            forceArrow.setPosHpr(0, 0, -1.0, 0, 0, 0)
            tireNp = self.tireDict[avId]["tireNodePath"]
            forceArrow.reparentTo(tireNp)
            forceArrow.setY(IceGameGlobals.TireRadius)
            tireNp.headsUp(self.target)
            self.updateForceArrow(avId, tireNp.getH(), 25)

        taskMgr.add(self.__aimTask, self.uniqueName("aimtask"))
        if base.localAvatar.laffMeter:
            base.localAvatar.laffMeter.stop()
        self.sendForceArrowUpdateAsap = False
        return

    def exitInputChoice(self):
        if not self.controlKeyPressed:
            if self.controlKeyWarningIval:
                self.controlKeyWarningIval.finish()
                self.controlKeyWarningIval = None
            self.controlKeyWarningIval = Sequence(
                Func(self.controlKeyWarningLabel.show),
                self.controlKeyWarningLabel.colorScaleInterval(
                    10, VBase4(1, 1, 1, 0), startColorScale=VBase4(1, 1, 1, 1)
                ),
                Func(self.controlKeyWarningLabel.hide),
            )
            self.controlKeyWarningIval.start()
        if self.timer != None:
            self.timer.destroy()
            self.timer = None
        self.timerStartTime = None
        self.hideForceArrows()
        self.arrowRotateSound.stop()
        self.arrowUpSound.stop()
        self.arrowDownSound.stop()
        taskMgr.remove(self.uniqueName("aimtask"))
        return

    def enterWaitServerChoices(self):
        self.waitingMoveLabel.show()
        self.showForceArrows(True)

    def exitWaitServerChoices(self):
        self.waitingMoveLabel.hide()
        self.hideForceArrows()

    def enterMoveTires(self):
        for key in self.tireDict:
            body = self.tireDict[key]["tireBody"]
            body.setAngularVel(0, 0, 0)
            body.setLinearVel(0, 0, 0)

        for index in xrange(len(self.allTireInputs)):
            input = self.allTireInputs[index]
            avId = self.avIdList[index]
            body = self.getTireBody(avId)
            degs = input[1] + 90
            tireNp = self.getTireNp(avId)
            tireH = tireNp.getH()
            self.notify.debug("tireH = %s" % tireH)
            radAngle = deg2Rad(degs)
            foo = NodePath("foo")
            dirVector = Vec3(math.cos(radAngle), math.sin(radAngle), 0)
            self.notify.debug("dirVector is now=%s" % dirVector)
            inputForce = input[0]
            inputForce /= self.MaxLocalForce
            inputForce *= self.MaxPhysicsForce
            force = dirVector * inputForce
            self.notify.debug("adding force %s to %d" % (force, avId))
            body.addForce(force)

        self.enableAllTireBodies()
        self.totalPhysicsSteps = 0
        self.startSim()
        taskMgr.add(self.__moveTiresTask, self.uniqueName("moveTiresTtask"))

    def exitMoveTires(self):
        self.forceLocalToonToTire()
        self.disableAllTireBodies()
        self.stopSim()
        self.notify.debug("total Physics steps = %d" % self.totalPhysicsSteps)
        taskMgr.remove(self.uniqueName("moveTiresTtask"))

    def enterSynch(self):
        self.waitingSyncLabel.show()

    def exitSynch(self):
        self.waitingSyncLabel.hide()

    def enterScoring(self):
        sortedByDistance = []
        for avId in self.avIdList:
            np = self.getTireNp(avId)
            pos = np.getPos()
            pos.setZ(0)
            sortedByDistance.append((avId, pos.length()))

        def compareDistance(x, y):
            if x[1] - y[1] > 0:
                return 1
            elif x[1] - y[1] < 0:
                return -1
            else:
                return 0

        sortedByDistance.sort(cmp=compareDistance)
        self.scoreMovie = Sequence()
        curScale = 0.01
        curTime = 0
        self.scoreCircle.setScale(0.01)
        self.scoreCircle.show()
        self.notify.debug("newScores = %s" % self.newScores)
        circleStartTime = 0
        for index in xrange(len(sortedByDistance)):
            distance = sortedByDistance[index][1]
            avId = sortedByDistance[index][0]
            scorePanelIndex = self.avIdList.index(avId)
            time = (distance - curScale) / IceGameGlobals.ExpandFeetPerSec
            if time < 0:
                time = 0.01
            scaleXY = distance + IceGameGlobals.TireRadius
            self.notify.debug("circleStartTime = %s" % circleStartTime)
            self.scoreMovie.append(
                Parallel(
                    LerpScaleInterval(self.scoreCircle, time, Point3(scaleXY, scaleXY, 1.0)),
                    SoundInterval(self.scoreCircleSound, duration=time, startTime=circleStartTime),
                )
            )
            circleStartTime += time
            startScore = self.scorePanels[scorePanelIndex].getScore()
            destScore = self.newScores[scorePanelIndex]
            self.notify.debug("for avId %d, startScore=%d, newScores=%d" % (avId, startScore, destScore))

            def increaseScores(t, scorePanelIndex=scorePanelIndex, startScore=startScore, destScore=destScore):
                oldScore = self.scorePanels[scorePanelIndex].getScore()
                diff = destScore - startScore
                newScore = int(startScore + diff * t)
                if newScore > oldScore:
                    base.playSfx(self.countSound)
                self.scorePanels[scorePanelIndex].setScore(newScore)
                self.scores[scorePanelIndex] = newScore

            duration = (destScore - startScore) * IceGameGlobals.ScoreCountUpRate
            tireNp = self.tireDict[avId]["tireNodePath"]
            self.scoreMovie.append(
                Parallel(
                    LerpFunctionInterval(increaseScores, duration),
                    Sequence(
                        LerpColorScaleInterval(tireNp, duration / 6.0, VBase4(1, 0, 0, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0, VBase4(1, 1, 1, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0, VBase4(1, 0, 0, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0, VBase4(1, 1, 1, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0, VBase4(1, 0, 0, 1)),
                        LerpColorScaleInterval(tireNp, duration / 6.0, VBase4(1, 1, 1, 1)),
                    ),
                )
            )
            curScale += distance

        self.scoreMovie.append(Func(self.sendUpdate, "reportScoringMovieDone", []))
        self.scoreMovie.start()

    def exitScoring(self):
        self.scoreMovie.finish()
        self.scoreMovie = None
        self.scoreCircle.hide()
        return

    def enterFinalResults(self):
        lerpTrack = Parallel()
        lerpDur = 0.5
        tY = 0.6
        bY = -0.05
        lX = -0.5
        cX = 0
        rX = 0.5
        scorePanelLocs = (
            ((cX, bY),),
            ((lX, bY), (rX, bY)),
            ((cX, tY), (lX, bY), (rX, bY)),
            ((lX, tY), (rX, tY), (lX, bY), (rX, bY)),
        )
        scorePanelLocs = scorePanelLocs[self.numPlayers - 1]
        for i in xrange(self.numPlayers):
            panel = self.scorePanels[i]
            pos = scorePanelLocs[i]
            panel.wrtReparentTo(aspect2d)
            lerpTrack.append(
                Parallel(
                    LerpPosInterval(panel, lerpDur, Point3(pos[0], 0, pos[1]), blendType="easeInOut"),
                    LerpScaleInterval(panel, lerpDur, Vec3(panel.getScale()) * 2.0, blendType="easeInOut"),
                )
            )

        self.showScoreTrack = Parallel(
            lerpTrack, Sequence(Wait(IceGameGlobals.ShowScoresDuration), Func(self.gameOver))
        )
        self.showScoreTrack.start()

    def exitFinalResults(self):
        self.showScoreTrack.pause()
        del self.showScoreTrack

    def enterCleanup(self):
        self.notify.debug("enterCleanup")
        if base.localAvatar.laffMeter:
            base.localAvatar.laffMeter.start()

    def exitCleanup(self):
        pass

    def __placeToon(self, avId):
        toon = self.getAvatar(avId)
        if toon:
            toon.setPos(0, 0, 0)
            toon.setHpr(0, 0, 0)

    def moveCameraToTop(self):
        camera.reparentTo(render)
        p = self.cameraThreeQuarterView
        camera.setPosHpr(p[0], p[1], p[2], p[3], p[4], p[5])

    def setupTire(self, avId, index):
        tireNp, tireBody, tireOdeGeom = self.createTire(index)
        self.tireDict[avId] = {"tireNodePath": tireNp, "tireBody": tireBody, "tireOdeGeom": tireOdeGeom}
        if avId <= 0:
            tireBlocker = tireNp.find("**/tireblockermesh")
            if not tireBlocker.isEmpty():
                tireBlocker.hide()
        if avId == self.localAvId:
            tireNp = self.tireDict[avId]["tireNodePath"]
            self.treasureSphereName = "treasureCollider"
            self.treasureCollSphere = CollisionSphere(0, 0, 0, IceGameGlobals.TireRadius)
            self.treasureCollSphere.setTangible(0)
            self.treasureCollNode = CollisionNode(self.treasureSphereName)
            self.treasureCollNode.setFromCollideMask(ToontownGlobals.PieBitmask)
            self.treasureCollNode.addSolid(self.treasureCollSphere)
            self.treasureCollNodePath = tireNp.attachNewNode(self.treasureCollNode)
            self.treasureHandler = CollisionHandlerEvent()
            self.treasureHandler.addInPattern("%fn-intoTreasure")
            base.cTrav.addCollider(self.treasureCollNodePath, self.treasureHandler)
            eventName = "%s-intoTreasure" % self.treasureCollNodePath.getName()
            self.notify.debug("eventName = %s" % eventName)
            self.accept(eventName, self.toonHitSomething)

    def setupForceArrow(self, avId):
        arrow = loader.loadModel("phase_4/models/minigames/ice_game_arrow")
        priority = 0
        if avId < 0:
            priority = -avId
        else:
            priority = self.avIdList.index(avId)
            if avId == self.localAvId:
                priority = 10
        self.forceArrowDict[avId] = arrow

    def hideForceArrows(self):
        for forceArrow in self.forceArrowDict.values():
            forceArrow.hide()

    def showForceArrows(self, realPlayersOnly=True):
        for avId in self.forceArrowDict:
            if realPlayersOnly:
                if avId > 0:
                    self.forceArrowDict[avId].show()
                else:
                    self.forceArrowDict[avId].hide()
            else:
                self.forceArrowDict[avId].show()

    def localForceArrow(self):
        if self.localAvId in self.forceArrowDict:
            return self.forceArrowDict[self.localAvId]
        else:
            return None
        return None

    def setChoices(self, input0, input1, input2, input3):
        pass

    def startDebugTask(self):
        taskMgr.add(self.debugTask, self.debugTaskName)

    def stopDebugTask(self):
        taskMgr.remove(self.debugTaskName)

    def debugTask(self, task):
        if self.canDrive and self.tireDict.has_key(localAvatar.doId):
            dt = globalClock.getDt()
            forceMove = 25000
            forceMoveDt = forceMove
            tireBody = self.tireDict[localAvatar.doId]["tireBody"]
            if self.arrowKeys.upPressed() and not tireBody.isEnabled():
                x = 0
                y = 1
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))
            if self.arrowKeys.downPressed() and not tireBody.isEnabled():
                x = 0
                y = -1
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))
            if self.arrowKeys.leftPressed() and not tireBody.isEnabled():
                x = -1
                y = 0
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))
            if self.arrowKeys.rightPressed() and not tireBody.isEnabled():
                x = 1
                y = 0
                tireBody.enable()
                tireBody.addForce(Vec3(x * forceMoveDt, y * forceMoveDt, 0))
        return task.cont

    def __upArrowPressed(self):
        pass

    def __downArrowPressed(self):
        pass

    def __leftArrowPressed(self):
        pass

    def __rightArrowPressed(self):
        pass

    def __controlPressed(self):
        if self.gameFSM.getCurrentState().getName() == "inputChoice":
            self.sendForceArrowUpdateAsap = True
            self.updateLocalForceArrow()
            self.controlKeyPressed = True
            self.sendUpdate("setAvatarChoice", [self.curForce, self.curHeading])
            self.gameFSM.request("waitServerChoices")

    def startTimer(self):
        now = globalClock.getFrameTime()
        elapsed = now - self.timerStartTime
        self.timer.posInTopRightCorner()
        self.timer.setTime(IceGameGlobals.InputTimeout)
        self.timer.countdown(IceGameGlobals.InputTimeout - elapsed, self.handleChoiceTimeout)
        self.timer.show()

    def setTimerStartTime(self, timestamp):
        if not self.hasLocalToon:
            return
        self.timerStartTime = globalClockDelta.networkToLocalTime(timestamp)
        if self.timer != None:
            self.startTimer()
        return

    def handleChoiceTimeout(self):
        self.sendUpdate("setAvatarChoice", [0, 0])
        self.gameFSM.request("waitServerChoices")

    def localTireNp(self):
        ret = None
        if self.localAvId in self.tireDict:
            ret = self.tireDict[self.localAvId]["tireNodePath"]
        return ret

    def localTireBody(self):
        ret = None
        if self.localAvId in self.tireDict:
            ret = self.tireDict[self.localAvId]["tireBody"]
        return ret

    def getTireBody(self, avId):
        ret = None
        if avId in self.tireDict:
            ret = self.tireDict[avId]["tireBody"]
        return ret

    def getTireNp(self, avId):
        ret = None
        if avId in self.tireDict:
            ret = self.tireDict[avId]["tireNodePath"]
        return ret

    def updateForceArrow(self, avId, curHeading, curForce):
        forceArrow = self.forceArrowDict[avId]
        tireNp = self.tireDict[avId]["tireNodePath"]
        tireNp.setH(curHeading)
        tireBody = self.tireDict[avId]["tireBody"]
        tireBody.setQuaternion(tireNp.getQuat())
        self.notify.debug("curHeading = %s" % curHeading)
        yScale = curForce / 100.0
        yScale *= 1
        headY = yScale * 15
        xScale = (yScale - 1) / 2.0 + 1.0
        shaft = forceArrow.find("**/arrow_shaft")
        head = forceArrow.find("**/arrow_head")
        shaft.setScale(xScale, yScale, 1)
        head.setPos(0, headY, 0)
        head.setScale(xScale, xScale, 1)

    def updateLocalForceArrow(self):
        avId = self.localAvId
        self.b_setForceArrowInfo(avId, self.curHeading, self.curForce)

    def __aimTask(self, task):
        if not hasattr(self, "arrowKeys"):
            return task.done
        dt = globalClock.getDt()
        headingMomentumChange = dt * 60.0
        forceMomentumChange = dt * 160.0
        arrowUpdate = False
        arrowRotating = False
        arrowUp = False
        arrowDown = False
        if self.arrowKeys.upPressed() and not self.arrowKeys.downPressed():
            self.forceMomentum += forceMomentumChange
            if self.forceMomentum < 0:
                self.forceMomentum = 0
            if self.forceMomentum > 50:
                self.forceMomentum = 50
            oldForce = self.curForce
            self.curForce += self.forceMomentum * dt
            arrowUpdate = True
            if oldForce < self.MaxLocalForce:
                arrowUp = True
        elif self.arrowKeys.downPressed() and not self.arrowKeys.upPressed():
            self.forceMomentum += forceMomentumChange
            if self.forceMomentum < 0:
                self.forceMomentum = 0
            if self.forceMomentum > 50:
                self.forceMomentum = 50
            oldForce = self.curForce
            self.curForce -= self.forceMomentum * dt
            arrowUpdate = True
            if oldForce > 0.01:
                arrowDown = True
        else:
            self.forceMomentum = 0
        if self.arrowKeys.leftPressed() and not self.arrowKeys.rightPressed():
            self.headingMomentum += headingMomentumChange
            if self.headingMomentum < 0:
                self.headingMomentum = 0
            if self.headingMomentum > 50:
                self.headingMomentum = 50
            self.curHeading += self.headingMomentum * dt
            arrowUpdate = True
            arrowRotating = True
        elif self.arrowKeys.rightPressed() and not self.arrowKeys.leftPressed():
            self.headingMomentum += headingMomentumChange
            if self.headingMomentum < 0:
                self.headingMomentum = 0
            if self.headingMomentum > 50:
                self.headingMomentum = 50
            self.curHeading -= self.headingMomentum * dt
            arrowUpdate = True
            arrowRotating = True
        else:
            self.headingMomentum = 0
        if arrowUpdate:
            self.normalizeHeadingAndForce()
            self.updateLocalForceArrow()
        if arrowRotating:
            if not self.arrowRotateSound.status() == self.arrowRotateSound.PLAYING:
                base.playSfx(self.arrowRotateSound, looping=True)
        else:
            self.arrowRotateSound.stop()
        if arrowUp:
            if not self.arrowUpSound.status() == self.arrowUpSound.PLAYING:
                base.playSfx(self.arrowUpSound, looping=False)
        else:
            self.arrowUpSound.stop()
        if arrowDown:
            if not self.arrowDownSound.status() == self.arrowDownSound.PLAYING:
                base.playSfx(self.arrowDownSound, looping=False)
        else:
            self.arrowDownSound.stop()
        return task.cont

    def normalizeHeadingAndForce(self):
        if self.curForce > self.MaxLocalForce:
            self.curForce = self.MaxLocalForce
        if self.curForce < 0.01:
            self.curForce = 0.01

    def setTireInputs(self, tireInputs):
        if not self.hasLocalToon:
            return
        self.allTireInputs = tireInputs
        self.gameFSM.request("moveTires")

    def enableAllTireBodies(self):
        for avId in self.tireDict.keys():
            self.tireDict[avId]["tireBody"].enable()

    def disableAllTireBodies(self):
        for avId in self.tireDict.keys():
            self.tireDict[avId]["tireBody"].disable()

    def areAllTiresDisabled(self):
        for avId in self.tireDict.keys():
            if self.tireDict[avId]["tireBody"].isEnabled():
                return False

        return True

    def __moveTiresTask(self, task):
        if self.areAllTiresDisabled():
            self.sendTirePositions()
            self.gameFSM.request("synch")
            return task.done
        return task.cont

    def sendTirePositions(self):
        tirePositions = []
        for index in xrange(len(self.avIdList)):
            avId = self.avIdList[index]
            tire = self.getTireBody(avId)
            pos = Point3(tire.getPosition())
            tirePositions.append([pos[0], pos[1], pos[2]])

        for index in xrange(len(self.avIdList), 4):
            avId = -index
            tire = self.getTireBody(avId)
            pos = Point3(tire.getPosition())
            tirePositions.append([pos[0], pos[1], pos[2]])

        self.sendUpdate("endingPositions", [tirePositions])

    def setFinalPositions(self, finalPos):
        if not self.hasLocalToon:
            return
        for index in xrange(len(self.avIdList)):
            avId = self.avIdList[index]
            tire = self.getTireBody(avId)
            np = self.getTireNp(avId)
            pos = finalPos[index]
            tire.setPosition(pos[0], pos[1], pos[2])
            np.setPos(pos[0], pos[1], pos[2])

        for index in xrange(len(self.avIdList), 4):
            avId = -index
            tire = self.getTireBody(avId)
            np = self.getTireNp(avId)
            pos = finalPos[index]
            tire.setPosition(pos[0], pos[1], pos[2])
            np.setPos(pos[0], pos[1], pos[2])

    def updateInfoLabel(self):
        self.infoLabel["text"] = TTLocalizer.IceGameInfo % {
            "curMatch": self.curMatch + 1,
            "numMatch": IceGameGlobals.NumMatches,
            "curRound": self.curRound + 1,
            "numRound": IceGameGlobals.NumRounds,
        }

    def setMatchAndRound(self, match, round):
        if not self.hasLocalToon:
            return
        self.curMatch = match
        self.curRound = round
        self.updateInfoLabel()

    def setScores(self, match, round, scores):
        if not self.hasLocalToon:
            return
        self.newMatch = match
        self.newRound = round
        self.newScores = scores

    def setNewState(self, state):
        if not self.hasLocalToon:
            return
        self.notify.debug("setNewState gameFSM=%s newState=%s" % (self.gameFSM, state))
        self.gameFSM.request(state)

    def putAllTiresInStartingPositions(self):
        for index in xrange(len(self.avIdList)):
            avId = self.avIdList[index]
            np = self.tireDict[avId]["tireNodePath"]
            np.setPos(IceGameGlobals.StartingPositions[index])
            self.notify.debug("avId=%s newPos=%s" % (avId, np.getPos))
            np.setHpr(0, 0, 0)
            quat = np.getQuat()
            body = self.tireDict[avId]["tireBody"]
            body.setPosition(IceGameGlobals.StartingPositions[index])
            body.setQuaternion(quat)

        for index in xrange(len(self.avIdList), 4):
            avId = -index
            np = self.tireDict[avId]["tireNodePath"]
            np.setPos(IceGameGlobals.StartingPositions[index])
            self.notify.debug("avId=%s newPos=%s" % (avId, np.getPos))
            np.setHpr(0, 0, 0)
            quat = np.getQuat()
            body = self.tireDict[avId]["tireBody"]
            body.setPosition(IceGameGlobals.StartingPositions[index])
            body.setQuaternion(quat)

    def b_setForceArrowInfo(self, avId, force, heading):
        self.setForceArrowInfo(avId, force, heading)
        self.d_setForceArrowInfo(avId, force, heading)

    def d_setForceArrowInfo(self, avId, force, heading):
        sendIt = False
        curTime = self.getCurrentGameTime()
        if self.sendForceArrowUpdateAsap:
            sendIt = True
        elif curTime - self.lastForceArrowUpdateTime > 0.2:
            sendIt = True
        if sendIt:
            self.sendUpdate("setForceArrowInfo", [avId, force, heading])
            self.sendForceArrowUpdateAsap = False
            self.lastForceArrowUpdateTime = self.getCurrentGameTime()

    def setForceArrowInfo(self, avId, force, heading):
        if not self.hasLocalToon:
            return
        self.updateForceArrow(avId, force, heading)

    def setupStartOfMatch(self):
        self.putAllTiresInStartingPositions()
        szId = self.getSafezoneId()
        self.numTreasures = IceGameGlobals.NumTreasures[szId]
        if self.treasures:
            for treasure in self.treasures:
                treasure.destroy()

            self.treasures = []
        index = 0
        treasureMargin = IceGameGlobals.TireRadius + 1.0
        while len(self.treasures) < self.numTreasures:
            xPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[0] + 5, IceGameGlobals.MaxWall[0] - 5)
            yPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[1] + 5, IceGameGlobals.MaxWall[1] - 5)
            self.notify.debug("yPos=%s" % yPos)
            pos = Point3(xPos, yPos, IceGameGlobals.TireRadius)
            newTreasure = IceTreasure.IceTreasure(self.treasureModel, pos, index, self.doId, penalty=False)
            goodSpot = True
            for obstacle in self.obstacles:
                if newTreasure.nodePath.getDistance(obstacle) < treasureMargin:
                    goodSpot = False
                    break

            if goodSpot:
                for treasure in self.treasures:
                    if newTreasure.nodePath.getDistance(treasure.nodePath) < treasureMargin:
                        goodSpot = False
                        break

            if goodSpot:
                self.treasures.append(newTreasure)
                index += 1
            else:
                newTreasure.destroy()

        self.numPenalties = IceGameGlobals.NumPenalties[szId]
        if self.penalties:
            for penalty in self.penalties:
                penalty.destroy()

            self.penalties = []
        index = 0
        while len(self.penalties) < self.numPenalties:
            xPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[0] + 5, IceGameGlobals.MaxWall[0] - 5)
            yPos = self.randomNumGen.randrange(IceGameGlobals.MinWall[1] + 5, IceGameGlobals.MaxWall[1] - 5)
            self.notify.debug("yPos=%s" % yPos)
            pos = Point3(xPos, yPos, IceGameGlobals.TireRadius)
            newPenalty = IceTreasure.IceTreasure(self.penaltyModel, pos, index, self.doId, penalty=True)
            goodSpot = True
            for obstacle in self.obstacles:
                if newPenalty.nodePath.getDistance(obstacle) < treasureMargin:
                    goodSpot = False
                    break

            if goodSpot:
                for treasure in self.treasures:
                    if newPenalty.nodePath.getDistance(treasure.nodePath) < treasureMargin:
                        goodSpot = False
                        break

            if goodSpot:
                for penalty in self.penalties:
                    if newPenalty.nodePath.getDistance(penalty.nodePath) < treasureMargin:
                        goodSpot = False
                        break

            if goodSpot:
                self.penalties.append(newPenalty)
                index += 1
            else:
                newPenalty.destroy()

    def toonHitSomething(self, entry):
        self.notify.debug("---- treasure Enter ---- ")
        self.notify.debug("%s" % entry)
        name = entry.getIntoNodePath().getName()
        parts = name.split("-")
        if len(parts) < 3:
            self.notify.debug("collided with %s, but returning" % name)
            return
        if not int(parts[1]) == self.doId:
            self.notify.debug("collided with %s, but doId doesn't match" % name)
            return
        treasureNum = int(parts[2])
        if "penalty" in parts[0]:
            self.__penaltyGrabbed(treasureNum)
        else:
            self.__treasureGrabbed(treasureNum)

    def __treasureGrabbed(self, treasureNum):
        self.treasures[treasureNum].showGrab()
        self.treasureGrabSound.play()
        self.sendUpdate("claimTreasure", [treasureNum])

    def setTreasureGrabbed(self, avId, treasureNum):
        if not self.hasLocalToon:
            return
        self.notify.debug("treasure %s grabbed by %s" % (treasureNum, avId))
        if avId != self.localAvId:
            self.treasures[treasureNum].showGrab()
        i = self.avIdList.index(avId)
        self.scores[i] += 1
        self.scorePanels[i].setScore(self.scores[i])

    def __penaltyGrabbed(self, penaltyNum):
        self.penalties[penaltyNum].showGrab()
        self.sendUpdate("claimPenalty", [penaltyNum])

    def setPenaltyGrabbed(self, avId, penaltyNum):
        if not self.hasLocalToon:
            return
        self.notify.debug("penalty %s grabbed by %s" % (penaltyNum, avId))
        if avId != self.localAvId:
            self.penalties[penaltyNum].showGrab()
        i = self.avIdList.index(avId)
        self.scores[i] -= 1
        self.scorePanels[i].setScore(self.scores[i])

    def postStep(self):
        DistributedIceWorld.DistributedIceWorld.postStep(self)
        if not self.colCount:
            return
        for count in xrange(self.colCount):
            c0, c1 = self.getOrderedContacts(count)
            if c1 in self.tireCollideIds:
                tireIndex = self.tireCollideIds.index(c1)
                if c0 in self.tireCollideIds:
                    self.tireSounds[tireIndex]["tireHit"].play()
                elif c0 == self.wallCollideId:
                    self.tireSounds[tireIndex]["wallHit"].play()
                elif c0 == self.obstacleCollideId:
                    self.tireSounds[tireIndex]["obstacleHit"].play()

    def forceLocalToonToTire(self):
        toon = localAvatar
        if toon and self.localAvId in self.tireDict:
            tireNp = self.tireDict[self.localAvId]["tireNodePath"]
            toon.reparentTo(tireNp)
            toon.setPosHpr(0, 0, 0, 0, 0, 0)
            toon.setY(1.0)
            toon.setZ(-3)
コード例 #47
0
class DistributedGolfSpot(DistributedObject.DistributedObject, FSM.FSM):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedGolfSpot')
    positions = ((-45, 100, GolfGlobals.GOLF_BALL_RADIUS),
     (-15, 100, GolfGlobals.GOLF_BALL_RADIUS),
     (15, 100, GolfGlobals.GOLF_BALL_RADIUS),
     (45, 100, GolfGlobals.GOLF_BALL_RADIUS))
    toonGolfOffsetPos = Point3(-2, 0, -GolfGlobals.GOLF_BALL_RADIUS)
    toonGolfOffsetHpr = Point3(-90, 0, 0)
    rotateSpeed = 20
    golfPowerSpeed = base.config.GetDouble('golf-power-speed', 3)
    golfPowerExponent = base.config.GetDouble('golf-power-exponent', 0.75)

    def __init__(self, cr):
        DistributedObject.DistributedObject.__init__(self, cr)
        FSM.FSM.__init__(self, 'DistributedGolfSpot')
        self.boss = None
        self.index = None
        self.avId = 0
        self.toon = None
        self.golfSpotSmoother = SmoothMover()
        self.golfSpotSmoother.setSmoothMode(SmoothMover.SMOn)
        self.smoothStarted = 0
        self.__broadcastPeriod = 0.2
        if self.index > len(self.positions):
            self.notify.error('Invalid index %d' % index)
        self.fadeTrack = None
        self.setupPowerBar()
        self.aimStart = None
        self.golfSpotAdviceLabel = None
        self.changeSeq = 0
        self.lastChangeSeq = 0
        self.controlKeyAllowed = False
        self.flyBallTracks = {}
        self.splatTracks = {}
        self.__flyBallBubble = None
        self.flyBallHandler = None
        self.__flyBallSequenceNum = 0
        self.swingInterval = None
        self.lastHitSequenceNum = -1
        self.goingToReward = False
        self.gotHitByBoss = False
        self.releaseTrack = None
        self.grabTrack = None
        self.restoreScaleTrack = None
        return

    def setBossCogId(self, bossCogId):
        self.bossCogId = bossCogId
        self.boss = base.cr.doId2do[bossCogId]
        self.boss.setGolfSpot(self, self.index)

    def setIndex(self, index):
        self.index = index

    def disable(self):
        DistributedObject.DistributedObject.disable(self)
        self.ignoreAll()

    def delete(self):
        DistributedObject.DistributedObject.delete(self)
        self.ignoreAll()
        self.boss = None
        return

    def announceGenerate(self):
        DistributedObject.DistributedObject.announceGenerate(self)
        self.triggerName = self.uniqueName('trigger')
        self.triggerEvent = 'enter%s' % self.triggerName
        self.smoothName = self.uniqueName('golfSpotSmooth')
        self.golfSpotAdviceName = self.uniqueName('golfSpotAdvice')
        self.posHprBroadcastName = self.uniqueName('golfSpotBroadcast')
        self.ballPowerTaskName = self.uniqueName('updateGolfPower')
        self.adjustClubTaskName = self.uniqueName('adjustClub')
        self.loadAssets()
        self.accept('flyBallHit-%d' % self.index, self.__flyBallHit)

    def loadAssets(self):
        self.root = render.attachNewNode('golfSpot-%d' % self.index)
        self.root.setPos(*self.positions[self.index])
        self.ballModel = loader.loadModel('phase_6/models/golf/golf_ball')
        self.ballColor = VBase4(1, 1, 1, 1)
        if self.index < len(GolfGlobals.PlayerColors):
            self.ballColor = VBase4(*GolfGlobals.PlayerColors[self.index])
            self.ballModel.setColorScale(self.ballColor)
        self.ballModel.reparentTo(self.root)
        self.club = loader.loadModel('phase_6/models/golf/putter')
        self.clubLookatSpot = self.root.attachNewNode('clubLookat')
        self.clubLookatSpot.setY(-(GolfGlobals.GOLF_BALL_RADIUS + 0.1))
        cs = CollisionSphere(0, 0, 0, 1)
        cs.setTangible(0)
        cn = CollisionNode(self.triggerName)
        cn.addSolid(cs)
        cn.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.trigger = self.root.attachNewNode(cn)
        self.trigger.stash()
        self.hitBallSfx = loader.loadSfx('phase_6/audio/sfx/Golf_Hit_Ball.ogg')

    def cleanup(self):
        if self.swingInterval:
            self.swingInterval.finish()
            self.swingInterval = None
        if self.releaseTrack:
            self.releaseTrack.finish()
            self.releaseTrack = None
        flyTracks = self.flyBallTracks.values()
        for track in flyTracks:
            track.finish()

        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None
        if self.restoreScaleTrack:
            self.restoreScaleTrack.finish()
            self.restoreScaleTrack = None
        self.root.removeNode()
        self.ballModel.removeNode()
        self.club.removeNode()
        if self.powerBar:
            self.powerBar.destroy()
            self.powerBar = None
        taskMgr.remove(self.triggerName)
        self.boss = None
        return

    def setState(self, state, avId, extraInfo):
        if not self.isDisabled():
            self.gotHitByBoss = extraInfo
            if state == 'C':
                self.demand('Controlled', avId)
            elif state == 'F':
                self.demand('Free')
            elif state == 'O':
                self.demand('Off')
            else:
                self.notify.error('Invalid state from AI: %s' % state)

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def enterFree(self):
        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None
        self.restoreScaleTrack = Sequence(Wait(6), self.getRestoreScaleInterval(), name='restoreScaleTrack')
        self.restoreScaleTrack.start()
        if self.avId == localAvatar.doId:
            if not self.isDisabled():
                self.ballModel.setAlphaScale(0.3)
                self.ballModel.setTransparency(1)
                taskMgr.doMethodLater(5, self.__allowDetect, self.triggerName)
                self.fadeTrack = Sequence(Func(self.ballModel.setTransparency, 1), self.ballModel.colorScaleInterval(0.2, VBase4(1, 1, 1, 0.3)), name='fadeTrack-enterFree')
                self.fadeTrack.start()
        else:
            self.trigger.unstash()
            self.accept(self.triggerEvent, self.__hitTrigger)
        self.avId = 0
        return

    def exitFree(self):
        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None
        self.restoreScaleTrack.finish()
        self.restoreScaleTrack = None
        taskMgr.remove(self.triggerName)
        self.ballModel.clearTransparency()
        self.trigger.stash()
        self.ignore(self.triggerEvent)
        return

    def enterControlled(self, avId):
        self.avId = avId
        toon = base.cr.doId2do.get(avId)
        if not toon:
            return
        self.enableControlKey()
        self.toon = toon
        self.grabTrack = self.makeToonGrabInterval(toon)
        if avId == localAvatar.doId:
            self.boss.toCraneMode()
            camera.reparentTo(self.root)
            camera.setPosHpr(0, -10, 3, 0, 0, 0)
            localAvatar.setPos(self.root, self.toonGolfOffsetPos)
            localAvatar.setHpr(self.root, self.toonGolfOffsetHpr)
            localAvatar.sendCurrentPosition()
            self.__enableControlInterface()
            self.startPosHprBroadcast()
            self.accept('exitCrane', self.gotBossZapped)
        self.grabTrack.start()

    def exitControlled(self):
        self.grabTrack.finish()
        del self.grabTrack
        if self.swingInterval:
            self.swingInterval.finish()
            self.swingInterval = None
        if not self.ballModel.isEmpty():
            if self.ballModel.isHidden():
                self.notify.debug('ball is hidden scale =%s' % self.ballModel.getScale())
            else:
                self.notify.debug('ball is showing scale=%s' % self.ballModel.getScale())
        if self.toon and not self.toon.isDisabled():
            self.toon.startSmooth()
        self.releaseTrack = self.makeToonReleaseInterval(self.toon)
        self.stopPosHprBroadcast()
        self.stopSmooth()
        if self.avId == localAvatar.doId:
            self.__disableControlInterface()
            if not self.goingToReward:
                camera.reparentTo(base.localAvatar)
                camera.setPos(base.localAvatar.cameraPositions[0][0])
                camera.setHpr(0, 0, 0)
        self.stopAdjustClubTask()
        self.releaseTrack.start()
        self.enableControlKey()
        return

    def __allowDetect(self, task):
        if self.fadeTrack:
            self.fadeTrack.finish()
        self.fadeTrack = Sequence(self.ballModel.colorScaleInterval(0.2, self.ballColor), Func(self.ballModel.clearTransparency), name='fadeTrack-allowDetect')
        self.fadeTrack.start()
        self.trigger.unstash()
        self.accept(self.triggerEvent, self.__hitTrigger)

    def __hitTrigger(self, event):
        self.d_requestControl()

    def getRestoreScaleInterval(self):
        return Sequence()

    def d_requestControl(self):
        self.sendUpdate('requestControl')

    def d_requestFree(self, gotHitByBoss):
        self.sendUpdate('requestFree', [gotHitByBoss])

    def makeToonGrabInterval(self, toon):
        origPos = toon.getPos(self.root)
        origHpr = toon.getHpr(self.root)
        a = self.accomodateToon(toon)
        newPos = toon.getPos()
        newHpr = toon.getHpr()
        origHpr.setX(PythonUtil.fitSrcAngle2Dest(origHpr[0], newHpr[0]))
        self.notify.debug('toon.setPosHpr %s %s' % (origPos, origHpr))
        toon.setPosHpr(origPos, origHpr)
        walkTime = 0.2
        reach = Sequence()
        if reach.getDuration() < walkTime:
            reach = Sequence(ActorInterval(toon, 'walk', loop=1, duration=walkTime - reach.getDuration()), reach)
        i = Sequence(Parallel(toon.posInterval(walkTime, newPos, origPos), toon.hprInterval(walkTime, newHpr, origHpr), reach), Func(toon.stopLookAround))
        if toon == base.localAvatar:
            i.append(Func(self.switchToAnimState, 'GolfPuttLoop'))
        i.append(Func(self.startAdjustClubTask))
        i = Parallel(i, a)
        return i

    def accomodateToon(self, toon):
        toon.wrtReparentTo(self.root)
        toon.setPos(self.toonGolfOffsetPos)
        toon.setHpr(self.toonGolfOffsetHpr)
        return Sequence()

    def switchToAnimState(self, animStateName, forced = False):
        curAnimState = base.localAvatar.animFSM.getCurrentState()
        curAnimStateName = ''
        if curAnimState:
            curAnimStateName = curAnimState.getName()
        if curAnimStateName != animStateName or forced:
            base.localAvatar.b_setAnimState(animStateName)

    def __enableControlInterface(self):
        gui = loader.loadModel('phase_3.5/models/gui/avatar_panel_gui')
        self.closeButton = DirectButton(image=(gui.find('**/CloseBtn_UP'),
         gui.find('**/CloseBtn_DN'),
         gui.find('**/CloseBtn_Rllvr'),
         gui.find('**/CloseBtn_UP')), relief=None, scale=2, text=TTLocalizer.BossbotGolfSpotLeave, text_scale=0.04, text_pos=(0, -0.07), text_fg=VBase4(1, 1, 1, 1), pos=(1.05, 0, -0.82), command=self.__exitGolfSpot)
        self.accept('escape', self.__exitGolfSpot)
        self.accept('control', self.__controlPressed)
        self.accept('control-up', self.__controlReleased)
        self.accept('InputState-forward', self.__upArrow)
        self.accept('InputState-reverse', self.__downArrow)
        self.accept('InputState-turnLeft', self.__leftArrow)
        self.accept('InputState-turnRight', self.__rightArrow)
        taskMgr.add(self.__watchControls, 'watchGolfSpotControls')
        taskMgr.doMethodLater(5, self.__displayGolfSpotAdvice, self.golfSpotAdviceName)
        self.arrowVert = 0
        self.arrowHorz = 0
        if self.powerBar:
            self.powerBar.show()
        return

    def __disableControlInterface(self):
        if self.closeButton:
            self.closeButton.destroy()
            self.closeButton = None
        self.__cleanupGolfSpotAdvice()
        self.ignore('escape')
        self.ignore('control')
        self.ignore('control-up')
        self.ignore('InputState-forward')
        self.ignore('InputState-reverse')
        self.ignore('InputState-turnLeft')
        self.ignore('InputState-turnRight')
        self.arrowVert = 0
        self.arrowHorz = 0
        taskMgr.remove('watchGolfSpotControls')
        if self.powerBar:
            self.powerBar.hide()
        else:
            self.notify.debug('self.powerBar is none')
        return

    def setupPowerBar(self):
        self.powerBar = DirectWaitBar(pos=(0.0, 0, -0.94), relief=DGG.SUNKEN, frameSize=(-2.0,
         2.0,
         -0.2,
         0.2), borderWidth=(0.02, 0.02), scale=0.25, range=100, sortOrder=50, frameColor=(0.5, 0.5, 0.5, 0.5), barColor=(1.0, 0.0, 0.0, 1.0), text='', text_scale=0.26, text_fg=(1, 1, 1, 1), text_align=TextNode.ACenter, text_pos=(0, -0.05))
        self.power = 0
        self.powerBar['value'] = self.power
        self.powerBar.hide()

    def resetPowerBar(self):
        self.power = 0
        self.powerBar['value'] = self.power
        self.powerBar['text'] = ''

    def __displayGolfSpotAdvice(self, task):
        if self.golfSpotAdviceLabel == None:
            self.golfSpotAdviceLabel = DirectLabel(text=TTLocalizer.BossbotGolfSpotAdvice, text_fg=VBase4(1, 1, 1, 1), text_align=TextNode.ACenter, relief=None, pos=(0, 0, 0.69), scale=0.1)
        return

    def __cleanupGolfSpotAdvice(self):
        if self.golfSpotAdviceLabel:
            self.golfSpotAdviceLabel.destroy()
            self.golfSpotAdviceLabel = None
        taskMgr.remove(self.golfSpotAdviceName)
        return

    def showExiting(self):
        if self.closeButton:
            self.closeButton.destroy()
            self.closeButton = DirectLabel(relief=None, text=TTLocalizer.BossbotGolfSpotLeaving, pos=(1.05, 0, -0.88), text_pos=(0, 0), text_scale=0.06, text_fg=VBase4(1, 1, 1, 1))
        self.__cleanupGolfSpotAdvice()
        return

    def __exitGolfSpot(self):
        self.d_requestFree(False)

    def __controlPressed(self):
        if self.controlKeyAllowed:
            self.__beginFireBall()

    def __controlReleased(self):
        if self.controlKeyAllowed:
            self.__endFireBall()

    def __upArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowVert = 1
        elif self.arrowVert > 0:
            self.arrowVert = 0

    def __downArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowVert = -1
        elif self.arrowVert < 0:
            self.arrowVert = 0

    def __rightArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowHorz = 1
            self.switchToAnimState('GolfRotateLeft')
        elif self.arrowHorz > 0:
            self.arrowHorz = 0
            self.switchToAnimState('GolfPuttLoop')

    def __leftArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowHorz = -1
            self.switchToAnimState('GolfRotateRight')
        elif self.arrowHorz < 0:
            self.arrowHorz = 0
            self.switchToAnimState('GolfPuttLoop')

    def __watchControls(self, task):
        if self.arrowHorz:
            self.__moveGolfSpot(self.arrowHorz)
        return Task.cont

    def __moveGolfSpot(self, xd):
        dt = globalClock.getDt()
        h = self.root.getH() - xd * self.rotateSpeed * dt
        h %= 360
        limitH = h
        self.root.setH(limitH)

    def __incrementChangeSeq(self):
        self.changeSeq = self.changeSeq + 1 & 255

    def __beginFireBall(self):
        if self.aimStart != None:
            return
        if not self.state == 'Controlled':
            return
        if not self.avId == localAvatar.doId:
            return
        time = globalClock.getFrameTime()
        self.aimStart = time
        messenger.send('wakeup')
        taskMgr.add(self.__updateBallPower, self.ballPowerTaskName)
        return

    def __endFireBall(self):
        if self.aimStart == None:
            return
        if not self.state == 'Controlled':
            return
        if not self.avId == localAvatar.doId:
            return
        taskMgr.remove(self.ballPowerTaskName)
        self.disableControlKey()
        messenger.send('wakeup')
        self.aimStart = None
        power = self.power
        angle = self.root.getH()
        self.notify.debug('incrementing self.__flyBallSequenceNum')
        self.__flyBallSequenceNum = (self.__flyBallSequenceNum + 1) % 255
        self.sendSwingInfo(power, angle, self.__flyBallSequenceNum)
        self.setSwingInfo(power, angle, self.__flyBallSequenceNum)
        self.resetPowerBar()
        return

    def __updateBallPower(self, task):
        if not self.powerBar:
            print '### no power bar!!!'
            return task.done
        newPower = self.__getBallPower(globalClock.getFrameTime())
        self.power = newPower
        self.powerBar['value'] = newPower
        return task.cont

    def __getBallPower(self, time):
        elapsed = max(time - self.aimStart, 0.0)
        t = elapsed / self.golfPowerSpeed
        t = math.pow(t, self.golfPowerExponent)
        power = int(t * 100) % 200
        if power > 100:
            power = 200 - power
        return power

    def stopPosHprBroadcast(self):
        taskName = self.posHprBroadcastName
        taskMgr.remove(taskName)

    def startPosHprBroadcast(self):
        taskName = self.posHprBroadcastName
        self.b_clearSmoothing()
        self.d_sendGolfSpotPos()
        taskMgr.remove(taskName)
        taskMgr.doMethodLater(self.__broadcastPeriod, self.__posHprBroadcast, taskName)

    def __posHprBroadcast(self, task):
        self.d_sendGolfSpotPos()
        taskName = self.posHprBroadcastName
        taskMgr.doMethodLater(self.__broadcastPeriod, self.__posHprBroadcast, taskName)
        return Task.done

    def d_sendGolfSpotPos(self):
        timestamp = globalClockDelta.getFrameNetworkTime()
        self.sendUpdate('setGolfSpotPos', [self.changeSeq, self.root.getH(), timestamp])

    def setGolfSpotPos(self, changeSeq, h, timestamp):
        self.changeSeq = changeSeq
        if self.smoothStarted:
            now = globalClock.getFrameTime()
            local = globalClockDelta.networkToLocalTime(timestamp, now)
            self.golfSpotSmoother.setH(h)
            self.golfSpotSmoother.setTimestamp(local)
            self.golfSpotSmoother.markPosition()
        else:
            self.root.setH(h)

    def b_clearSmoothing(self):
        self.d_clearSmoothing()
        self.clearSmoothing()

    def d_clearSmoothing(self):
        self.sendUpdate('clearSmoothing', [0])

    def clearSmoothing(self, bogus = None):
        self.golfSpotSmoother.clearPositions(1)

    def doSmoothTask(self, task):
        self.golfSpotSmoother.computeAndApplySmoothHpr(self.root)
        return Task.cont

    def startSmooth(self):
        if not self.smoothStarted:
            taskName = self.smoothName
            taskMgr.remove(taskName)
            self.reloadPosition()
            taskMgr.add(self.doSmoothTask, taskName)
            self.smoothStarted = 1

    def stopSmooth(self):
        if self.smoothStarted:
            taskName = self.smoothName
            taskMgr.remove(taskName)
            self.forceToTruePosition()
            self.smoothStarted = 0

    def makeToonReleaseInterval(self, toon):

        def getSlideToPos(toon = toon):
            return render.getRelativePoint(toon, Point3(0, -5, 0))

        if self.gotHitByBoss:
            grabIval = Sequence(Func(self.detachClub), name='makeToonReleaseInterval-gotHitByBoss')
            if not toon.isEmpty():
                toonIval = Sequence(Func(toon.wrtReparentTo, render), Parallel(ActorInterval(toon, 'slip-backward'), toon.posInterval(0.5, getSlideToPos, fluid=1)), name='makeToonReleaseInterval-toonIval')
                grabIval.append(toonIval)
        else:
            grabIval = Sequence(Func(self.detachClub))
            if not toon.isEmpty():
                toonIval = Sequence(Parallel(ActorInterval(toon, 'walk', duration=1.0, playRate=-1.0), LerpPosInterval(toon, duration=1.0, pos=Point3(-10, 0, 0))), Func(toon.wrtReparentTo, render))
                grabIval.append(toonIval)
        if localAvatar.doId == toon.doId:
            if not self.goingToReward and toon.hp > 0:
                grabIval.append(Func(self.goToFinalBattle))
                grabIval.append(Func(self.notify.debug, 'goingToFinalBattlemode'))
                grabIval.append(Func(self.safeBossToFinalBattleMode))
        return grabIval

    def safeBossToFinalBattleMode(self):
        if self.boss:
            self.boss.toFinalBattleMode()

    def goToFinalBattle(self):
        if self.cr:
            place = self.cr.playGame.getPlace()
            if place and hasattr(place, 'fsm'):
                curState = place.fsm.getCurrentState().getName()
                if place.fsm.getCurrentState().getName() == 'crane':
                    place.setState('finalBattle')
                else:
                    self.notify.debug('NOT going to final battle, state=%s' % curState)

    def attachClub(self, avId, pointToBall = False):
        club = self.club
        if club:
            av = base.cr.doId2do.get(avId)
            if av:
                av.useLOD(1000)
                lHand = av.getLeftHands()[0]
                club.setPos(0, 0, 0)
                club.reparentTo(lHand)
                netScale = club.getNetTransform().getScale()[1]
                counterActToonScale = lHand.find('**/counteractToonScale')
                if counterActToonScale.isEmpty():
                    counterActToonScale = lHand.attachNewNode('counteractToonScale')
                    counterActToonScale.setScale(1 / netScale)
                    self.notify.debug('creating counterActToonScale for %s' % av.getName())
                club.reparentTo(counterActToonScale)
                club.setX(-0.25 * netScale)
                if pointToBall:
                    club.lookAt(self.clubLookatSpot)

    def detachClub(self):
        if not self.club.isEmpty():
            self.club.reparentTo(self.root)
            self.club.setZ(-20)
            self.club.setScale(1)

    def adjustClub(self):
        club = self.club
        if club:
            distance = club.getDistance(self.clubLookatSpot)
            scaleFactor = distance / 2.058
            club.setScale(1, scaleFactor, 1)

    def startAdjustClubTask(self):
        taskMgr.add(self.adjustClubTask, self.adjustClubTaskName)

    def stopAdjustClubTask(self):
        taskMgr.remove(self.adjustClubTaskName)

    def adjustClubTask(self, task):
        self.attachClub(self.avId, True)
        self.adjustClub()
        return task.cont

    def enableControlKey(self):
        self.controlKeyAllowed = True

    def disableControlKey(self):
        self.controlKeyAllowed = False

    def sendSwingInfo(self, power, angle, sequenceNum):
        self.sendUpdate('setSwingInfo', [power, angle, sequenceNum])

    def startBallPlayback(self, power, angle, sequenceNum):
        flyBall = self.ballModel.copyTo(NodePath())
        flyBall.setScale(1.0)
        flyBallBubble = self.getFlyBallBubble().instanceTo(NodePath())
        flyBallBubble.reparentTo(flyBall)
        flyBall.setTag('pieSequence', str(sequenceNum))
        flyBall.setTag('throwerId', str(self.avId))
        t = power / 100.0
        t = 1.0 - t
        dist = 300 - 200 * t
        time = 1.5 + 0.5 * t
        proj = ProjectileInterval(None, startPos=Point3(0, 0, 0), endPos=Point3(0, dist, 0), duration=time)
        relVel = proj.startVel

        def getVelocity(root = self.root, relVel = relVel):
            return render.getRelativeVector(root, relVel)

        fly = Sequence(Func(flyBall.reparentTo, render), Func(flyBall.setPosHpr, self.root, 0, 0, 0, 0, 0, 0), Func(base.cTrav.addCollider, flyBallBubble, self.flyBallHandler), ProjectileInterval(flyBall, startVel=getVelocity, duration=3), Func(flyBall.detachNode), Func(base.cTrav.removeCollider, flyBallBubble), Func(self.notify.debug, 'removed collider'), Func(self.flyBallFinishedFlying, sequenceNum))
        flyWithSound = Parallel(fly, SoundInterval(self.hitBallSfx, node=self.root), name='flyWithSound')
        self.notify.debug('starting flyball track')
        flyWithSound.start()
        self.flyBallTracks[sequenceNum] = flyWithSound
        return

    def setSwingInfo(self, power, angle, sequenceNum):
        av = base.cr.doId2do.get(self.avId)
        self.swingInterval = Sequence()
        if av:
            self.stopAdjustClubTask()
            self.swingInterval = Sequence(ActorInterval(av, 'swing-putt', startFrame=0, endFrame=GolfGlobals.BALL_CONTACT_FRAME), Func(self.startBallPlayback, power, angle, sequenceNum), Func(self.ballModel.hide), ActorInterval(av, 'swing-putt', startFrame=GolfGlobals.BALL_CONTACT_FRAME, endFrame=24), Func(self.ballModel.setScale, 0.1), Func(self.ballModel.show), LerpScaleInterval(self.ballModel, 1.0, Point3(1, 1, 1)), Func(self.enableControlKey))
            if av == localAvatar:
                self.swingInterval.append(Func(self.switchToAnimState, 'GolfPuttLoop', True))
        self.swingInterval.start()

    def getFlyBallBubble(self):
        if self.__flyBallBubble == None:
            bubble = CollisionSphere(0, 0, 0, GolfGlobals.GOLF_BALL_RADIUS)
            node = CollisionNode('flyBallBubble')
            node.addSolid(bubble)
            node.setFromCollideMask(ToontownGlobals.PieBitmask | ToontownGlobals.CameraBitmask | ToontownGlobals.FloorBitmask)
            node.setIntoCollideMask(BitMask32.allOff())
            self.__flyBallBubble = NodePath(node)
            self.flyBallHandler = CollisionHandlerEvent()
            self.flyBallHandler.addInPattern('flyBallHit-%d' % self.index)
        return self.__flyBallBubble

    def __flyBallHit(self, entry):
        print entry

    def flyBallFinishedFlying(self, sequence):
        if self.flyBallTracks.has_key(sequence):
            del self.flyBallTracks[sequence]

    def __finishFlyBallTrack(self, sequence):
        if self.flyBallTracks.has_key(sequence):
            flyBallTrack = self.flyBallTracks[sequence]
            del self.flyBallTracks[sequence]
            flyBallTrack.finish()

    def flyBallFinishedSplatting(self, sequence):
        if self.splatTracks.has_key(sequence):
            del self.splatTracks[sequence]

    def __flyBallHit(self, entry):
        if not entry.hasSurfacePoint() or not entry.hasInto():
            return
        if not entry.getInto().isTangible():
            return
        sequence = int(entry.getFromNodePath().getNetTag('pieSequence'))
        self.__finishFlyBallTrack(sequence)
        if self.splatTracks.has_key(sequence):
            splatTrack = self.splatTracks[sequence]
            del self.splatTracks[sequence]
            splatTrack.finish()
        flyBallCode = 0
        flyBallCodeStr = entry.getIntoNodePath().getNetTag('pieCode')
        if flyBallCodeStr:
            flyBallCode = int(flyBallCodeStr)
        pos = entry.getSurfacePoint(render)
        timestamp32 = globalClockDelta.getFrameNetworkTime(bits=32)
        throwerId = int(entry.getFromNodePath().getNetTag('throwerId'))
        splat = self.getFlyBallSplatInterval(pos[0], pos[1], pos[2], flyBallCode, throwerId)
        splat = Sequence(splat, Func(self.flyBallFinishedSplatting, sequence))
        self.splatTracks[sequence] = splat
        splat.start()
        self.notify.debug('doId=%d into=%s flyBallCode=%d, throwerId=%d' % (self.doId,
         entry.getIntoNodePath(),
         flyBallCode,
         throwerId))
        if flyBallCode == ToontownGlobals.PieCodeBossCog and self.avId == localAvatar.doId and self.lastHitSequenceNum != self.__flyBallSequenceNum:
            self.lastHitSequenceNum = self.__flyBallSequenceNum
            self.boss.d_ballHitBoss(1)
        elif flyBallCode == ToontownGlobals.PieCodeToon and self.avId == localAvatar.doId and self.lastHitSequenceNum != self.__flyBallSequenceNum:
            self.lastHitSequenceNum = self.__flyBallSequenceNum
            avatarDoId = entry.getIntoNodePath().getNetTag('avatarDoId')
            if avatarDoId == '':
                self.notify.warning('Toon %s has no avatarDoId tag.' % repr(entry.getIntoNodePath()))
                return
            doId = int(avatarDoId)
            if doId != localAvatar.doId:
                pass

    def getFlyBallSplatInterval(self, x, y, z, flyBallCode, throwerId):
        from toontown.toonbase import ToontownBattleGlobals
        from toontown.battle import BattleProps
        splatName = 'dust'
        splat = BattleProps.globalPropPool.getProp(splatName)
        splat.setBillboardPointWorld(2)
        color = ToontownGlobals.PieCodeColors.get(flyBallCode)
        if color:
            splat.setColor(*color)
        if flyBallCode == ToontownGlobals.PieCodeBossCog:
            self.notify.debug('changing color to %s' % self.ballColor)
            splat.setColor(self.ballColor)
        sound = loader.loadSfx('phase_11/audio/sfx/LB_evidence_miss.ogg')
        vol = 1.0
        if flyBallCode == ToontownGlobals.PieCodeBossCog:
            sound = loader.loadSfx('phase_4/audio/sfx/Golf_Hit_Barrier_1.ogg')
        soundIval = SoundInterval(sound, node=splat, volume=vol)
        if flyBallCode == ToontownGlobals.PieCodeBossCog and localAvatar.doId == throwerId:
            vol = 1.0
            soundIval = SoundInterval(sound, node=localAvatar, volume=vol)
        ival = Parallel(Func(splat.reparentTo, render), Func(splat.setPos, x, y, z), soundIval, Sequence(ActorInterval(splat, splatName), Func(splat.detachNode)))
        return ival

    def setGoingToReward(self):
        self.goingToReward = True

    def gotBossZapped(self):
        self.showExiting()
        self.d_requestFree(True)
コード例 #48
0
class CollisionManager:
    def __init__(self):
        self.line_dir = NodePath()

        base.cTrav = CollisionTraverser()
        self.col_handler = CollisionHandlerEvent()

        picker_node = CollisionNode("mouseRayNode")
        pickerNPos = base.camera.attachNewNode(picker_node)
        self.pickerRay = CollisionRay()
        picker_node.addSolid(self.pickerRay)

        plane_node = CollisionNode("base_plane")
        plane = base.render.attachNewNode(plane_node)
        self.plane_col = CollisionPlane(Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        picker_node.addSolid(self.pickerRay)


        picker_node.setTag("rays","mray")
        base.cTrav.addCollider(pickerNPos, self.col_handler)

        self.col_handler.addInPattern("%(rays)ft-into-%(type)it")
        self.col_handler.addOutPattern("%(rays)ft-out-%(type)it")
        self.col_handler.addAgainPattern("ray_again_all%(""rays"")fh%(""type"")ih")

        self.model = loader.loadModel("../models/chest.egg")
        self.model_node = NodePath("sdfafd")
        self.model.reparentTo(self.model_node)
        self.model_node.reparentTo(render)
#
#        self.text_node = TextNode("battle_text")
#        self.text_node.setText("TEXTYTEXTYTEXTTEXT")
#        self.text_node_path = render.attachNewNode(self.text_node)
#        self.text_node_path.reparentTo(render)
#        self.text_node_path.setPos(0,0,4)
#        self.text_node_path.setHpr(0,0,0)
#        self.text_node_path.setScale(1)
#        #self.text_node_path.setTransparency(TransparencyAttrib.MAlpha)
#        self.text_node.setTextColor((1,1,1,1))
#        self.text_node.setAlign(TextNode.ALeft)

        self.placement_ghost = EditorObjects.PlacementGhost(0,"tower",base.object_scale)

        z=0
        self.plane = Plane(Vec3(0, 0, 1), Point3(0, 0, z))

        taskMgr.add(self.ray_update, "updatePicker")
        taskMgr.add(self.get_mouse_plane_pos, "MousePositionOnPlane")
        taskMgr.add(self.task_mouse_press_check, "checkMousePress")

        self.input_init()

        self.pickable=None

    def input_init(self):
        self.DO=DirectObject()

        self.DO.accept('mouse1', self.mouse_click, ["1-down"])
        self.DO.accept('mouse1-up', self.mouse_click, ["1-up"])
        self.DO.accept('mouse3', self.mouse_click, ["3-down"])

        self.DO.accept('0', self.placement_ghost.change_player, [0])
        self.DO.accept('1', self.placement_ghost.change_player, [1])
        self.DO.accept('2', self.placement_ghost.change_player, [2])

        self.DO.accept('a', self.placement_ghost.change_type, ["army"])
        self.DO.accept('t', self.placement_ghost.change_type, ["tower"])

        self.DO.accept('control-s', base.xml_manager.save)

        self.DO.accept('mray-into-army', self.col_in_object)
        self.DO.accept('mray-out-army', self.col_out_object)
        self.DO.accept('mray-into-tower', self.col_in_object)
        self.DO.accept('mray-out-tower', self.col_out_object)

        self.DO.accept('ray_again_all', self.col_against_object)

    def col_against_object(self,entry):
        if entry.getIntoNodePath().getParent() != self.pickable:

            np_from=entry.getFromNodePath()
            np_into=entry.getIntoNodePath()
            self.selected_type = np_into.getTag("type")

            self.pickable = np_into.getParent()

    def col_in_object(self,entry):
        if base.state == "selecting":
            np_into=entry.getIntoNodePath()
            np_into.getParent().setColor(0.5,0.5,0.5,1)

    def col_out_object(self,entry):
        np_into=entry.getIntoNodePath()
        try:
            np_into.getParent().clearColor()
        except:
            print "ERROR CLEARING COLOUR"

    def get_mouse_plane_pos(self, task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()
            self.pos3d = Point3()
            nearPoint = Point3()
            farPoint = Point3()
            base.camLens.extrude(mpos, nearPoint, farPoint)
            if self.plane.intersectsLine(self.pos3d,
                render.getRelativePoint(camera, nearPoint),
                render.getRelativePoint(camera, farPoint)):
                #print "Mouse ray intersects ground plane at ", self.pos3d
                self.model_node.setPos(render, self.pos3d)
                self.placement_ghost.set_position(self.pos3d[0],self.pos3d[1])
        return task.again

    def ray_update(self,task):
        if base.mouseWatcherNode.hasMouse():
            mpos = base.mouseWatcherNode.getMouse()

            self.pickerRay.setFromLens(base.camNode, mpos.getX(),mpos.getY())
        return task.cont

    def task_mouse_place(self,task):
        if base.mouseWatcherNode.isButtonDown(MouseButton.one()):
            self.placing_object = True
            self.place_pos = (self.anchor_x,self.anchor_y)
            self.line_dir.remove()
            ls = LineSegs()
            ls.move_to(self.anchor_x,self.anchor_y,1)
            ls.draw_to(self.model.getX(),self.model.getY(),1)
            node = ls.create()
            angle1 = math.atan2(self.anchor_y - self.anchor_y,self.anchor_x - self.anchor_x+50)
            angle2 = math.atan2(self.anchor_y - self.model.getY(),self.anchor_x - self.model.getY());
            final_angle = angle1-angle2;
            self.model.setHpr(final_angle,0,0)
            self.line_dir = NodePath(node)
            self.line_dir.reparentTo(render)
            return task.again
        else:
            self.line_dir.hide()
            taskMgr.add(self.task_mouse_press_check, "checkMousePress")
            return task.done

    def task_mouse_press_check(self,task):
        if base.mouseWatcherNode.isButtonDown(MouseButton.one()):
            #if self.multi_select == True:
                self.anchor_x,self.anchor_y = self.model.getX(),self.model.getY()
                taskMgr.add(self.task_mouse_place, "multibox")
                return task.done
        return task.again

    def mouse_click(self,status):
        print base.state
        if status == "1-down":
            if base.state == "placement":
                if self.placement_ghost.get_type() == "tower":
                    obj = self.placement_ghost.place("tower",self.model.getX(),self.model.getY())
                elif self.placement_ghost.get_type() == "army":
                    obj = self.placement_ghost.place("army",self.model.getX(),self.model.getY())
                base.details_box.set_object(obj)
                base.change_state("modifying")
            elif base.state == "moving":
                obj = base.details_box.get_object()
                obj.set_position(self.pos3d[0],self.pos3d[1])
                base.change_state("modifying")
            elif base.state == "selecting" and self.pickable != None:
                obj = base.get_obj_from_node(self.pickable)
                base.details_box.set_object(obj,"selecting")
                base.change_state("modifying")
        elif status == "1-up":
            print "Mouse",status
        elif status == "3-down":
            if base.state == "placement":
                base.change_state("selecting")
            elif base.state == "selecting":
                base.change_state("placement")
コード例 #49
0
class PartyCogActivity(DirectObject):
    notify = directNotify.newCategory('PartyCogActivity')
    cog = None
    arena = None
    player = None
    players = {}

    def __init__(self, activity, arenaModel=None, texture=None):
        self.activity = activity
        self.root = self.activity.root
        self.toonPieTracks = {}
        self.toonPieEventNames = {}
        self.toonIdsToAnimIntervals = {}
        self.pieIvals = []
        self.resultsIval = None
        self.arenaModel = arenaModel
        self.texture = texture

    def load(self):
        self.arena = loader.loadModel(self.arenaModel)
        self.arena.reparentTo(self.root)
        ground = self.arena.find('**/ground')
        ground.setBin('ground', 1)
        entranceArrows = self.arena.findAllMatches('**/arrowFlat*')
        for arrow in entranceArrows:
            arrow.setBin('ground', 5)

        self.leftEntranceLocator = self.arena.find('**/leftEntrance_locator')
        self.rightEntranceLocator = self.arena.find('**/rightEntrance_locator')
        self.leftExitLocator = self.arena.find('**/leftExit_locator')
        self.rightExitLocator = self.arena.find('**/rightExit_locator')
        self.teamCamPosLocators = (self.arena.find('**/team0CamPos_locator'),
                                   self.arena.find('**/team1CamPos_locator'))
        self.teamCamAimLocators = (self.arena.find('**/team0CamAim_locator'),
                                   self.arena.find('**/team1CamAim_locator'))
        leftTeamLocator = NodePath('TeamLocator-%d' %
                                   PartyGlobals.TeamActivityTeams.LeftTeam)
        leftTeamLocator.reparentTo(self.root)
        leftTeamLocator.setH(90)
        rightTeamLocator = NodePath('TeamLocator-%d' %
                                    PartyGlobals.TeamActivityTeams.RightTeam)
        rightTeamLocator.reparentTo(self.root)
        rightTeamLocator.setH(-90)
        self.teamLocators = (leftTeamLocator, rightTeamLocator)
        self._lengthBetweenEntrances = self.leftEntranceLocator.getY(
        ) - self.rightExitLocator.getY()
        self._skyCollisionsCollection = self.arena.findAllMatches(
            '**/cogPieArena_sky*_collision')
        if len(self._skyCollisionsCollection) > 0:
            self._skyCollisionParent = self._skyCollisionsCollection[
                0].getParent()
        else:
            self._skyCollisionParent = self.arena
        self._wallCollisionsCollection = self.arena.findAllMatches(
            '**/cogPieArena_wall*_collision')
        self._arenaFlagGroups = (self.arena.find('**/flagsL_grp'),
                                 self.arena.find('**/flagsR_grp'))
        self._initArenaDoors()
        self.cogManager = PartyCogManager()
        self.arrows = []
        self.distanceLabels = []
        self.teamColors = list(PartyGlobals.CogActivityColors) + [
            PartyGlobals.TeamActivityStatusColor
        ]
        for i in range(3):
            start = self.arena.find('**/cog%d_start_locator' % (i + 1))
            end = self.arena.find('**/cog%d_end_locator' % (i + 1))
            cog = self.cogManager.generateCog(self.arena)
            cog.setEndPoints(start.getPos(), end.getPos())
            arrow1 = StretchingArrow(self.arena, useColor='orange')
            arrow2 = StretchingArrow(self.arena, useColor='blue')
            arrow1.setZ(0.1)
            arrow2.setZ(0.1)
            self.arrows.append([arrow1, arrow2])
            distanceLabel = self.createDistanceLabel(0, self.teamColors[1])
            distanceLabel[0].stash()
            distanceLabel2 = self.createDistanceLabel(0, self.teamColors[0])
            distanceLabel2[0].stash()
            self.distanceLabels.append([distanceLabel, distanceLabel2])

        self.winText = []
        text1 = self.createText(0, Point3(-0.5, 0.0, -0.5), self.teamColors[1])
        text2 = self.createText(1, Point3(0.5, 0.0, -0.5), self.teamColors[0])
        self.winText.append(text1)
        self.winText.append(text2)
        self.winStatus = self.createText(2, Point3(0.0, 0.0, -0.8),
                                         self.teamColors[0])
        signLocator = self.arena.find('**/eventSign_locator')
        self.activity.sign.setPos(signLocator.getPos(self.root))
        if self.texture:
            textureAlpha = self.texture[:-4] + '_a.rgb'
            reskinTexture = loader.loadTexture(self.texture, textureAlpha)
            self.arena.find('**/center_grp').setTexture(reskinTexture, 100)
            self.arena.find('**/leftSide_grp').setTexture(reskinTexture, 100)
            self.arena.find('**/rightSide_grp').setTexture(reskinTexture, 100)
        self.enable()

    def _initArenaDoors(self):
        self._arenaDoors = (self.arena.find('**/doorL'),
                            self.arena.find('**/doorR'))
        arenaDoorLocators = (self.arena.find('**/doorL_locator'),
                             self.arena.find('**/doorR_locator'))
        for i in range(len(arenaDoorLocators)):
            arenaDoorLocators[i].wrtReparentTo(self._arenaDoors[i])

        self._arenaDoorTimers = (self.createDoorTimer(
            PartyGlobals.TeamActivityTeams.LeftTeam),
                                 self.createDoorTimer(
                                     PartyGlobals.TeamActivityTeams.RightTeam))
        self._arenaDoorIvals = [None, None]
        self._doorStartPos = []
        for i in range(len(self._arenaDoors)):
            door = self._arenaDoors[i]
            timer = self._arenaDoorTimers[i]
            timer.reparentTo(arenaDoorLocators[i])
            timer.hide()
            self._doorStartPos.append(door.getPos())
            door.setPos(door, 0, 0, -7.0)

    def _destroyArenaDoors(self):
        for ival in self._arenaDoorIvals:
            ival.finish()

        self._arenaDoorIvals = None
        self._arenaDoors = None
        for timer in self._arenaDoorTimers:
            timer.stop()
            timer.removeNode()

        self._arenaDoorTimers = None

    def createDoorTimer(self, team):
        timer = ToontownTimer(useImage=False, highlightNearEnd=False)
        timer['text_font'] = ToontownGlobals.getMinnieFont()
        timer.setFontColor(PartyGlobals.CogActivityColors[team])
        timer.setScale(7.0)
        timer.setPos(0.2, -0.03, 0.0)
        return timer

    def createText(self, number, position, color):
        text = TextNode('winText%d' % number)
        text.setAlign(TextNode.ACenter)
        text.setTextColor(color)
        text.setFont(ToontownGlobals.getSignFont())
        text.setText('')
        noteText = aspect2d.attachNewNode(text)
        noteText.setScale(0.2)
        noteText.setPos(position)
        noteText.stash()
        return text, noteText

    def createDistanceLabel(self, number, color):
        text = TextNode('distanceText-%d' % number)
        text.setAlign(TextNode.ACenter)
        text.setTextColor(color)
        text.setFont(ToontownGlobals.getSignFont())
        text.setText('10 ft')
        node = self.root.attachNewNode(text)
        node.setBillboardPointEye()
        node.setScale(2.5)
        node.setZ(5.0)
        return node, text

    def unload(self):
        self.disable()
        self._cleanupResultsIval()
        if self.winText is not None:
            for pair in self.winText:
                pair[1].reparentTo(hidden)
                pair[1].removeNode()

            self.winText = None
        if self.winStatus is not None:
            self.winStatus[1].reparentTo(hidden)
            self.winStatus[1].removeNode()
            self.winStatus = None
        if self.cogManager is not None:
            self.cogManager.unload()
            self.cogManager = None
        if self.arrows is not None:
            for pair in self.arrows:
                for arrow in pair:
                    arrow.destroy()
                    arrow = None

                pair = None

            self.arrows = None
        if self.distanceLabels is not None:
            for pair in self.distanceLabels:
                for node, text in pair:
                    node.removeNode()

                pair = None

        self.distanceLabels = None
        if len(self.players):
            for player in self.players.values():
                player.disable()
                player.destroy()

        self.players.clear()
        self.player = None
        if self.arena is not None:
            self.leftEntranceLocator = None
            self.rightEntranceLocator = None
            self.leftExitLocator = None
            self.rightExitLocator = None
            self._skyCollisions = None
            self._skyCollisionParent = None
            self._arenaFlagGroups = None
            self._destroyArenaDoors()
            self.arena.removeNode()
            self.arena = None
        for ival in self.toonPieTracks.values():
            if ival is not None and ival.isPlaying():
                try:
                    ival.finish()
                except Exception as theException:
                    self.notify.warning(
                        'Ival could not finish:\n %s \nException %s ' %
                        (str(ival), str(theException)))

        self.toonPieTracks = {}
        for ival in self.pieIvals:
            if ival is not None and ival.isPlaying():
                try:
                    ival.finish()
                except Exception as theException:
                    self.notify.warning(
                        'Ival could not finish:\n %s \nException %s ' %
                        (str(ival), str(theException)))

        self.pieIvals = []
        self.toonIdsToAnimIntervals = {}
        for eventName in self.toonPieEventNames.values():
            self.ignore(eventName)

        self.toonPieEventNames = {}

    def enable(self):
        self.enableEnterGateCollision()

    def disable(self):
        self.disableEnterGateCollision()
        self.ignoreAll()

    def hideTeamFlags(self, team):
        self._arenaFlagGroups[team].stash()

    def showTeamFlags(self, team):
        self._arenaFlagGroups[team].unstash()

    def _playArenaDoorIval(self, team, opening=True):
        ival = self._arenaDoorIvals[team]
        if ival is not None and ival.isPlaying():
            ival.pause()
        if not opening:
            pos = self._doorStartPos[team]
        else:
            pos = (self._doorStartPos[team] + Point3(0, 0, -7.0), )
            ival = self._arenaDoors[team].posInterval(0.75,
                                                      Point3(0, 0, -7.0),
                                                      blendType='easeIn')
        self._arenaDoorIvals[team] = ival
        ival.start()

    def openArenaDoorForTeam(self, team):
        self._playArenaDoorIval(team, opening=False)

    def closeArenaDoorForTeam(self, team):
        self._playArenaDoorIval(team, opening=False)

    def openArenaDoors(self):
        self.enableEnterGateCollision()
        for i in range(len(self._arenaDoors)):
            self.openArenaDoorForTeam(i)

    def closeArenaDoors(self):
        self.disableEnterGateCollision()
        for i in range(len(self._arenaDoors)):
            self.closeArenaDoorForTeam(i)

    def showArenaDoorTimers(self, duration):
        for timer in self._arenaDoorTimers:
            timer.setTime(duration)
            timer.countdown(duration)
            timer.show()

    def hideArenaDoorTimers(self):
        for timer in self._arenaDoorTimers:
            timer.hide()

    def enableEnterGateCollision(self):
        self.acceptOnce('entercogPieArena_entranceLeft_collision',
                        self.handleEnterLeftEntranceTrigger)
        self.acceptOnce('entercogPieArena_entranceRight_collision',
                        self.handleEnterRightEntranceTrigger)

    def disableEnterGateCollision(self):
        self.ignore('entercogPieArena_entranceLeft_collision')
        self.ignore('entercogPieArena_entranceRight_collision')

    def enableWallCollisions(self):
        self._wallCollisionsCollection.unstash()

    def disableWallCollisions(self):
        self._wallCollisionsCollection.stash()

    def enableSkyCollisions(self):
        self._skyCollisionsCollection.unstash()

    def disableSkyCollisions(self):
        self._skyCollisionsCollection.stash()

    def handleEnterLeftEntranceTrigger(self, collEntry):
        self.activity.d_toonJoinRequest(
            PartyGlobals.TeamActivityTeams.LeftTeam)

    def handleEnterRightEntranceTrigger(self, collEntry):
        self.activity.d_toonJoinRequest(
            PartyGlobals.TeamActivityTeams.RightTeam)

    def checkOrthoDriveCollision(self, oldPos, newPos):
        x = bound(newPos[0], -16.8, 16.8)
        y = bound(newPos[1], -17.25, -24.1)
        newPos.setX(x)
        newPos.setY(y)
        return newPos

    def getPlayerStartPos(self, team, spot):
        if team == PartyGlobals.TeamActivityTeams.LeftTeam:
            node = self.leftExitLocator
        else:
            node = self.rightExitLocator
        d = self._lengthBetweenEntrances / (
            self.activity.getMaxPlayersPerTeam() + 1)
        yOffset = node.getY(self.root) + d * (spot + 1)
        pos = node.getPos(self.root)
        pos.setY(yOffset)
        return pos

    def handleToonJoined(self, toon, team, lateEntry=False):
        pos = self.getPlayerStartPos(team,
                                     self.activity.getIndex(toon.doId, team))
        if toon == base.localAvatar:
            player = PartyCogActivityLocalPlayer(self.activity, pos, team,
                                                 self.handleToonExited)
            player.entersActivity()
            self.player = player
            self.disableSkyCollisions()
            self.playPlayerEnterIval()
        else:
            player = PartyCogActivityPlayer(self.activity, toon, pos, team)
            player.entersActivity()
            if lateEntry:
                player.updateToonPosition()
        self.players[toon.doId] = player

    def handleToonSwitchedTeams(self, toon):
        toonId = toon.doId
        player = self.players.get(toonId)
        if player is None:
            self.notify.warning(
                'handleToonSwitchedTeams: toonId %s not found' % toonId)
            return
        team = self.activity.getTeam(toonId)
        spot = self.activity.getIndex(toonId, team)
        pos = self.getPlayerStartPos(team, spot)
        self.finishToonIval(toonId)
        player.setTeam(team)
        player.setToonStartPosition(pos)
        player.updateToonPosition()

    def handleToonShifted(self, toon):
        toonId = toon.doId
        if self.players.has_key(toonId):
            player = self.players[toonId]
            spot = self.activity.getIndex(toonId, player.team)
            pos = self.getPlayerStartPos(player.team, spot)
            player.setToonStartPosition(pos)
            if self.player is not None and toon == self.player.toon:
                self.playToonIval(base.localAvatar.doId,
                                  self.player.getRunToStartPositionIval())

    def handleToonDisabled(self, toonId):
        self.finishToonIval(toonId)
        self.finishPieIvals(toonId)
        player = self.players.get(toonId)
        if player is not None:
            player.disable()
            if player == self.player:
                self.player = None
            del self.players[toonId]

    def finishPieIvals(self, toonId):
        for ival in self.pieIvals:
            if ival.isPlaying():
                if ival.getName().find(str(toonId)) != -1:
                    ival.finish()

    def playPlayerEnterIval(self):
        def conditionallyShowSwitchButton(self=self, enable=True):
            if enable and self.activity.activityFSM.state in ('WaitForEnough',
                                                              'WaitToStart'):
                self.activity.teamActivityGui.enableSwitchButton()
            else:
                self.activity.teamActivityGui.disableSwitchButton()

        ival = Sequence(Func(self.disableWallCollisions),
                        Func(conditionallyShowSwitchButton, self, False),
                        self.player.getRunToStartPositionIval(),
                        Func(conditionallyShowSwitchButton, self, True),
                        Func(self.enableWallCollisions))
        self.playToonIval(base.localAvatar.doId, ival)

    def finishToonIval(self, toonId):
        if self.toonIdsToAnimIntervals.get(
                toonId
        ) is not None and self.toonIdsToAnimIntervals[toonId].isPlaying():
            self.toonIdsToAnimIntervals[toonId].finish()

    def playToonIval(self, toonId, ival):
        self.finishToonIval(toonId)
        self.toonIdsToAnimIntervals[toonId] = ival
        ival.start()

    def startActivity(self, timestamp):
        self.pieHandler = CollisionHandlerEvent()
        self.pieHandler.setInPattern('pieHit-%fn')
        if self.player is not None:
            self.player.resetScore()
            self.hideTeamFlags(self.player.team)
        for player in self.players.values():
            self.finishToonIval(player.toon.doId)
            player.enable()

        for cog in self.cogManager.cogs:
            cog.request('Active', timestamp)

        for ival in self.pieIvals:
            if ival.isPlaying():
                ival.finish()

        self.pieIvals = []

    def stopActivity(self):
        for player in self.players.values():
            player.disable()

        for eventName in self.toonPieEventNames.values():
            self.ignore(eventName)

        self.toonPieEventNames.clear()
        for cog in self.cogManager.cogs:
            cog.request('Static')

    def handleToonExited(self, toon):
        self.finishToonIval(toon.doId)
        player = self.players[toon.doId]
        player.disable()
        player.exitsActivity()
        player.destroy()
        if player == self.player:
            self.showTeamFlags(self.activity.getTeam(toon.doId))
            self.player = None
            self.enableEnterGateCollision()
            self.enableSkyCollisions()
        del self.players[toon.doId]

    def pieThrow(self, avId, timestamp, heading, pos, power):
        toon = self.activity.getAvatar(avId)
        if toon is None:
            return
        tossTrack, pieTrack, flyPie = self.getTossPieInterval(
            toon, pos[0], pos[1], pos[2], heading, 0, 0, power)
        if avId == base.localAvatar.doId:
            flyPie.setTag('throwerId', str(avId))
            collSphere = CollisionSphere(0, 0, 0, 0.5)
            collSphere.setTangible(0)
            name = 'PieSphere-%d' % avId
            collSphereName = self.activity.uniqueName(name)
            collNode = CollisionNode(collSphereName)
            collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
            collNode.addSolid(collSphere)
            collNP = flyPie.attachNewNode(collNode)
            base.cTrav.addCollider(collNP, self.pieHandler)
            self.toonPieEventNames[collNP] = 'pieHit-' + collSphereName
            self.accept(self.toonPieEventNames[collNP],
                        self.handlePieCollision)
        else:
            player = self.players.get(avId)
            if player is not None:
                player.faceForward()

        def matchRunningAnim(toon=toon):
            toon.playingAnim = None
            toon.setSpeed(toon.forwardSpeed, toon.rotateSpeed)

        newTossTrack = Sequence(tossTrack, Func(matchRunningAnim))
        pieTrack = Parallel(newTossTrack,
                            pieTrack,
                            name='PartyCogActivity.pieTrack-%d-%s' %
                            (avId, timestamp))
        elapsedTime = globalClockDelta.localElapsedTime(timestamp)
        if elapsedTime < 16.0 / 24.0:
            elapsedTime = 16.0 / 24.0
        pieTrack.start(elapsedTime)
        self.pieIvals.append(pieTrack)
        self.toonPieTracks[avId] = pieTrack

    def getTossPieInterval(self,
                           toon,
                           x,
                           y,
                           z,
                           h,
                           p,
                           r,
                           power,
                           beginFlyIval=Sequence()):
        from toontown.toonbase import ToontownBattleGlobals
        from toontown.battle import BattleProps
        pie = toon.getPieModel()
        pie.setScale(0.5)
        flyPie = pie.copyTo(NodePath('a'))
        pieName = ToontownBattleGlobals.pieNames[toon.pieType]
        pieType = BattleProps.globalPropPool.getPropType(pieName)
        animPie = Sequence()
        if pieType == 'actor':
            animPie = ActorInterval(pie, pieName, startFrame=48)
        sound = loader.loadSfx('phase_3.5/audio/sfx/AA_pie_throw_only.ogg')
        t = power / 100.0
        dist = lerp(PartyGlobals.CogActivityPieMinDist,
                    PartyGlobals.CogActivityPieMaxDist, t)
        time = lerp(1.0, 1.5, t)
        proj = ProjectileInterval(None,
                                  startPos=Point3(0, 0, 0),
                                  endPos=Point3(0, dist, 0),
                                  duration=time)
        relVel = proj.startVel

        def getVelocity(toon=toon, relVel=relVel):
            return render.getRelativeVector(toon, relVel) * 0.6

        def __safeSetAnimState(toon=toon, state='Happy'):
            if toon and hasattr(toon, 'animFSM'):
                toon.setAnimState('Happy')
            else:
                self.notify.warning(
                    'The toon is being destroyed. No attribute animState.')

        toss = Track((0,
                      Sequence(
                          Func(toon.setPosHpr, x, y, z, h, p, r),
                          Func(pie.reparentTo, toon.rightHand),
                          Func(pie.setPosHpr, 0, 0, 0, 0, 0, 0), animPie,
                          Parallel(
                              ActorInterval(toon,
                                            'throw',
                                            startFrame=48,
                                            playRate=1.5,
                                            partName='torso'), animPie),
                          Func(__safeSetAnimState, toon, 'Happy'))),
                     (16.0 / 24.0, Func(pie.detachNode)))
        fly = Track(
            (14.0 / 24.0,
             SoundInterval(
                 sound, node=toon, cutOff=PartyGlobals.PARTY_COG_CUTOFF)),
            (16.0 / 24.0,
             Sequence(
                 Func(flyPie.reparentTo, render),
                 Func(flyPie.setPosHpr, toon, 0.52, 0.97, 2.24, 0, -45, 0),
                 beginFlyIval,
                 ProjectileInterval(flyPie, startVel=getVelocity, duration=6),
                 Func(flyPie.detachNode))))
        return toss, fly, flyPie

    def handlePieCollision(self, colEntry):
        if not self.activity.isState('Active') or self.player is None:
            return
        handled = False
        into = colEntry.getIntoNodePath()
        intoName = into.getName()
        timestamp = globalClockDelta.localToNetworkTime(
            globalClock.getFrameTime(), bits=32)
        if 'PartyCog' in intoName:
            if self.toonPieTracks.get(base.localAvatar.doId) is not None:
                self.toonPieTracks[base.localAvatar.doId].finish()
                self.toonPieTracks[base.localAvatar.doId] = None
            parts = intoName.split('-')
            cogID = int(parts[1])
            point = colEntry.getSurfacePoint(self.cogManager.cogs[cogID].root)
            cog = self.cogManager.cogs[cogID]
            hitHead = point.getZ() > cog.getHeadLocation(
            ) and not parts[2].startswith('Arm')
            if self.activity.getTeam(
                    base.localAvatar.doId
            ) == PartyGlobals.TeamActivityTeams.LeftTeam:
                direction = -1.0
            else:
                direction = 1.0
            self.activity.b_pieHitsCog(timestamp, cogID, point, direction,
                                       hitHead)
            if hitHead:
                hitPoints = self.player.hitHead()
            else:
                hitPoints = self.player.hitBody()
            self.player.updateScore()
            if hitPoints > 0:
                cog.showHitScore(hitPoints)
            handled = True
        elif 'distAvatarCollNode' in intoName:
            parts = intoName.split('-')
            hitToonId = int(parts[1])
            toon = base.cr.doId2do.get(hitToonId)
            if toon is not None and self.activity.getTeam(
                    hitToonId) != self.player.team:
                point = colEntry.getSurfacePoint(toon)
                self.activity.b_pieHitsToon(hitToonId, timestamp, point)
                handled = True
        if handled:
            eventName = self.toonPieEventNames.get(colEntry.getFromNodePath())
            if eventName is not None:
                self.ignore(eventName)
                del self.toonPieEventNames[colEntry.getFromNodePath()]

    def pieHitsCog(self, timestamp, cogNum, pos, direction, part):
        cog = self.cogManager.cogs[cogNum]
        cog.respondToPieHit(timestamp, pos, part, direction)

    def pieHitsToon(self, toonId, timestamp, pos):
        player = self.players.get(toonId)
        if player is not None:
            player.respondToPieHit(timestamp, pos)

    def setCogDistances(self, distances):
        self.cogManager.updateDistances(distances)

    def showCogs(self):
        for cog in self.cogManager.cogs:
            cog.request('Static')

    def hideCogs(self):
        for cog in self.cogManager.cogs:
            cog.request('Down')

    def showResults(self, resultsText, winner, totals):
        if self.player is None:
            return None
        base.localAvatar.showName()
        self.resultsIval = Sequence(
            Wait(0.1),
            Func(self.activity.setStatus, TTLocalizer.PartyCogTimeUp),
            Func(self.activity.showStatus),
            Wait(2.0),
            Func(self.activity.hideStatus),
            Wait(0.5),
            Func(self.player.lookAtArena),
            Func(self.showTeamFlags,
                 self.activity.getTeam(base.localAvatar.doId)),
            Wait(1.0),
            Func(self.showArrow, 0),
            Wait(1.3),
            Func(self.showArrow, 1),
            Wait(1.3),
            Func(self.showArrow, 2),
            Wait(1.3),
            Func(self.showTotals, totals),
            Wait(1.0),
            Func(self.showWinner, resultsText, winner),
            Func(self._cleanupResultsIval),
            name='PartyCog-conclusionSequence')
        self.accept('DistributedPartyActivity-showJellybeanReward',
                    self._cleanupResultsIval)
        self.resultsIval.start()

    def _cleanupResultsIval(self):
        if self.resultsIval:
            if self.resultsIval.isPlaying():
                self.resultsIval.pause()
            self.resultsIval = None
        self.ignore('DistributedPartyActivity-showJellybeanReward')

    def showTotals(self, totals):
        newtotals = (totals[1] - totals[0] +
                     PartyGlobals.CogActivityArenaLength / 2.0 * 3, totals[0] -
                     totals[1] + PartyGlobals.CogActivityArenaLength / 2.0 * 3)
        self.winText[0][0].setText(TTLocalizer.PartyCogDistance % newtotals[0])
        self.winText[1][0].setText(TTLocalizer.PartyCogDistance % newtotals[1])
        for textPair in self.winText:
            textPair[1].unstash()

    def hideTotals(self):
        for textPair in self.winText:
            textPair[0].setText('')
            textPair[1].stash()

    def showWinner(self, text, winner):
        self.winStatus[0].setText(text)
        self.winStatus[0].setTextColor(self.teamColors[winner])
        self.winStatus[1].unstash()

    def hideWinner(self):
        self.winStatus[0].setText('')
        self.winStatus[1].stash()

    def showArrow(self, arrowNum):
        arrows = self.arrows[arrowNum]
        cog = self.cogManager.cogs[arrowNum]
        points = [
            self.arena.find('**/cog%d_start_locator' % (arrowNum + 1)),
            self.arena.find('**/cog%d_end_locator' % (arrowNum + 1))
        ]
        Y = cog.root.getY()
        for point in points:
            point.setY(Y)

        for i in range(len(arrows)):
            arrow = arrows[i]
            arrow.draw(points[i].getPos(), cog.root.getPos(), animate=False)
            arrow.unstash()

        i = -1
        length = PartyGlobals.CogActivityArenaLength
        for node, text in self.distanceLabels[arrowNum]:
            current = bound(i, 0, 1)
            node.setPos(cog.root.getPos(self.root) + Point3(i * 4, 2, 4))
            dist = PartyCogUtils.getCogDistanceUnitsFromCenter(cog.currentT)
            dist = abs(dist - i * length / 2)
            if dist > length - dist:
                node.setScale(2.8)
            else:
                node.setScale(2.2)
            text.setText(TTLocalizer.PartyCogDistance % dist)
            if dist > 0:
                node.unstash()
            else:
                arrows[current].stash()
            i += 2

    def hideArrows(self):
        for pair in self.arrows:
            for arrow in pair:
                arrow.stash()

        for pair in self.distanceLabels:
            for node, text in pair:
                node.stash()

    def hideResults(self):
        self.hideArrows()
        self.hideTotals()
        self.hideWinner()
コード例 #50
0
class DistributedGolfSpot(DistributedObject.DistributedObject, FSM.FSM):
    notify = DirectNotifyGlobal.directNotify.newCategory('DistributedGolfSpot')
    positions = ((-45, 100, GolfGlobals.GOLF_BALL_RADIUS),
                 (-15, 100, GolfGlobals.GOLF_BALL_RADIUS),
                 (15, 100, GolfGlobals.GOLF_BALL_RADIUS),
                 (45, 100, GolfGlobals.GOLF_BALL_RADIUS))
    toonGolfOffsetPos = Point3(-2, 0, -GolfGlobals.GOLF_BALL_RADIUS)
    toonGolfOffsetHpr = Point3(-90, 0, 0)
    rotateSpeed = 20
    golfPowerSpeed = base.config.GetDouble('golf-power-speed', 3)
    golfPowerExponent = base.config.GetDouble('golf-power-exponent', 0.75)

    def __init__(self, cr):
        DistributedObject.DistributedObject.__init__(self, cr)
        FSM.FSM.__init__(self, 'DistributedGolfSpot')
        self.boss = None
        self.index = None
        self.avId = 0
        self.toon = None
        self.golfSpotSmoother = SmoothMover()
        self.golfSpotSmoother.setSmoothMode(SmoothMover.SMOn)
        self.smoothStarted = 0
        self.__broadcastPeriod = 0.2
        if self.index > len(self.positions):
            self.notify.error('Invalid index %d' % index)
        self.fadeTrack = None
        self.setupPowerBar()
        self.aimStart = None
        self.golfSpotAdviceLabel = None
        self.changeSeq = 0
        self.lastChangeSeq = 0
        self.controlKeyAllowed = False
        self.flyBallTracks = {}
        self.splatTracks = {}
        self.__flyBallBubble = None
        self.flyBallHandler = None
        self.__flyBallSequenceNum = 0
        self.swingInterval = None
        self.lastHitSequenceNum = -1
        self.goingToReward = False
        self.gotHitByBoss = False
        self.releaseTrack = None
        self.grabTrack = None
        self.restoreScaleTrack = None
        return

    def setBossCogId(self, bossCogId):
        self.bossCogId = bossCogId
        self.boss = base.cr.doId2do[bossCogId]
        self.boss.setGolfSpot(self, self.index)

    def setIndex(self, index):
        self.index = index

    def disable(self):
        DistributedObject.DistributedObject.disable(self)
        self.ignoreAll()

    def delete(self):
        DistributedObject.DistributedObject.delete(self)
        self.ignoreAll()
        self.boss = None
        return

    def announceGenerate(self):
        DistributedObject.DistributedObject.announceGenerate(self)
        self.triggerName = self.uniqueName('trigger')
        self.triggerEvent = 'enter%s' % self.triggerName
        self.smoothName = self.uniqueName('golfSpotSmooth')
        self.golfSpotAdviceName = self.uniqueName('golfSpotAdvice')
        self.posHprBroadcastName = self.uniqueName('golfSpotBroadcast')
        self.ballPowerTaskName = self.uniqueName('updateGolfPower')
        self.adjustClubTaskName = self.uniqueName('adjustClub')
        self.loadAssets()
        self.accept('flyBallHit-%d' % self.index, self.__flyBallHit)

    def loadAssets(self):
        self.root = render.attachNewNode('golfSpot-%d' % self.index)
        self.root.setPos(*self.positions[self.index])
        self.ballModel = loader.loadModel('phase_6/models/golf/golf_ball')
        self.ballColor = VBase4(1, 1, 1, 1)
        if self.index < len(GolfGlobals.PlayerColors):
            self.ballColor = VBase4(*GolfGlobals.PlayerColors[self.index])
            self.ballModel.setColorScale(self.ballColor)
        self.ballModel.reparentTo(self.root)
        self.club = loader.loadModel('phase_6/models/golf/putter')
        self.clubLookatSpot = self.root.attachNewNode('clubLookat')
        self.clubLookatSpot.setY(-(GolfGlobals.GOLF_BALL_RADIUS + 0.1))
        cs = CollisionSphere(0, 0, 0, 1)
        cs.setTangible(0)
        cn = CollisionNode(self.triggerName)
        cn.addSolid(cs)
        cn.setIntoCollideMask(ToontownGlobals.WallBitmask)
        self.trigger = self.root.attachNewNode(cn)
        self.trigger.stash()
        self.hitBallSfx = loader.loadSfx('phase_6/audio/sfx/Golf_Hit_Ball.ogg')

    def cleanup(self):
        if self.swingInterval:
            self.swingInterval.finish()
            self.swingInterval = None
        if self.releaseTrack:
            self.releaseTrack.finish()
            self.releaseTrack = None
        flyTracks = self.flyBallTracks.values()
        for track in flyTracks:
            track.finish()

        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None
        if self.restoreScaleTrack:
            self.restoreScaleTrack.finish()
            self.restoreScaleTrack = None
        self.root.removeNode()
        self.ballModel.removeNode()
        self.club.removeNode()
        if self.powerBar:
            self.powerBar.destroy()
            self.powerBar = None
        taskMgr.remove(self.triggerName)
        self.boss = None
        return

    def setState(self, state, avId, extraInfo):
        if not self.isDisabled():
            self.gotHitByBoss = extraInfo
            if state == 'C':
                self.demand('Controlled', avId)
            elif state == 'F':
                self.demand('Free')
            elif state == 'O':
                self.demand('Off')
            else:
                self.notify.error('Invalid state from AI: %s' % state)

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def enterFree(self):
        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None
        self.restoreScaleTrack = Sequence(Wait(6),
                                          self.getRestoreScaleInterval(),
                                          name='restoreScaleTrack')
        self.restoreScaleTrack.start()
        if self.avId == localAvatar.doId:
            if not self.isDisabled():
                self.ballModel.setAlphaScale(0.3)
                self.ballModel.setTransparency(1)
                taskMgr.doMethodLater(5, self.__allowDetect, self.triggerName)
                self.fadeTrack = Sequence(Func(self.ballModel.setTransparency,
                                               1),
                                          self.ballModel.colorScaleInterval(
                                              0.2, VBase4(1, 1, 1, 0.3)),
                                          name='fadeTrack-enterFree')
                self.fadeTrack.start()
        else:
            self.trigger.unstash()
            self.accept(self.triggerEvent, self.__hitTrigger)
        self.avId = 0
        return

    def exitFree(self):
        if self.fadeTrack:
            self.fadeTrack.finish()
            self.fadeTrack = None
        self.restoreScaleTrack.finish()
        self.restoreScaleTrack = None
        taskMgr.remove(self.triggerName)
        self.ballModel.clearTransparency()
        self.trigger.stash()
        self.ignore(self.triggerEvent)
        return

    def enterControlled(self, avId):
        self.avId = avId
        toon = base.cr.doId2do.get(avId)
        if not toon:
            return
        self.enableControlKey()
        self.toon = toon
        self.grabTrack = self.makeToonGrabInterval(toon)
        if avId == localAvatar.doId:
            self.boss.toCraneMode()
            camera.reparentTo(self.root)
            camera.setPosHpr(0, -10, 3, 0, 0, 0)
            localAvatar.setPos(self.root, self.toonGolfOffsetPos)
            localAvatar.setHpr(self.root, self.toonGolfOffsetHpr)
            localAvatar.sendCurrentPosition()
            self.__enableControlInterface()
            self.startPosHprBroadcast()
            self.accept('exitCrane', self.gotBossZapped)
        self.grabTrack.start()

    def exitControlled(self):
        self.grabTrack.finish()
        del self.grabTrack
        if self.swingInterval:
            self.swingInterval.finish()
            self.swingInterval = None
        if not self.ballModel.isEmpty():
            if self.ballModel.isHidden():
                self.notify.debug('ball is hidden scale =%s' %
                                  self.ballModel.getScale())
            else:
                self.notify.debug('ball is showing scale=%s' %
                                  self.ballModel.getScale())
        if self.toon and not self.toon.isDisabled():
            self.toon.startSmooth()
        self.releaseTrack = self.makeToonReleaseInterval(self.toon)
        self.stopPosHprBroadcast()
        self.stopSmooth()
        if self.avId == localAvatar.doId:
            self.__disableControlInterface()
            if not self.goingToReward:
                camera.reparentTo(base.localAvatar)
                camera.setPos(base.localAvatar.cameraPositions[0][0])
                camera.setHpr(0, 0, 0)
        self.stopAdjustClubTask()
        self.releaseTrack.start()
        self.enableControlKey()
        return

    def __allowDetect(self, task):
        if self.fadeTrack:
            self.fadeTrack.finish()
        self.fadeTrack = Sequence(self.ballModel.colorScaleInterval(
            0.2, self.ballColor),
                                  Func(self.ballModel.clearTransparency),
                                  name='fadeTrack-allowDetect')
        self.fadeTrack.start()
        self.trigger.unstash()
        self.accept(self.triggerEvent, self.__hitTrigger)

    def __hitTrigger(self, event):
        self.d_requestControl()

    def getRestoreScaleInterval(self):
        return Sequence()

    def d_requestControl(self):
        self.sendUpdate('requestControl')

    def d_requestFree(self, gotHitByBoss):
        self.sendUpdate('requestFree', [gotHitByBoss])

    def makeToonGrabInterval(self, toon):
        origPos = toon.getPos(self.root)
        origHpr = toon.getHpr(self.root)
        a = self.accomodateToon(toon)
        newPos = toon.getPos()
        newHpr = toon.getHpr()
        origHpr.setX(PythonUtil.fitSrcAngle2Dest(origHpr[0], newHpr[0]))
        self.notify.debug('toon.setPosHpr %s %s' % (origPos, origHpr))
        toon.setPosHpr(origPos, origHpr)
        walkTime = 0.2
        reach = Sequence()
        if reach.getDuration() < walkTime:
            reach = Sequence(
                ActorInterval(toon,
                              'walk',
                              loop=1,
                              duration=walkTime - reach.getDuration()), reach)
        i = Sequence(
            Parallel(toon.posInterval(walkTime, newPos, origPos),
                     toon.hprInterval(walkTime, newHpr, origHpr), reach),
            Func(toon.stopLookAround))
        if toon == base.localAvatar:
            i.append(Func(self.switchToAnimState, 'GolfPuttLoop'))
        i.append(Func(self.startAdjustClubTask))
        i = Parallel(i, a)
        return i

    def accomodateToon(self, toon):
        toon.wrtReparentTo(self.root)
        toon.setPos(self.toonGolfOffsetPos)
        toon.setHpr(self.toonGolfOffsetHpr)
        return Sequence()

    def switchToAnimState(self, animStateName, forced=False):
        curAnimState = base.localAvatar.animFSM.getCurrentState()
        curAnimStateName = ''
        if curAnimState:
            curAnimStateName = curAnimState.getName()
        if curAnimStateName != animStateName or forced:
            base.localAvatar.b_setAnimState(animStateName)

    def __enableControlInterface(self):
        gui = loader.loadModel('phase_3.5/models/gui/avatar_panel_gui')
        self.closeButton = DirectButton(image=(gui.find('**/CloseBtn_UP'),
                                               gui.find('**/CloseBtn_DN'),
                                               gui.find('**/CloseBtn_Rllvr'),
                                               gui.find('**/CloseBtn_UP')),
                                        relief=None,
                                        scale=2,
                                        text=TTLocalizer.BossbotGolfSpotLeave,
                                        text_scale=0.04,
                                        text_pos=(0, -0.07),
                                        text_fg=VBase4(1, 1, 1, 1),
                                        pos=(1.05, 0, -0.82),
                                        command=self.__exitGolfSpot)
        self.accept('escape', self.__exitGolfSpot)
        self.accept('control', self.__controlPressed)
        self.accept('control-up', self.__controlReleased)
        self.accept('InputState-forward', self.__upArrow)
        self.accept('InputState-reverse', self.__downArrow)
        self.accept('InputState-turnLeft', self.__leftArrow)
        self.accept('InputState-turnRight', self.__rightArrow)
        taskMgr.add(self.__watchControls, 'watchGolfSpotControls')
        taskMgr.doMethodLater(5, self.__displayGolfSpotAdvice,
                              self.golfSpotAdviceName)
        self.arrowVert = 0
        self.arrowHorz = 0
        if self.powerBar:
            self.powerBar.show()
        return

    def __disableControlInterface(self):
        if self.closeButton:
            self.closeButton.destroy()
            self.closeButton = None
        self.__cleanupGolfSpotAdvice()
        self.ignore('escape')
        self.ignore('control')
        self.ignore('control-up')
        self.ignore('InputState-forward')
        self.ignore('InputState-reverse')
        self.ignore('InputState-turnLeft')
        self.ignore('InputState-turnRight')
        self.arrowVert = 0
        self.arrowHorz = 0
        taskMgr.remove('watchGolfSpotControls')
        if self.powerBar:
            self.powerBar.hide()
        else:
            self.notify.debug('self.powerBar is none')
        return

    def setupPowerBar(self):
        self.powerBar = DirectWaitBar(pos=(0.0, 0, -0.94),
                                      relief=DGG.SUNKEN,
                                      frameSize=(-2.0, 2.0, -0.2, 0.2),
                                      borderWidth=(0.02, 0.02),
                                      scale=0.25,
                                      range=100,
                                      sortOrder=50,
                                      frameColor=(0.5, 0.5, 0.5, 0.5),
                                      barColor=(1.0, 0.0, 0.0, 1.0),
                                      text='',
                                      text_scale=0.26,
                                      text_fg=(1, 1, 1, 1),
                                      text_align=TextNode.ACenter,
                                      text_pos=(0, -0.05))
        self.power = 0
        self.powerBar['value'] = self.power
        self.powerBar.hide()

    def resetPowerBar(self):
        self.power = 0
        self.powerBar['value'] = self.power
        self.powerBar['text'] = ''

    def __displayGolfSpotAdvice(self, task):
        if self.golfSpotAdviceLabel == None:
            self.golfSpotAdviceLabel = DirectLabel(
                text=TTLocalizer.BossbotGolfSpotAdvice,
                text_fg=VBase4(1, 1, 1, 1),
                text_align=TextNode.ACenter,
                relief=None,
                pos=(0, 0, 0.69),
                scale=0.1)
        return

    def __cleanupGolfSpotAdvice(self):
        if self.golfSpotAdviceLabel:
            self.golfSpotAdviceLabel.destroy()
            self.golfSpotAdviceLabel = None
        taskMgr.remove(self.golfSpotAdviceName)
        return

    def showExiting(self):
        if self.closeButton:
            self.closeButton.destroy()
            self.closeButton = DirectLabel(
                relief=None,
                text=TTLocalizer.BossbotGolfSpotLeaving,
                pos=(1.05, 0, -0.88),
                text_pos=(0, 0),
                text_scale=0.06,
                text_fg=VBase4(1, 1, 1, 1))
        self.__cleanupGolfSpotAdvice()
        return

    def __exitGolfSpot(self):
        self.d_requestFree(False)

    def __controlPressed(self):
        if self.controlKeyAllowed:
            self.__beginFireBall()

    def __controlReleased(self):
        if self.controlKeyAllowed:
            self.__endFireBall()

    def __upArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowVert = 1
        elif self.arrowVert > 0:
            self.arrowVert = 0

    def __downArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowVert = -1
        elif self.arrowVert < 0:
            self.arrowVert = 0

    def __rightArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowHorz = 1
            self.switchToAnimState('GolfRotateLeft')
        elif self.arrowHorz > 0:
            self.arrowHorz = 0
            self.switchToAnimState('GolfPuttLoop')

    def __leftArrow(self, pressed):
        self.__incrementChangeSeq()
        self.__cleanupGolfSpotAdvice()
        if pressed:
            self.arrowHorz = -1
            self.switchToAnimState('GolfRotateRight')
        elif self.arrowHorz < 0:
            self.arrowHorz = 0
            self.switchToAnimState('GolfPuttLoop')

    def __watchControls(self, task):
        if self.arrowHorz:
            self.__moveGolfSpot(self.arrowHorz)
        return Task.cont

    def __moveGolfSpot(self, xd):
        dt = globalClock.getDt()
        h = self.root.getH() - xd * self.rotateSpeed * dt
        h %= 360
        limitH = h
        self.root.setH(limitH)

    def __incrementChangeSeq(self):
        self.changeSeq = self.changeSeq + 1 & 255

    def __beginFireBall(self):
        if self.aimStart != None:
            return
        if not self.state == 'Controlled':
            return
        if not self.avId == localAvatar.doId:
            return
        time = globalClock.getFrameTime()
        self.aimStart = time
        messenger.send('wakeup')
        taskMgr.add(self.__updateBallPower, self.ballPowerTaskName)
        return

    def __endFireBall(self):
        if self.aimStart == None:
            return
        if not self.state == 'Controlled':
            return
        if not self.avId == localAvatar.doId:
            return
        taskMgr.remove(self.ballPowerTaskName)
        self.disableControlKey()
        messenger.send('wakeup')
        self.aimStart = None
        power = self.power
        angle = self.root.getH()
        self.notify.debug('incrementing self.__flyBallSequenceNum')
        self.__flyBallSequenceNum = (self.__flyBallSequenceNum + 1) % 255
        self.sendSwingInfo(power, angle, self.__flyBallSequenceNum)
        self.setSwingInfo(power, angle, self.__flyBallSequenceNum)
        self.resetPowerBar()
        return

    def __updateBallPower(self, task):
        if not self.powerBar:
            print '### no power bar!!!'
            return task.done
        newPower = self.__getBallPower(globalClock.getFrameTime())
        self.power = newPower
        self.powerBar['value'] = newPower
        return task.cont

    def __getBallPower(self, time):
        elapsed = max(time - self.aimStart, 0.0)
        t = elapsed / self.golfPowerSpeed
        t = math.pow(t, self.golfPowerExponent)
        power = int(t * 100) % 200
        if power > 100:
            power = 200 - power
        return power

    def stopPosHprBroadcast(self):
        taskName = self.posHprBroadcastName
        taskMgr.remove(taskName)

    def startPosHprBroadcast(self):
        taskName = self.posHprBroadcastName
        self.b_clearSmoothing()
        self.d_sendGolfSpotPos()
        taskMgr.remove(taskName)
        taskMgr.doMethodLater(self.__broadcastPeriod, self.__posHprBroadcast,
                              taskName)

    def __posHprBroadcast(self, task):
        self.d_sendGolfSpotPos()
        taskName = self.posHprBroadcastName
        taskMgr.doMethodLater(self.__broadcastPeriod, self.__posHprBroadcast,
                              taskName)
        return Task.done

    def d_sendGolfSpotPos(self):
        timestamp = globalClockDelta.getFrameNetworkTime()
        self.sendUpdate(
            'setGolfSpotPos',
            [self.changeSeq, self.root.getH(), timestamp])

    def setGolfSpotPos(self, changeSeq, h, timestamp):
        self.changeSeq = changeSeq
        if self.smoothStarted:
            now = globalClock.getFrameTime()
            local = globalClockDelta.networkToLocalTime(timestamp, now)
            self.golfSpotSmoother.setH(h)
            self.golfSpotSmoother.setTimestamp(local)
            self.golfSpotSmoother.markPosition()
        else:
            self.root.setH(h)

    def b_clearSmoothing(self):
        self.d_clearSmoothing()
        self.clearSmoothing()

    def d_clearSmoothing(self):
        self.sendUpdate('clearSmoothing', [0])

    def clearSmoothing(self, bogus=None):
        self.golfSpotSmoother.clearPositions(1)

    def doSmoothTask(self, task):
        self.golfSpotSmoother.computeAndApplySmoothHpr(self.root)
        return Task.cont

    def startSmooth(self):
        if not self.smoothStarted:
            taskName = self.smoothName
            taskMgr.remove(taskName)
            self.reloadPosition()
            taskMgr.add(self.doSmoothTask, taskName)
            self.smoothStarted = 1

    def stopSmooth(self):
        if self.smoothStarted:
            taskName = self.smoothName
            taskMgr.remove(taskName)
            self.forceToTruePosition()
            self.smoothStarted = 0

    def makeToonReleaseInterval(self, toon):
        def getSlideToPos(toon=toon):
            return render.getRelativePoint(toon, Point3(0, -5, 0))

        if self.gotHitByBoss:
            grabIval = Sequence(Func(self.detachClub),
                                name='makeToonReleaseInterval-gotHitByBoss')
            if not toon.isEmpty():
                toonIval = Sequence(Func(toon.wrtReparentTo, render),
                                    Parallel(
                                        ActorInterval(toon, 'slip-backward'),
                                        toon.posInterval(0.5,
                                                         getSlideToPos,
                                                         fluid=1)),
                                    name='makeToonReleaseInterval-toonIval')
                grabIval.append(toonIval)
        else:
            grabIval = Sequence(Func(self.detachClub))
            if not toon.isEmpty():
                toonIval = Sequence(
                    Parallel(
                        ActorInterval(toon,
                                      'walk',
                                      duration=1.0,
                                      playRate=-1.0),
                        LerpPosInterval(toon,
                                        duration=1.0,
                                        pos=Point3(-10, 0, 0))),
                    Func(toon.wrtReparentTo, render))
                grabIval.append(toonIval)
        if localAvatar.doId == toon.doId:
            if not self.goingToReward and toon.hp > 0:
                grabIval.append(Func(self.goToFinalBattle))
                grabIval.append(
                    Func(self.notify.debug, 'goingToFinalBattlemode'))
                grabIval.append(Func(self.safeBossToFinalBattleMode))
        return grabIval

    def safeBossToFinalBattleMode(self):
        if self.boss:
            self.boss.toFinalBattleMode()

    def goToFinalBattle(self):
        if self.cr:
            place = self.cr.playGame.getPlace()
            if place and hasattr(place, 'fsm'):
                curState = place.fsm.getCurrentState().getName()
                if place.fsm.getCurrentState().getName() == 'crane':
                    place.setState('finalBattle')
                else:
                    self.notify.debug('NOT going to final battle, state=%s' %
                                      curState)

    def attachClub(self, avId, pointToBall=False):
        club = self.club
        if club:
            av = base.cr.doId2do.get(avId)
            if av:
                av.useLOD(1000)
                lHand = av.getLeftHands()[0]
                club.setPos(0, 0, 0)
                club.reparentTo(lHand)
                netScale = club.getNetTransform().getScale()[1]
                counterActToonScale = lHand.find('**/counteractToonScale')
                if counterActToonScale.isEmpty():
                    counterActToonScale = lHand.attachNewNode(
                        'counteractToonScale')
                    counterActToonScale.setScale(1 / netScale)
                    self.notify.debug('creating counterActToonScale for %s' %
                                      av.getName())
                club.reparentTo(counterActToonScale)
                club.setX(-0.25 * netScale)
                if pointToBall:
                    club.lookAt(self.clubLookatSpot)

    def detachClub(self):
        if not self.club.isEmpty():
            self.club.reparentTo(self.root)
            self.club.setZ(-20)
            self.club.setScale(1)

    def adjustClub(self):
        club = self.club
        if club:
            distance = club.getDistance(self.clubLookatSpot)
            scaleFactor = distance / 2.058
            club.setScale(1, scaleFactor, 1)

    def startAdjustClubTask(self):
        taskMgr.add(self.adjustClubTask, self.adjustClubTaskName)

    def stopAdjustClubTask(self):
        taskMgr.remove(self.adjustClubTaskName)

    def adjustClubTask(self, task):
        self.attachClub(self.avId, True)
        self.adjustClub()
        return task.cont

    def enableControlKey(self):
        self.controlKeyAllowed = True

    def disableControlKey(self):
        self.controlKeyAllowed = False

    def sendSwingInfo(self, power, angle, sequenceNum):
        self.sendUpdate('setSwingInfo', [power, angle, sequenceNum])

    def startBallPlayback(self, power, angle, sequenceNum):
        flyBall = self.ballModel.copyTo(NodePath())
        flyBall.setScale(1.0)
        flyBallBubble = self.getFlyBallBubble().instanceTo(NodePath())
        flyBallBubble.reparentTo(flyBall)
        flyBall.setTag('pieSequence', str(sequenceNum))
        flyBall.setTag('throwerId', str(self.avId))
        t = power / 100.0
        t = 1.0 - t
        dist = 300 - 200 * t
        time = 1.5 + 0.5 * t
        proj = ProjectileInterval(None,
                                  startPos=Point3(0, 0, 0),
                                  endPos=Point3(0, dist, 0),
                                  duration=time)
        relVel = proj.startVel

        def getVelocity(root=self.root, relVel=relVel):
            return render.getRelativeVector(root, relVel)

        fly = Sequence(
            Func(flyBall.reparentTo, render),
            Func(flyBall.setPosHpr, self.root, 0, 0, 0, 0, 0, 0),
            Func(base.cTrav.addCollider, flyBallBubble, self.flyBallHandler),
            ProjectileInterval(flyBall, startVel=getVelocity, duration=3),
            Func(flyBall.detachNode),
            Func(base.cTrav.removeCollider, flyBallBubble),
            Func(self.notify.debug, 'removed collider'),
            Func(self.flyBallFinishedFlying, sequenceNum))
        flyWithSound = Parallel(fly,
                                SoundInterval(self.hitBallSfx, node=self.root),
                                name='flyWithSound')
        self.notify.debug('starting flyball track')
        flyWithSound.start()
        self.flyBallTracks[sequenceNum] = flyWithSound
        return

    def setSwingInfo(self, power, angle, sequenceNum):
        av = base.cr.doId2do.get(self.avId)
        self.swingInterval = Sequence()
        if av:
            self.stopAdjustClubTask()
            self.swingInterval = Sequence(
                ActorInterval(av,
                              'swing-putt',
                              startFrame=0,
                              endFrame=GolfGlobals.BALL_CONTACT_FRAME),
                Func(self.startBallPlayback, power, angle, sequenceNum),
                Func(self.ballModel.hide),
                ActorInterval(av,
                              'swing-putt',
                              startFrame=GolfGlobals.BALL_CONTACT_FRAME,
                              endFrame=24), Func(self.ballModel.setScale, 0.1),
                Func(self.ballModel.show),
                LerpScaleInterval(self.ballModel, 1.0, Point3(1, 1, 1)),
                Func(self.enableControlKey))
            if av == localAvatar:
                self.swingInterval.append(
                    Func(self.switchToAnimState, 'GolfPuttLoop', True))
        self.swingInterval.start()

    def getFlyBallBubble(self):
        if self.__flyBallBubble == None:
            bubble = CollisionSphere(0, 0, 0, GolfGlobals.GOLF_BALL_RADIUS)
            node = CollisionNode('flyBallBubble')
            node.addSolid(bubble)
            node.setFromCollideMask(ToontownGlobals.PieBitmask
                                    | ToontownGlobals.CameraBitmask
                                    | ToontownGlobals.FloorBitmask)
            node.setIntoCollideMask(BitMask32.allOff())
            self.__flyBallBubble = NodePath(node)
            self.flyBallHandler = CollisionHandlerEvent()
            self.flyBallHandler.addInPattern('flyBallHit-%d' % self.index)
        return self.__flyBallBubble

    def __flyBallHit(self, entry):
        print entry

    def flyBallFinishedFlying(self, sequence):
        if self.flyBallTracks.has_key(sequence):
            del self.flyBallTracks[sequence]

    def __finishFlyBallTrack(self, sequence):
        if self.flyBallTracks.has_key(sequence):
            flyBallTrack = self.flyBallTracks[sequence]
            del self.flyBallTracks[sequence]
            flyBallTrack.finish()

    def flyBallFinishedSplatting(self, sequence):
        if self.splatTracks.has_key(sequence):
            del self.splatTracks[sequence]

    def __flyBallHit(self, entry):
        if not entry.hasSurfacePoint() or not entry.hasInto():
            return
        if not entry.getInto().isTangible():
            return
        sequence = int(entry.getFromNodePath().getNetTag('pieSequence'))
        self.__finishFlyBallTrack(sequence)
        if self.splatTracks.has_key(sequence):
            splatTrack = self.splatTracks[sequence]
            del self.splatTracks[sequence]
            splatTrack.finish()
        flyBallCode = 0
        flyBallCodeStr = entry.getIntoNodePath().getNetTag('pieCode')
        if flyBallCodeStr:
            flyBallCode = int(flyBallCodeStr)
        pos = entry.getSurfacePoint(render)
        timestamp32 = globalClockDelta.getFrameNetworkTime(bits=32)
        throwerId = int(entry.getFromNodePath().getNetTag('throwerId'))
        splat = self.getFlyBallSplatInterval(pos[0], pos[1], pos[2],
                                             flyBallCode, throwerId)
        splat = Sequence(splat, Func(self.flyBallFinishedSplatting, sequence))
        self.splatTracks[sequence] = splat
        splat.start()
        self.notify.debug(
            'doId=%d into=%s flyBallCode=%d, throwerId=%d' %
            (self.doId, entry.getIntoNodePath(), flyBallCode, throwerId))
        if flyBallCode == ToontownGlobals.PieCodeBossCog and self.avId == localAvatar.doId and self.lastHitSequenceNum != self.__flyBallSequenceNum:
            self.lastHitSequenceNum = self.__flyBallSequenceNum
            self.boss.d_ballHitBoss(10)
        elif flyBallCode == ToontownGlobals.PieCodeToon and self.avId == localAvatar.doId and self.lastHitSequenceNum != self.__flyBallSequenceNum:
            self.lastHitSequenceNum = self.__flyBallSequenceNum
            avatarDoId = entry.getIntoNodePath().getNetTag('avatarDoId')
            if avatarDoId == '':
                self.notify.warning('Toon %s has no avatarDoId tag.' %
                                    repr(entry.getIntoNodePath()))
                return
            doId = int(avatarDoId)
            if doId != localAvatar.doId:
                pass

    def getFlyBallSplatInterval(self, x, y, z, flyBallCode, throwerId):
        from toontown.toonbase import ToontownBattleGlobals
        from toontown.battle import BattleProps
        splatName = 'dust'
        splat = BattleProps.globalPropPool.getProp(splatName)
        splat.setBillboardPointWorld(2)
        color = ToontownGlobals.PieCodeColors.get(flyBallCode)
        if color:
            splat.setColor(*color)
        if flyBallCode == ToontownGlobals.PieCodeBossCog:
            self.notify.debug('changing color to %s' % self.ballColor)
            splat.setColor(self.ballColor)
        sound = loader.loadSfx('phase_11/audio/sfx/LB_evidence_miss.ogg')
        vol = 1.0
        if flyBallCode == ToontownGlobals.PieCodeBossCog:
            sound = loader.loadSfx('phase_4/audio/sfx/Golf_Hit_Barrier_1.ogg')
        soundIval = SoundInterval(sound, node=splat, volume=vol)
        if flyBallCode == ToontownGlobals.PieCodeBossCog and localAvatar.doId == throwerId:
            vol = 1.0
            soundIval = SoundInterval(sound, node=localAvatar, volume=vol)
        ival = Parallel(
            Func(splat.reparentTo, render), Func(splat.setPos, x, y, z),
            soundIval,
            Sequence(ActorInterval(splat, splatName), Func(splat.detachNode)))
        return ival

    def setGoingToReward(self):
        self.goingToReward = True

    def gotBossZapped(self):
        self.showExiting()
        self.d_requestFree(True)
コード例 #51
0
class CogdoMazeLocalPlayer(CogdoMazePlayer):
    notify = directNotify.newCategory('CogdoMazeLocalPlayer')

    def __init__(self, id, toon, game, guiMgr):
        CogdoMazePlayer.__init__(self, id, toon)
        self.disableGagCollision()
        self.game = game
        self.maze = self.game.maze
        self._guiMgr = guiMgr
        self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render)
        self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius
        orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True)
        self.orthoWalk = OrthoWalk(orthoDrive)
        self._audioMgr = base.cogdoGameAudioMgr
        self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon)
        self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon)
        self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon)
        self._winSfx = self._audioMgr.createSfx('win')
        self._loseSfx = self._audioMgr.createSfx('lose')
        self.enabled = False
        self.pickupCount = 0
        self.numEntered = 0
        self.throwPending = False
        self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId)
        self.invulnerable = False
        self.gagHandler = CollisionHandlerEvent()
        self.gagHandler.addInPattern('%fn-into-%in')
        self.exited = False
        self.hints = {'find': False,
         'throw': False,
         'squashed': False,
         'boss': False,
         'minion': False}
        self.accept('control', self.controlKeyPressed)

    def destroy(self):
        self.toon.showName()
        self.ignoreAll()
        self.coolDownAfterHitInterval.clearToInitial()
        del self.coolDownAfterHitInterval
        del self._getMemoSfx
        del self._waterCoolerFillSfx
        del self._hitByDropSfx
        del self._winSfx
        self.orthoWalk.stop()
        self.orthoWalk.destroy()
        del self.orthoWalk
        CogdoMazePlayer.destroy(self)

    def __initCollisions(self):
        collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius)
        collSphere.setTangible(0)
        self.mazeCollisionName = Globals.LocalPlayerCollisionName
        collNode = CollisionNode(self.mazeCollisionName)
        collNode.addSolid(collSphere)
        collNodePath = self.toon.attachNewNode(collNode)
        collNodePath.hide()
        handler = CollisionHandlerEvent()
        handler.addInPattern('%fn-into-%in')
        base.cTrav.addCollider(collNodePath, handler)
        self.handler = handler
        self._collNodePath = collNodePath

    def clearCollisions(self):
        self.handler.clear()

    def __disableCollisions(self):
        self._collNodePath.removeNode()
        del self._collNodePath

    def _isNearPlayer(self, player):
        return self.toon.getDistance(player.toon) <= self._proximityRadius

    def update(self, dt):
        if self.getCurrentOrNextState() != 'Off':
            self._updateCamera(dt)

    def _updateCamera(self, dt):
        numPlayers = 0.0
        for player in self.game.players:
            if player != self and player.toon and self._isNearPlayer(player):
                numPlayers += 1

        d = clamp(Globals.CameraMinDistance + numPlayers / (CogdoGameConsts.MaxPlayers - 1) * (Globals.CameraMaxDistance - Globals.CameraMinDistance), Globals.CameraMinDistance, Globals.CameraMaxDistance)
        self.cameraMgr.setCameraTargetDistance(d)
        self.cameraMgr.update(dt)

    def enterOff(self):
        CogdoMazePlayer.enterOff(self)

    def exitOff(self):
        CogdoMazePlayer.exitOff(self)
        self.toon.hideName()

    def enterReady(self):
        CogdoMazePlayer.enterReady(self)
        self.cameraMgr.enable()

    def exitReady(self):
        CogdoMazePlayer.enterReady(self)

    def enterNormal(self):
        CogdoMazePlayer.enterNormal(self)
        self.orthoWalk.start()

    def exitNormal(self):
        CogdoMazePlayer.exitNormal(self)
        self.orthoWalk.stop()

    def enterHit(self, elapsedTime = 0.0):
        CogdoMazePlayer.enterHit(self, elapsedTime)
        self.setInvulnerable(True)

    def exitHit(self):
        CogdoMazePlayer.exitHit(self)
        self.coolDownAfterHitInterval.clearToInitial()
        self.coolDownAfterHitInterval.start()

    def enterDone(self):
        CogdoMazePlayer.enterDone(self)
        self._guiMgr.hideQuestArrow()
        self.ignore('control')
        self._guiMgr.setMessage('')
        if self.exited == False:
            self.lostMemos()

    def exitDone(self):
        CogdoMazePlayer.exitDone(self)

    def hitByDrop(self):
        if self.equippedGag is not None and not self.hints['squashed']:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeSquashHint, Globals.HintTimeout)
            self.hints['squashed'] = True
        self._hitByDropSfx.play()
        CogdoMazePlayer.hitByDrop(self)
        return

    def equipGag(self):
        CogdoMazePlayer.equipGag(self)
        self._waterCoolerFillSfx.play()
        messenger.send(Globals.WaterCoolerHideEventName, [])
        if not self.hints['throw']:
            self._guiMgr.setMessage(TTLocalizer.CogdoMazeThrowHint)
            self.hints['throw'] = True

    def hitSuit(self, suitType):
        if suitType == Globals.SuitTypes.Boss and not self.hints['boss']:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeBossHint, Globals.HintTimeout)
            self.hints['boss'] = True
        if suitType != Globals.SuitTypes.Boss and not self.hints['minion']:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeMinionHint, Globals.HintTimeout)
            self.hints['minion'] = True

    def createThrowGag(self, gag):
        throwGag = CogdoMazePlayer.createThrowGag(self, gag)
        collSphere = CollisionSphere(0, 0, 0, 0.5)
        collSphere.setTangible(0)
        name = Globals.GagCollisionName
        collNode = CollisionNode(name)
        collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
        collNode.addSolid(collSphere)
        colNp = throwGag.attachNewNode(collNode)
        base.cTrav.addCollider(colNp, self.gagHandler)
        return throwGag

    def showToonThrowingGag(self, heading, pos):
        self._guiMgr.clearMessage()
        return CogdoMazePlayer.showToonThrowingGag(self, heading, pos)

    def removeGag(self):
        if self.equippedGag is None:
            return
        CogdoMazePlayer.removeGag(self)
        self.throwPending = False
        messenger.send(Globals.WaterCoolerShowEventName, [])
        return

    def controlKeyPressed(self):
        if self.game.finished or self.throwPending or self.getCurrentOrNextState() == 'Hit' or self.equippedGag == None:
            return
        self.throwPending = True
        heading = self.toon.getH()
        pos = self.toon.getPos()
        self.game.requestUseGag(pos.getX(), pos.getY(), heading)
        return

    def completeThrow(self):
        self.clearCollisions()
        CogdoMazePlayer.completeThrow(self)

    def shakeCamera(self, strength):
        self.cameraMgr.shake(strength)

    def getCameraShake(self):
        return self.cameraMgr.shakeStrength

    def setInvulnerable(self, bool):
        self.invulnerable = bool

    def handleGameStart(self):
        self.numEntered = len(self.game.players)
        self.__initCollisions()
        self._guiMgr.startGame(TTLocalizer.CogdoMazeFindHint)
        self.hints['find'] = True
        self.notify.info('toonId:%d laff:%d/%d  %d player(s) started maze game' % (self.toon.doId,
         self.toon.hp,
         self.toon.maxHp,
         len(self.game.players)))

    def handleGameExit(self):
        self.cameraMgr.disable()
        self.__disableCollisions()

    def handlePickUp(self, toonId):
        if toonId == self.toon.doId:
            self.pickupCount += 1
            self._guiMgr.setPickupCount(self.pickupCount)
            if self.pickupCount == 1:
                self._guiMgr.showPickupCounter()
            self._getMemoSfx.play()

    def handleOpenDoor(self, door):
        self._guiMgr.setMessage(TTLocalizer.CogdoMazeGameDoorOpens)
        self._guiMgr.showQuestArrow(self.toon, door, Point3(0, 0, self.toon.getHeight() + 2))

    def handleTimeAlert(self):
        self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeAlert)

    def handleToonRevealsDoor(self, toonId, door):
        if toonId == self.toon.doId:
            self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameLocalToonFoundExit)

    def handleToonEntersDoor(self, toonId, door):
        self.exited = True
        message = ''
        if door.getPlayerCount() < len(self.game.players):
            message = TTLocalizer.WaitingForOtherToons
        if toonId == self.toon.doId:
            self._guiMgr.setMessage(message)
            self._winSfx.play()
            self._audioMgr.stopMusic()
        self.notify.info('toonId:%d laff:%d/%d  %d player(s) succeeded in maze game. Going to the executive suit building.' % (toonId,
         self.toon.hp,
         self.toon.maxHp,
         len(self.game.players)))
        if self.numEntered > len(self.game.players):
            self.notify.info('%d player(s) failed in maze game' % (self.numEntered - len(self.game.players)))

    def lostMemos(self):
        self.pickupCount = 0
        self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeOut)
        self._guiMgr.setPickupCount(self.pickupCount)
        self.notify.info('toonId:%d laff:%d/%d  %d player(s) failed in maze game' % (self.toon.doId,
         self.toon.hp,
         self.toon.maxHp,
         len(self.game.players)))
コード例 #52
0
class DistributedCogThiefGame(DistributedMinigame):
    notify = directNotify.newCategory('DistributedCogThiefGame')
    ToonSpeed = CTGG.ToonSpeed
    StageHalfWidth = 200.0
    StageHalfHeight = 100.0
    BarrelScale = 0.25
    TOON_Z = 0
    UPDATE_SUITS_TASK = 'CogThiefGameUpdateSuitsTask'
    REWARD_COUNTDOWN_TASK = 'cogThiefGameRewardCountdown'
    ControlKeyLimitTime = 1.0

    def __init__(self, cr):
        DistributedMinigame.__init__(self, cr)
        self.gameFSM = ClassicFSM.ClassicFSM('DistributedCogThiefGame', [
            State.State('off', self.enterOff, self.exitOff, ['play']),
            State.State('play', self.enterPlay, self.exitPlay, ['cleanup']),
            State.State('cleanup', self.enterCleanup, self.exitCleanup, [])
        ], 'off', 'cleanup')
        self.addChildGameFSM(self.gameFSM)
        self.cameraTopView = (0, 0, 55, 0, -90.0, 0)
        self.barrels = []
        self.cogInfo = {}
        self.lastTimeControlPressed = 0
        self.stolenBarrels = []
        self.useOrthoWalk = base.config.GetBool('cog-thief-ortho', 1)
        self.resultIval = None
        self.gameIsEnding = False
        self.__textGen = TextNode('cogThiefGame')
        self.__textGen.setFont(ToontownGlobals.getSignFont())
        self.__textGen.setAlign(TextNode.ACenter)
        return

    def getTitle(self):
        return TTLocalizer.CogThiefGameTitle

    def getInstructions(self):
        return TTLocalizer.CogThiefGameInstructions

    def getMaxDuration(self):
        return 0

    def load(self):
        self.notify.debug('load')
        DistributedMinigame.load(self)
        self.music = base.loadMusic('phase_4/audio/bgm/MG_CogThief.ogg')
        self.initCogInfo()
        for barrelIndex in xrange(CTGG.NumBarrels):
            barrel = loader.loadModel(
                'phase_4/models/minigames/cogthief_game_gagTank')
            barrel.setPos(CTGG.BarrelStartingPositions[barrelIndex])
            barrel.setScale(self.BarrelScale)
            barrel.reparentTo(render)
            barrel.setTag('barrelIndex', str(barrelIndex))
            collSphere = CollisionSphere(0, 0, 0, 4)
            collSphere.setTangible(0)
            name = 'BarrelSphere-%d' % barrelIndex
            collSphereName = self.uniqueName(name)
            collNode = CollisionNode(collSphereName)
            collNode.setFromCollideMask(CTGG.BarrelBitmask)
            collNode.addSolid(collSphere)
            colNp = barrel.attachNewNode(collNode)
            handler = CollisionHandlerEvent()
            handler.setInPattern('barrelHit-%fn')
            base.cTrav.addCollider(colNp, handler)
            self.accept('barrelHit-' + collSphereName, self.handleEnterBarrel)
            nodeToHide = '**/gagMoneyTen'
            if barrelIndex % 2:
                nodeToHide = '**/gagMoneyFive'
            iconToHide = barrel.find(nodeToHide)
            if not iconToHide.isEmpty():
                iconToHide.hide()
            self.barrels.append(barrel)

        self.gameBoard = loader.loadModel(
            'phase_4/models/minigames/cogthief_game')
        self.gameBoard.find('**/floor_TT').hide()
        self.gameBoard.find('**/floor_DD').hide()
        self.gameBoard.find('**/floor_DG').hide()
        self.gameBoard.find('**/floor_MM').hide()
        self.gameBoard.find('**/floor_BR').hide()
        self.gameBoard.find('**/floor_DL').hide()
        zone = self.getSafezoneId()
        if zone == ToontownGlobals.ToontownCentral:
            self.gameBoard.find('**/floor_TT').show()
        elif zone == ToontownGlobals.DonaldsDock:
            self.gameBoard.find('**/floor_DD').show()
        elif zone == ToontownGlobals.DaisyGardens:
            self.gameBoard.find('**/floor_DG').show()
        elif zone == ToontownGlobals.MinniesMelodyland:
            self.gameBoard.find('**/floor_MM').show()
        elif zone == ToontownGlobals.TheBrrrgh:
            self.gameBoard.find('**/floor_BR').show()
        elif zone == ToontownGlobals.DonaldsDreamland:
            self.gameBoard.find('**/floor_DL').show()
        else:
            self.gameBoard.find('**/floor_TT').show()
        self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0)
        self.gameBoard.setScale(1.0)
        self.toonSDs = {}
        avId = self.localAvId
        toonSD = CogThiefGameToonSD.CogThiefGameToonSD(avId, self)
        self.toonSDs[avId] = toonSD
        toonSD.load()
        self.loadCogs()
        self.toonHitTracks = {}
        self.toonPieTracks = {}
        self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
        self.sndRewardTick = base.loadSfx(
            'phase_3.5/audio/sfx/tick_counter.ogg')
        self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.posInTopRightCorner()
        self.timer.hide()
        purchaseModels = loader.loadModel('phase_4/models/gui/purchase_gui')
        self.jarImage = purchaseModels.find('**/Jar')
        self.jarImage.reparentTo(hidden)
        self.rewardPanel = DirectLabel(parent=hidden,
                                       relief=None,
                                       pos=(-0.173, 0.0, -0.55),
                                       scale=0.65,
                                       text='',
                                       text_scale=0.2,
                                       text_fg=(0.95, 0.95, 0, 1),
                                       text_pos=(0, -.13),
                                       text_font=ToontownGlobals.getSignFont(),
                                       image=self.jarImage)
        self.rewardPanelTitle = DirectLabel(parent=self.rewardPanel,
                                            relief=None,
                                            pos=(0, 0, 0.06),
                                            scale=0.08,
                                            text=TTLocalizer.CannonGameReward,
                                            text_fg=(0.95, 0.95, 0, 1),
                                            text_shadow=(0, 0, 0, 1))
        return

    def unload(self):
        self.notify.debug('unload')
        DistributedMinigame.unload(self)
        del self.music
        self.removeChildGameFSM(self.gameFSM)
        del self.gameFSM
        self.gameBoard.removeNode()
        del self.gameBoard
        for barrel in self.barrels:
            barrel.removeNode()

        del self.barrels
        for avId in self.toonSDs.keys():
            toonSD = self.toonSDs[avId]
            toonSD.unload()

        del self.toonSDs
        self.timer.destroy()
        del self.timer
        self.rewardPanel.destroy()
        del self.rewardPanel
        self.jarImage.removeNode()
        del self.jarImage
        del self.sndRewardTick

    def onstage(self):
        self.notify.debug('onstage')
        DistributedMinigame.onstage(self)
        self.gameBoard.reparentTo(render)
        lt = base.localAvatar
        lt.reparentTo(render)
        self.__placeToon(self.localAvId)
        lt.setSpeed(0, 0)
        self.moveCameraToTop()
        toonSD = self.toonSDs[self.localAvId]
        toonSD.enter()
        toonSD.fsm.request('normal')
        self.stopGameWalk()
        for cogIndex in xrange(self.getNumCogs()):
            suit = self.cogInfo[cogIndex]['suit'].suit
            pos = self.cogInfo[cogIndex]['pos']
            suit.reparentTo(self.gameBoard)
            suit.setPos(pos)
            suit.nametag3d.stash()
            suit.nametag.destroy()

        for avId in self.avIdList:
            self.toonHitTracks[avId] = Wait(0.1)

        self.toonRNGs = []
        for i in xrange(self.numPlayers):
            self.toonRNGs.append(RandomNumGen.RandomNumGen(self.randomNumGen))

        self.sndTable = {
            'hitBySuit': [None] * self.numPlayers,
            'falling': [None] * self.numPlayers
        }
        for i in xrange(self.numPlayers):
            self.sndTable['hitBySuit'][i] = base.loadSfx(
                'phase_4/audio/sfx/MG_Tag_C.ogg')
            self.sndTable['falling'][i] = base.loadSfx(
                'phase_4/audio/sfx/MG_cannon_whizz.ogg')

        base.playMusic(self.music, looping=1, volume=0.8)
        self.introTrack = self.getIntroTrack()
        self.introTrack.start()
        return

    def offstage(self):
        self.notify.debug('offstage')
        self.gameBoard.hide()
        self.music.stop()
        for barrel in self.barrels:
            barrel.hide()

        for avId in self.toonSDs.keys():
            self.toonSDs[avId].exit()

        for avId in self.avIdList:
            av = self.getAvatar(avId)
            if av:
                av.resetLOD()

        self.timer.reparentTo(hidden)
        self.rewardPanel.reparentTo(hidden)
        if self.introTrack.isPlaying():
            self.introTrack.finish()
        del self.introTrack
        DistributedMinigame.offstage(self)

    def handleDisabledAvatar(self, avId):
        self.notify.debug('handleDisabledAvatar')
        self.notify.debug('avatar ' + str(avId) + ' disabled')
        self.toonSDs[avId].exit(unexpectedExit=True)
        del self.toonSDs[avId]
        DistributedMinigame.handleDisabledAvatar(self, avId)

    def setGameReady(self):
        if not self.hasLocalToon:
            return
        self.notify.debug('setGameReady')
        if DistributedMinigame.setGameReady(self):
            return
        for avId in self.remoteAvIdList:
            toon = self.getAvatar(avId)
            if toon:
                toon.reparentTo(render)
                self.__placeToon(avId)
                toon.useLOD(1000)
                toonSD = CogThiefGameToonSD.CogThiefGameToonSD(avId, self)
                self.toonSDs[avId] = toonSD
                toonSD.load()
                toonSD.enter()
                toonSD.fsm.request('normal')
                toon.startSmooth()

    def setGameStart(self, timestamp):
        if not self.hasLocalToon:
            return
        self.notify.debug('setGameStart')
        DistributedMinigame.setGameStart(self, timestamp)
        if not base.config.GetBool('cog-thief-endless', 0):
            self.timer.show()
            self.timer.countdown(CTGG.GameTime, self.__gameTimerExpired)
        self.clockStopTime = None
        self.rewardPanel.reparentTo(base.a2dTopRight)
        self.scoreMult = MinigameGlobals.getScoreMult(self.cr.playGame.hood.id)
        self.__startRewardCountdown()
        if self.introTrack.isPlaying():
            self.introTrack.finish()
        self.gameFSM.request('play')
        return

    def enterOff(self):
        self.notify.debug('enterOff')

    def exitOff(self):
        pass

    def enterPlay(self):
        self.notify.debug('enterPlay')
        self.startGameWalk()
        self.spawnUpdateSuitsTask()
        self.accept('control', self.controlKeyPressed)
        self.pieHandler = CollisionHandlerEvent()
        self.pieHandler.setInPattern('pieHit-%fn')

    def exitPlay(self):
        self.ignore('control')
        if self.resultIval and self.resultIval.isPlaying():
            self.resultIval.finish()
            self.resultIval = None
        return

    def enterCleanup(self):
        self.__killRewardCountdown()
        if hasattr(self, 'jarIval'):
            self.jarIval.finish()
            del self.jarIval
        for key in self.toonHitTracks:
            ival = self.toonHitTracks[key]
            if ival.isPlaying():
                ival.finish()

        self.toonHitTracks = {}
        for key in self.toonPieTracks:
            ival = self.toonPieTracks[key]
            if ival.isPlaying():
                ival.finish()

        self.toonPieTracks = {}
        for key in self.cogInfo:
            cogThief = self.cogInfo[key]['suit']
            cogThief.cleanup()

        self.removeUpdateSuitsTask()
        self.notify.debug('enterCleanup')

    def exitCleanup(self):
        pass

    def __placeToon(self, avId):
        toon = self.getAvatar(avId)
        if toon:
            index = self.avIdList.index(avId)
            toon.setPos(CTGG.ToonStartingPositions[index])
            toon.setHpr(0, 0, 0)

    def moveCameraToTop(self):
        camera.reparentTo(render)
        p = self.cameraTopView
        camera.setPosHpr(p[0], p[1], p[2], p[3], p[4], p[5])
        base.camLens.setMinFov(46 / (4. / 3.))
        camera.setZ(camera.getZ() +
                    base.config.GetFloat('cog-thief-z-camera-adjust', 0.0))

    def destroyGameWalk(self):
        self.notify.debug('destroyOrthoWalk')
        if self.useOrthoWalk:
            self.gameWalk.destroy()
            del self.gameWalk
        else:
            self.notify.debug('TODO destroyGameWalk')

    def initGameWalk(self):
        self.notify.debug('startOrthoWalk')
        if self.useOrthoWalk:

            def doCollisions(oldPos, newPos, self=self):
                x = bound(newPos[0], CTGG.StageHalfWidth, -CTGG.StageHalfWidth)
                y = bound(newPos[1], CTGG.StageHalfHeight,
                          -CTGG.StageHalfHeight)
                newPos.setX(x)
                newPos.setY(y)
                return newPos

            orthoDrive = OrthoDrive(self.ToonSpeed,
                                    customCollisionCallback=doCollisions,
                                    instantTurn=True)
            self.gameWalk = OrthoWalk(orthoDrive,
                                      broadcast=not self.isSinglePlayer())
        else:
            self.gameWalk = CogThiefWalk.CogThiefWalk('walkDone')
            forwardSpeed = self.ToonSpeed / 2.0
            base.mouseInterfaceNode.setForwardSpeed(forwardSpeed)
            multiplier = forwardSpeed / ToontownGlobals.ToonForwardSpeed
            base.mouseInterfaceNode.setRotateSpeed(
                ToontownGlobals.ToonRotateSpeed * 4)

    def initCogInfo(self):
        for cogIndex in xrange(self.getNumCogs()):
            self.cogInfo[cogIndex] = {
                'pos': Point3(CTGG.CogStartingPositions[cogIndex]),
                'goal': CTGG.NoGoal,
                'goalId': CTGG.InvalidGoalId,
                'suit': None
            }

        return

    def loadCogs(self):
        suitTypes = ['ds', 'ac', 'bc', 'ms']
        for suitIndex in xrange(self.getNumCogs()):
            st = self.randomNumGen.choice(suitTypes)
            suit = CogThief.CogThief(suitIndex, st, self, self.getCogSpeed())
            self.cogInfo[suitIndex]['suit'] = suit

    def handleEnterSphere(self, colEntry):
        if self.gameIsEnding:
            return
        intoName = colEntry.getIntoNodePath().getName()
        fromName = colEntry.getFromNodePath().getName()
        debugInto = intoName.split('/')
        debugFrom = fromName.split('/')
        self.notify.debug(
            'handleEnterSphere gametime=%s %s into %s' %
            (self.getCurrentGameTime(), debugFrom[-1], debugInto[-1]))
        intoName = colEntry.getIntoNodePath().getName()
        if 'CogThiefSphere' in intoName:
            parts = intoName.split('-')
            suitNum = int(parts[1])
            self.localToonHitBySuit(suitNum)

    def localToonHitBySuit(self, suitNum):
        self.notify.debug('localToonHitBySuit %d' % suitNum)
        timestamp = globalClockDelta.localToNetworkTime(
            globalClock.getFrameTime(), bits=32)
        pos = self.cogInfo[suitNum]['suit'].suit.getPos()
        self.sendUpdate(
            'hitBySuit',
            [self.localAvId, timestamp, suitNum, pos[0], pos[1], pos[2]])
        self.showToonHitBySuit(self.localAvId, timestamp)
        self.makeSuitRespondToToonHit(timestamp, suitNum)

    def hitBySuit(self, avId, timestamp, suitNum, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameFSM.getCurrentState().getName() not in ['play']:
            self.notify.warning('ignoring msg: av %s hit by suit' % avId)
            return
        if self.gameIsEnding:
            return
        self.notify.debug('avatar ' + ` avId ` + ' hit by a suit')
        if avId != self.localAvId:
            self.showToonHitBySuit(avId, timestamp)
            self.makeSuitRespondToToonHit(timestamp, suitNum)

    def showToonHitBySuit(self, avId, timestamp):
        toon = self.getAvatar(avId)
        if toon == None:
            return
        rng = self.toonRNGs[self.avIdList.index(avId)]
        curPos = toon.getPos(render)
        oldTrack = self.toonHitTracks[avId]
        if oldTrack.isPlaying():
            oldTrack.finish()
        toon.setPos(curPos)
        toon.setZ(self.TOON_Z)
        parentNode = render.attachNewNode('mazeFlyToonParent-' + ` avId `)
        parentNode.setPos(toon.getPos())
        toon.reparentTo(parentNode)
        toon.setPos(0, 0, 0)
        startPos = parentNode.getPos()
        dropShadow = toon.dropShadow.copyTo(parentNode)
        dropShadow.setScale(toon.dropShadow.getScale(render))
        trajectory = Trajectory.Trajectory(0,
                                           Point3(0, 0, 0),
                                           Point3(0, 0, 50),
                                           gravMult=1.0)
        oldFlyDur = trajectory.calcTimeOfImpactOnPlane(0.0)
        trajectory = Trajectory.Trajectory(0,
                                           Point3(0, 0, 0),
                                           Point3(0, 0, 50),
                                           gravMult=0.55)
        flyDur = trajectory.calcTimeOfImpactOnPlane(0.0)
        avIndex = self.avIdList.index(avId)
        endPos = CTGG.ToonStartingPositions[avIndex]

        def flyFunc(t,
                    trajectory,
                    startPos=startPos,
                    endPos=endPos,
                    dur=flyDur,
                    moveNode=parentNode,
                    flyNode=toon):
            u = t / dur
            moveNode.setX(startPos[0] + u * (endPos[0] - startPos[0]))
            moveNode.setY(startPos[1] + u * (endPos[1] - startPos[1]))
            flyNode.setPos(trajectory.getPos(t))

        flyTrack = Sequence(LerpFunctionInterval(flyFunc,
                                                 fromData=0.0,
                                                 toData=flyDur,
                                                 duration=flyDur,
                                                 extraArgs=[trajectory]),
                            name=toon.uniqueName('hitBySuit-fly'))
        geomNode = toon.getGeomNode()
        startHpr = geomNode.getHpr()
        destHpr = Point3(startHpr)
        hRot = rng.randrange(1, 8)
        if rng.choice([0, 1]):
            hRot = -hRot
        destHpr.setX(destHpr[0] + hRot * 360)
        spinHTrack = Sequence(LerpHprInterval(geomNode,
                                              flyDur,
                                              destHpr,
                                              startHpr=startHpr),
                              Func(geomNode.setHpr, startHpr),
                              name=toon.uniqueName('hitBySuit-spinH'))
        parent = geomNode.getParent()
        rotNode = parent.attachNewNode('rotNode')
        geomNode.reparentTo(rotNode)
        rotNode.setZ(toon.getHeight() / 2.0)
        oldGeomNodeZ = geomNode.getZ()
        geomNode.setZ(-toon.getHeight() / 2.0)
        startHpr = rotNode.getHpr()
        destHpr = Point3(startHpr)
        pRot = rng.randrange(1, 3)
        if rng.choice([0, 1]):
            pRot = -pRot
        destHpr.setY(destHpr[1] + pRot * 360)
        spinPTrack = Sequence(LerpHprInterval(rotNode,
                                              flyDur,
                                              destHpr,
                                              startHpr=startHpr),
                              Func(rotNode.setHpr, startHpr),
                              name=toon.uniqueName('hitBySuit-spinP'))
        i = self.avIdList.index(avId)
        soundTrack = Sequence(Func(base.playSfx,
                                   self.sndTable['hitBySuit'][i]),
                              Wait(flyDur * (2.0 / 3.0)),
                              SoundInterval(self.sndTable['falling'][i],
                                            duration=flyDur * (1.0 / 3.0)),
                              name=toon.uniqueName('hitBySuit-soundTrack'))

        def preFunc(self=self, avId=avId, toon=toon, dropShadow=dropShadow):
            forwardSpeed = toon.forwardSpeed
            rotateSpeed = toon.rotateSpeed
            if avId == self.localAvId:
                self.stopGameWalk()
            else:
                toon.stopSmooth()
            if forwardSpeed or rotateSpeed:
                toon.setSpeed(forwardSpeed, rotateSpeed)
            toon.dropShadow.hide()

        def postFunc(self=self,
                     avId=avId,
                     oldGeomNodeZ=oldGeomNodeZ,
                     dropShadow=dropShadow,
                     parentNode=parentNode):
            if avId == self.localAvId:
                base.localAvatar.setPos(endPos)
                if hasattr(self, 'gameWalk'):
                    toon = base.localAvatar
                    toon.setSpeed(0, 0)
                    self.startGameWalk()
            dropShadow.removeNode()
            del dropShadow
            toon = self.getAvatar(avId)
            if toon:
                toon.dropShadow.show()
                geomNode = toon.getGeomNode()
                rotNode = geomNode.getParent()
                baseNode = rotNode.getParent()
                geomNode.reparentTo(baseNode)
                rotNode.removeNode()
                del rotNode
                geomNode.setZ(oldGeomNodeZ)
            if toon:
                toon.reparentTo(render)
                toon.setPos(endPos)
            parentNode.removeNode()
            del parentNode
            if avId != self.localAvId:
                if toon:
                    toon.startSmooth()

        preFunc()
        slipBack = Parallel(
            Sequence(ActorInterval(toon, 'slip-backward', endFrame=24),
                     Wait(CTGG.LyingDownDuration - (flyDur - oldFlyDur)),
                     ActorInterval(toon, 'slip-backward', startFrame=24)))
        if toon.doId == self.localAvId:
            slipBack.append(SoundInterval(self.sndOof))
        hitTrack = Sequence(Parallel(flyTrack, spinHTrack, spinPTrack,
                                     soundTrack),
                            slipBack,
                            Func(postFunc),
                            name=toon.uniqueName('hitBySuit'))
        self.notify.debug('hitTrack duration = %s' % hitTrack.getDuration())
        self.toonHitTracks[avId] = hitTrack
        hitTrack.start(globalClockDelta.localElapsedTime(timestamp))
        return

    def updateSuitGoal(self, timestamp, inResponseToClientStamp, suitNum,
                       goalType, goalId, x, y, z):
        if not self.hasLocalToon:
            return
        self.notify.debug(
            'updateSuitGoal gameTime=%s timeStamp=%s cog=%s goal=%s goalId=%s (%.1f, %.1f,%.1f)'
            % (self.getCurrentGameTime(), timestamp, suitNum,
               CTGG.GoalStr[goalType], goalId, x, y, z))
        cog = self.cogInfo[suitNum]
        cog['goal'] = goalType
        cog['goalId'] = goalId
        newPos = Point3(x, y, z)
        cog['pos'] = newPos
        suit = cog['suit']
        suit.updateGoal(timestamp, inResponseToClientStamp, goalType, goalId,
                        newPos)

    def spawnUpdateSuitsTask(self):
        self.notify.debug('spawnUpdateSuitsTask')
        for cogIndex in self.cogInfo:
            suit = self.cogInfo[cogIndex]['suit']
            suit.gameStart(self.gameStartTime)

        taskMgr.remove(self.UPDATE_SUITS_TASK)
        taskMgr.add(self.updateSuitsTask, self.UPDATE_SUITS_TASK)

    def removeUpdateSuitsTask(self):
        taskMgr.remove(self.UPDATE_SUITS_TASK)

    def updateSuitsTask(self, task):
        if self.gameIsEnding:
            return task.done
        for cogIndex in self.cogInfo:
            suit = self.cogInfo[cogIndex]['suit']
            suit.think()

        return task.cont

    def makeSuitRespondToToonHit(self, timestamp, suitNum):
        cog = self.cogInfo[suitNum]['suit']
        cog.respondToToonHit(timestamp)

    def handleEnterBarrel(self, colEntry):
        if self.gameIsEnding:
            return
        intoName = colEntry.getIntoNodePath().getName()
        fromName = colEntry.getFromNodePath().getName()
        debugInto = intoName.split('/')
        debugFrom = fromName.split('/')
        self.notify.debug(
            'handleEnterBarrel gameTime=%s %s into %s' %
            (self.getCurrentGameTime(), debugFrom[-1], debugInto[-1]))
        if 'CogThiefSphere' in intoName:
            parts = intoName.split('-')
            cogIndex = int(parts[1])
            barrelName = colEntry.getFromNodePath().getName()
            barrelParts = barrelName.split('-')
            barrelIndex = int(barrelParts[1])
            cog = self.cogInfo[cogIndex]['suit']
            if cog.barrel == CTGG.NoBarrelCarried and barrelIndex not in self.stolenBarrels:
                timestamp = globalClockDelta.localToNetworkTime(
                    globalClock.getFrameTime(), bits=32)
                if cog.suit:
                    cogPos = cog.suit.getPos()
                    collisionPos = colEntry.getContactPos(render)
                    self.sendUpdate('cogHitBarrel', [
                        timestamp, cogIndex, barrelIndex, cogPos[0], cogPos[1],
                        cogPos[2]
                    ])

    def makeCogCarryBarrel(self, timestamp, inResponseToClientStamp, cogIndex,
                           barrelIndex, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameIsEnding:
            return
        self.notify.debug(
            'makeCogCarryBarrel gameTime=%s timeStamp=%s cog=%s barrel=%s (%.1f, %.1f,%.1f)'
            % (self.getCurrentGameTime(), timestamp, cogIndex, barrelIndex, x,
               y, z))
        barrel = self.barrels[barrelIndex]
        self.notify.debug('barrelPos= %s' % barrel.getPos())
        cog = self.cogInfo[cogIndex]['suit']
        cogPos = Point3(x, y, z)
        cog.makeCogCarryBarrel(timestamp, inResponseToClientStamp, barrel,
                               barrelIndex, cogPos)

    def makeCogDropBarrel(self, timestamp, inResponseToClientStamp, cogIndex,
                          barrelIndex, x, y, z):
        if not self.hasLocalToon:
            return
        self.notify.debug(
            'makeCogDropBarrel gameTime=%s timeStamp=%s cog=%s barrel=%s (%.1f, %.1f,%.1f)'
            % (self.getCurrentGameTime(), timestamp, cogIndex, barrelIndex, x,
               y, z))
        barrel = self.barrels[barrelIndex]
        self.notify.debug('barrelPos= %s' % barrel.getPos())
        cog = self.cogInfo[cogIndex]['suit']
        cogPos = Point3(x, y, z)
        cog.makeCogDropBarrel(timestamp, inResponseToClientStamp, barrel,
                              barrelIndex, cogPos)

    def controlKeyPressed(self):
        if self.isToonPlayingHitTrack(self.localAvId):
            return
        if self.gameIsEnding:
            return
        if self.getCurrentGameTime(
        ) - self.lastTimeControlPressed > self.ControlKeyLimitTime:
            self.lastTimeControlPressed = self.getCurrentGameTime()
            self.notify.debug('controlKeyPressed')
            toonSD = self.toonSDs[self.localAvId]
            curState = toonSD.fsm.getCurrentState().getName()
            toon = self.getAvatar(self.localAvId)
            timestamp = globalClockDelta.localToNetworkTime(
                globalClock.getFrameTime(), bits=32)
            pos = toon.getPos()
            heading = toon.getH()
            self.sendUpdate(
                'throwingPie',
                [self.localAvId, timestamp, heading, pos[0], pos[1], pos[2]])
            self.showToonThrowingPie(self.localAvId, timestamp, heading, pos)

    def throwingPie(self, avId, timestamp, heading, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameFSM.getCurrentState().getName() not in ['play']:
            self.notify.warning('ignoring msg: av %s hit by suit' % avId)
            return
        self.notify.debug('avatar ' + ` avId ` + ' throwing pie')
        if avId != self.localAvId:
            pos = Point3(x, y, z)
            self.showToonThrowingPie(avId, timestamp, heading, pos)

    def showToonThrowingPie(self, avId, timestamp, heading, pos):
        toon = self.getAvatar(avId)
        if toon:
            tossTrack, pieTrack, flyPie = self.getTossPieInterval(
                toon, pos[0], pos[1], pos[2], heading, 0, 0, 0)

            def removePieFromTraverser(flyPie=flyPie):
                if base.cTrav:
                    if flyPie:
                        base.cTrav.removeCollider(flyPie)

            if avId == self.localAvId:
                flyPie.setTag('throwerId', str(avId))
                collSphere = CollisionSphere(0, 0, 0, 0.5)
                collSphere.setTangible(0)
                name = 'PieSphere-%d' % avId
                collSphereName = self.uniqueName(name)
                collNode = CollisionNode(collSphereName)
                collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
                collNode.addSolid(collSphere)
                colNp = flyPie.attachNewNode(collNode)
                colNp.show()
                base.cTrav.addCollider(colNp, self.pieHandler)
                self.accept('pieHit-' + collSphereName, self.handlePieHitting)

            def matchRunningAnim(toon=toon):
                toon.playingAnim = None
                toon.setSpeed(toon.forwardSpeed, toon.rotateSpeed)
                return

            newTossTrack = Sequence(tossTrack, Func(matchRunningAnim))
            pieTrack = Parallel(newTossTrack, pieTrack)
            elapsedTime = globalClockDelta.localElapsedTime(timestamp)
            if elapsedTime < 16.0 / 24.0:
                elapsedTime = 16.0 / 24.0
            pieTrack.start(elapsedTime)
            self.toonPieTracks[avId] = pieTrack

    def getTossPieInterval(self,
                           toon,
                           x,
                           y,
                           z,
                           h,
                           p,
                           r,
                           power,
                           beginFlyIval=Sequence()):
        from toontown.toonbase import ToontownBattleGlobals
        from toontown.battle import BattleProps
        pie = toon.getPieModel()
        pie.setScale(0.9)
        flyPie = pie.copyTo(NodePath('a'))
        pieName = ToontownBattleGlobals.pieNames[toon.pieType]
        pieType = BattleProps.globalPropPool.getPropType(pieName)
        animPie = Sequence()
        if pieType == 'actor':
            animPie = ActorInterval(pie, pieName, startFrame=48)
        sound = loader.loadSfx('phase_3.5/audio/sfx/AA_pie_throw_only.ogg')
        t = power / 100.0
        dist = 100 - 70 * t
        time = 1 + 0.5 * t
        proj = ProjectileInterval(None,
                                  startPos=Point3(0, 0, 0),
                                  endPos=Point3(0, dist, 0),
                                  duration=time)
        relVel = proj.startVel

        def getVelocity(toon=toon, relVel=relVel):
            return render.getRelativeVector(toon, relVel) * 0.6

        toss = Track(
            (0,
             Sequence(
                 Func(toon.setPosHpr, x, y, z, h, p, r),
                 Func(pie.reparentTo, toon.rightHand),
                 Func(pie.setPosHpr, 0, 0, 0, 0, 0, 0),
                 Parallel(
                     ActorInterval(
                         toon, 'throw', startFrame=48, partName='torso'),
                     animPie), Func(toon.loop, 'neutral'))),
            (16.0 / 24.0, Func(pie.detachNode)))
        fly = Track(
            (14.0 / 24.0, SoundInterval(sound, node=toon)),
            (16.0 / 24.0,
             Sequence(
                 Func(flyPie.reparentTo, render),
                 Func(flyPie.setPosHpr, toon, 0.52, 0.97, 2.24, 0, -45, 0),
                 beginFlyIval,
                 ProjectileInterval(flyPie, startVel=getVelocity, duration=6),
                 Func(flyPie.detachNode))))
        return (toss, fly, flyPie)

    def handlePieHitting(self, colEntry):
        if self.gameIsEnding:
            return
        into = colEntry.getIntoNodePath()
        intoName = into.getName()
        if 'CogThiefPieSphere' in intoName:
            timestamp = globalClockDelta.localToNetworkTime(
                globalClock.getFrameTime(), bits=32)
            parts = intoName.split('-')
            suitNum = int(parts[1])
            pos = self.cogInfo[suitNum]['suit'].suit.getPos()
            if pos in CTGG.CogStartingPositions:
                self.notify.debug('Cog %d hit at starting pos %s, ignoring' %
                                  (suitNum, pos))
            else:
                self.sendUpdate('pieHitSuit', [
                    self.localAvId, timestamp, suitNum, pos[0], pos[1], pos[2]
                ])
                self.makeSuitRespondToPieHit(timestamp, suitNum)

    def pieHitSuit(self, avId, timestamp, suitNum, x, y, z):
        if not self.hasLocalToon:
            return
        if self.gameFSM.getCurrentState().getName() not in ['play']:
            self.notify.warning('ignoring msg: av %s hit by suit' % avId)
            return
        if self.gameIsEnding:
            return
        self.notify.debug('avatar ' + ` avId ` + ' hit by a suit')
        if avId != self.localAvId:
            self.makeSuitRespondToPieHit(timestamp, suitNum)

    def makeSuitRespondToPieHit(self, timestamp, suitNum):
        cog = self.cogInfo[suitNum]['suit']
        cog.respondToPieHit(timestamp)

    def sendCogAtReturnPos(self, cogIndex, barrelIndex):
        timestamp = globalClockDelta.localToNetworkTime(
            globalClock.getFrameTime(), bits=32)
        self.sendUpdate('cogAtReturnPos', [timestamp, cogIndex, barrelIndex])

    def markBarrelStolen(self, timestamp, inResponseToClientStamp,
                         barrelIndex):
        if not self.hasLocalToon:
            return
        if barrelIndex not in self.stolenBarrels:
            self.stolenBarrels.append(barrelIndex)
            barrel = self.barrels[barrelIndex]
            barrel.hide()
        if base.config.GetBool('cog-thief-check-barrels', 1):
            if not base.config.GetBool('cog-thief-endless', 0):
                if len(self.stolenBarrels) == len(self.barrels):
                    localStamp = globalClockDelta.networkToLocalTime(timestamp,
                                                                     bits=32)
                    gameTime = self.local2GameTime(localStamp)
                    self.clockStopTime = gameTime
                    self.notify.debug('clockStopTime = %s' % gameTime)
                    score = int(self.scoreMult * CTGG.calcScore(gameTime) +
                                0.5)
                    self.rewardPanel['text'] = str(score)
                    self.showResults()

    def __gameTimerExpired(self):
        self.notify.debug('game timer expired')
        self.showResults()

    def __startRewardCountdown(self):
        taskMgr.remove(self.REWARD_COUNTDOWN_TASK)
        taskMgr.add(self.__updateRewardCountdown, self.REWARD_COUNTDOWN_TASK)

    def __killRewardCountdown(self):
        taskMgr.remove(self.REWARD_COUNTDOWN_TASK)

    def __updateRewardCountdown(self, task):
        curTime = self.getCurrentGameTime()
        if self.clockStopTime is not None:
            if self.clockStopTime < curTime:
                self.notify.debug('self.clockStopTime < curTime %s %s' %
                                  (self.clockStopTime, curTime))
                self.__killRewardCountdown()
                curTime = self.clockStopTime
        if curTime > CTGG.GameTime:
            curTime = CTGG.GameTime
        score = int(self.scoreMult * CTGG.calcScore(curTime) + 0.5)
        if not hasattr(task, 'curScore'):
            task.curScore = score
        result = Task.cont
        if hasattr(self, 'rewardPanel'):
            self.rewardPanel['text'] = str(score)
            if task.curScore != score:
                if hasattr(self, 'jarIval'):
                    self.jarIval.finish()
                s = self.rewardPanel.getScale()
                self.jarIval = Parallel(Sequence(
                    self.rewardPanel.scaleInterval(0.15,
                                                   s * 3.0 / 4.0,
                                                   blendType='easeOut'),
                    self.rewardPanel.scaleInterval(0.15, s,
                                                   blendType='easeIn')),
                                        SoundInterval(self.sndRewardTick),
                                        name='cogThiefGameRewardJarThrob')
                self.jarIval.start()
            task.curScore = score
        else:
            result = Task.done
        return result

    def startGameWalk(self):
        if self.useOrthoWalk:
            self.gameWalk.start()
        else:
            self.gameWalk.enter()
            self.gameWalk.fsm.request('walking')

    def stopGameWalk(self):
        if self.useOrthoWalk:
            self.gameWalk.stop()
        else:
            self.gameWalk.exit()

    def getCogThief(self, cogIndex):
        return self.cogInfo[cogIndex]['suit']

    def isToonPlayingHitTrack(self, avId):
        if avId in self.toonHitTracks:
            track = self.toonHitTracks[avId]
            if track.isPlaying():
                return True
        return False

    def getNumCogs(self):
        result = base.config.GetInt('cog-thief-num-cogs', 0)
        if not result:
            safezone = self.getSafezoneId()
            result = CTGG.calculateCogs(self.numPlayers, safezone)
        return result

    def getCogSpeed(self):
        result = 6.0
        safezone = self.getSafezoneId()
        result = CTGG.calculateCogSpeed(self.numPlayers, safezone)
        return result

    def showResults(self):
        if not self.gameIsEnding:
            self.gameIsEnding = True
            for barrel in self.barrels:
                barrel.wrtReparentTo(render)

            for key in self.cogInfo:
                thief = self.cogInfo[key]['suit']
                thief.suit.setPos(100, 0, 0)
                thief.suit.hide()

            self.__killRewardCountdown()
            self.stopGameWalk()
            numBarrelsSaved = len(self.barrels) - len(self.stolenBarrels)
            resultStr = ''
            if numBarrelsSaved == len(self.barrels):
                resultStr = TTLocalizer.CogThiefPerfect
            elif numBarrelsSaved > 1:
                resultStr = TTLocalizer.CogThiefBarrelsSaved % {
                    'num': numBarrelsSaved
                }
            elif numBarrelsSaved == 1:
                resultStr = TTLocalizer.CogThiefBarrelSaved % {
                    'num': numBarrelsSaved
                }
            else:
                resultStr = TTLocalizer.CogThiefNoBarrelsSaved
            perfectTextSubnode = hidden.attachNewNode(
                self.__genText(resultStr))
            perfectText = hidden.attachNewNode('perfectText')
            perfectTextSubnode.reparentTo(perfectText)
            frame = self.__textGen.getCardActual()
            offsetY = -abs(frame[2] + frame[3]) / 2.0
            perfectTextSubnode.setPos(0, 0, offsetY)
            perfectText.setColor(1, 0.1, 0.1, 1)

            def fadeFunc(t, text=perfectText):
                text.setColorScale(1, 1, 1, t)

            def destroyText(text=perfectText):
                text.removeNode()

            def safeGameOver(self=self):
                if not self.frameworkFSM.isInternalStateInFlux():
                    self.gameOver()

            textTrack = Sequence(
                Func(perfectText.reparentTo, aspect2d),
                Parallel(
                    LerpScaleInterval(perfectText,
                                      duration=0.5,
                                      scale=0.3,
                                      startScale=0.0),
                    LerpFunctionInterval(fadeFunc,
                                         fromData=0.0,
                                         toData=1.0,
                                         duration=0.5)), Wait(2.0),
                Parallel(
                    LerpScaleInterval(perfectText, duration=0.5, scale=1.0),
                    LerpFunctionInterval(fadeFunc,
                                         fromData=1.0,
                                         toData=0.0,
                                         duration=0.5,
                                         blendType='easeIn')),
                Func(destroyText), WaitInterval(0.5), Func(safeGameOver))
            if numBarrelsSaved == len(self.barrels):
                soundTrack = SoundInterval(self.sndPerfect)
            else:
                soundTrack = Sequence()
            self.resultIval = Parallel(textTrack, soundTrack)
            self.resultIval.start()

    def __genText(self, text):
        self.__textGen.setText(text)
        return self.__textGen.generate()

    def getIntroTrack(self):
        base.camera.setPosHpr(0, -13.66, 13.59, 0, -51.6, 0)
        result = Sequence(
            Wait(2),
            LerpPosHprInterval(base.camera,
                               13,
                               Point3(self.cameraTopView[0],
                                      self.cameraTopView[1],
                                      self.cameraTopView[2]),
                               Point3(self.cameraTopView[3],
                                      self.cameraTopView[4],
                                      self.cameraTopView[5]),
                               blendType='easeIn'))
        return result
コード例 #53
0
ファイル: step6.py プロジェクト: kit-ipe/sensorsEditor
snipstuff.info.append("a collision setup for picking objects with the mouse pointer driscriminating an object from another")
snipstuff.info.append("Move the mouse pointer over the smiley to see it change color and click LMB to see a reaction.\n")
snipstuff.info_show()

base.disableMouse()

#=========================================================================
# Main
"""
To biefly sum up what happen next, we'll make interact an invisible collision ray with two kinds of INTO objects: smileys and frowneys. The FROM ray will generate collision events as soon as touch each INTO object moving the mouse pointer over, routing toward different function handlers depending on the object group the object belongs (smiley or frowney). All of this is efficiently achieved using tags and special collision patterns, using therefore a slightly different setup from what we used to see so far in previous steps.
"""
#=========================================================================

#** Collision events ignition
base.cTrav=CollisionTraverser()
collisionHandler = CollisionHandlerEvent()

#** Setting the ray collider - see step5.py for details
pickerNode=CollisionNode('mouseraycnode')
pickerNP=base.camera.attachNewNode(pickerNode)
pickerRay=CollisionRay()
pickerNode.addSolid(pickerRay)

#** This is new stuff: we set here a so called 'tag' for the ray - its purpose is to make the ray recognizable in a different event pattern matching situation from what we are used to use so far. Just note the first parameter is the main object grouping. See details below setting the patterns.
pickerNode.setTag('rays','ray1')
base.cTrav.addCollider(pickerNP, collisionHandler)

#** This function is used to create all our smileys in the scene - I won't get into the basic commands that should be clear if you passed by the previous steps.
def smileyMachine(n, pos):
  smileyModel = loader.loadModel('smiley')
  smileyModel.setName('Smiley#%d'%n)
コード例 #54
0
    def load(self):
        self.notify.debug('load')
        DistributedMinigame.load(self)
        self.music = base.loadMusic('phase_4/audio/bgm/MG_CogThief.ogg')
        self.initCogInfo()
        for barrelIndex in xrange(CTGG.NumBarrels):
            barrel = loader.loadModel(
                'phase_4/models/minigames/cogthief_game_gagTank')
            barrel.setPos(CTGG.BarrelStartingPositions[barrelIndex])
            barrel.setScale(self.BarrelScale)
            barrel.reparentTo(render)
            barrel.setTag('barrelIndex', str(barrelIndex))
            collSphere = CollisionSphere(0, 0, 0, 4)
            collSphere.setTangible(0)
            name = 'BarrelSphere-%d' % barrelIndex
            collSphereName = self.uniqueName(name)
            collNode = CollisionNode(collSphereName)
            collNode.setFromCollideMask(CTGG.BarrelBitmask)
            collNode.addSolid(collSphere)
            colNp = barrel.attachNewNode(collNode)
            handler = CollisionHandlerEvent()
            handler.setInPattern('barrelHit-%fn')
            base.cTrav.addCollider(colNp, handler)
            self.accept('barrelHit-' + collSphereName, self.handleEnterBarrel)
            nodeToHide = '**/gagMoneyTen'
            if barrelIndex % 2:
                nodeToHide = '**/gagMoneyFive'
            iconToHide = barrel.find(nodeToHide)
            if not iconToHide.isEmpty():
                iconToHide.hide()
            self.barrels.append(barrel)

        self.gameBoard = loader.loadModel(
            'phase_4/models/minigames/cogthief_game')
        self.gameBoard.find('**/floor_TT').hide()
        self.gameBoard.find('**/floor_DD').hide()
        self.gameBoard.find('**/floor_DG').hide()
        self.gameBoard.find('**/floor_MM').hide()
        self.gameBoard.find('**/floor_BR').hide()
        self.gameBoard.find('**/floor_DL').hide()
        zone = self.getSafezoneId()
        if zone == ToontownGlobals.ToontownCentral:
            self.gameBoard.find('**/floor_TT').show()
        elif zone == ToontownGlobals.DonaldsDock:
            self.gameBoard.find('**/floor_DD').show()
        elif zone == ToontownGlobals.DaisyGardens:
            self.gameBoard.find('**/floor_DG').show()
        elif zone == ToontownGlobals.MinniesMelodyland:
            self.gameBoard.find('**/floor_MM').show()
        elif zone == ToontownGlobals.TheBrrrgh:
            self.gameBoard.find('**/floor_BR').show()
        elif zone == ToontownGlobals.DonaldsDreamland:
            self.gameBoard.find('**/floor_DL').show()
        else:
            self.gameBoard.find('**/floor_TT').show()
        self.gameBoard.setPosHpr(0, 0, 0, 0, 0, 0)
        self.gameBoard.setScale(1.0)
        self.toonSDs = {}
        avId = self.localAvId
        toonSD = CogThiefGameToonSD.CogThiefGameToonSD(avId, self)
        self.toonSDs[avId] = toonSD
        toonSD.load()
        self.loadCogs()
        self.toonHitTracks = {}
        self.toonPieTracks = {}
        self.sndOof = base.loadSfx('phase_4/audio/sfx/MG_cannon_hit_dirt.ogg')
        self.sndRewardTick = base.loadSfx(
            'phase_3.5/audio/sfx/tick_counter.ogg')
        self.sndPerfect = base.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
        self.timer = ToontownTimer.ToontownTimer()
        self.timer.posInTopRightCorner()
        self.timer.hide()
        purchaseModels = loader.loadModel('phase_4/models/gui/purchase_gui')
        self.jarImage = purchaseModels.find('**/Jar')
        self.jarImage.reparentTo(hidden)
        self.rewardPanel = DirectLabel(parent=hidden,
                                       relief=None,
                                       pos=(-0.173, 0.0, -0.55),
                                       scale=0.65,
                                       text='',
                                       text_scale=0.2,
                                       text_fg=(0.95, 0.95, 0, 1),
                                       text_pos=(0, -.13),
                                       text_font=ToontownGlobals.getSignFont(),
                                       image=self.jarImage)
        self.rewardPanelTitle = DirectLabel(parent=self.rewardPanel,
                                            relief=None,
                                            pos=(0, 0, 0.06),
                                            scale=0.08,
                                            text=TTLocalizer.CannonGameReward,
                                            text_fg=(0.95, 0.95, 0, 1),
                                            text_shadow=(0, 0, 0, 1))
        return
コード例 #55
0
ファイル: main.py プロジェクト: gomtuu/FreeBLiTZ
    def __init__(self):
        from pandac.PandaModules import CollisionHandlerFloor, CollisionHandlerPusher, CollisionHandlerEvent, CollisionTraverser
        from pandac.PandaModules import DirectionalLight, AmbientLight, VBase4
        ShowBase.__init__(self)

        self.sky = self.loader.loadModel('models/sky-sphere')
        self.sky.reparentTo(self.render)
        self.stage = self.loader.loadModel('models/test-collide')
        self.stage.reparentTo(self.render)
        self.floor = self.stage.findAllMatches('**/=CollideType=floor')
        self.floor.setCollideMask(FLOOR_MASK)
        self.obstacles = self.stage.findAllMatches('**/=CollideType=obstacle')
        if self.obstacles:
            self.obstacles.setCollideMask(OBSTACLE_MASK)
        self.zones = self.stage.findAllMatches('**/=CollideType=zone')
        if self.zones:
            self.zones.setCollideMask(ZONE_MASK)
        self.create_stanchions()

        # Character rig, which allows camera to follow character
        self.char_rig = self.stage.attachNewNode('char_rig')

        self.active_char = Character('mainchar', self.char_rig)

        self.cam.reparentTo(self.char_rig)
        self.cam.setPos(0.5, -3, 1.5)
        self.cam.lookAt(0.5, 0, 1.5)

        self.light = DirectionalLight('dlight')
        self.light.setColor(VBase4(0.3, 0.28, 0.26, 1.0))
        self.lightNP = self.stage.attachNewNode(self.light)
        self.lightNP.setHpr(-75, -45, 0)
        self.stage.setLight(self.lightNP)

        self.amblight = AmbientLight('amblight')
        self.amblight.setColor(VBase4(0.7, 0.68, 0.66, 1.0))
        self.amblightNP = self.stage.attachNewNode(self.amblight)
        self.stage.setLight(self.amblightNP)

        self.accept('w', self.active_char.begin_forward)
        self.accept('a', self.active_char.begin_left)
        self.accept('s', self.active_char.begin_backward)
        self.accept('d', self.active_char.begin_right)
        self.accept('w-up', self.active_char.end_forward)
        self.accept('a-up', self.active_char.end_left)
        self.accept('s-up', self.active_char.end_backward)
        self.accept('d-up', self.active_char.end_right)
        self.taskMgr.add(self.active_char.MoveTask, 'MoveTask')

        self.look = False
        self.prev_pos = None
        self.accept('mouse2', self.begin_look)
        self.accept('mouse2-up', self.end_look)
        self.accept('mouse3', self.active_char.begin_spin)
        self.accept('mouse3-up', self.active_char.end_spin)
        self.taskMgr.add(self.MouseTask, 'MouseTask')

        self.floor_handler = CollisionHandlerFloor()
        self.floor_handler.addCollider(self.active_char.actor_from_floor, self.char_rig)
        self.wall_handler = CollisionHandlerPusher()
        self.wall_handler.addCollider(self.active_char.actor_from_obstacle, self.char_rig)
        self.zone_handler = CollisionHandlerEvent()
        self.zone_handler.addInPattern('%fn-into')
        self.zone_handler.addOutPattern('%fn-out')
        def foo(entry):
            print 'You are in the zone'
        def bar(entry):
            print 'You are not in the zone'
        self.accept('blockchar_zone-into', foo)
        self.accept('blockchar_zone-out', bar)
        self.cTrav = CollisionTraverser('main traverser')
        self.cTrav.setRespectPrevTransform(True)
        self.cTrav.addCollider(self.active_char.actor_from_floor, self.floor_handler)
        self.cTrav.addCollider(self.active_char.actor_from_obstacle, self.wall_handler)
        self.cTrav.addCollider(self.active_char.actor_from_zone, self.zone_handler)
コード例 #56
0
ファイル: prog.py プロジェクト: HepcatNZ/Panda3dGame
from direct.gui.OnscreenText import OnscreenText

import direct.directbase.DirectStart

from panda3d.core import Geom, GeomNode, GeomTriangles, GeomVertexData, GeomVertexFormat, GeomVertexWriter, NodePath, Texture, TextureStage

camYMove = 0
camXMove = 0
camMovingX = False
camMovingY = False
camSpeed = 1

base.disableMouse()

base.cTrav = CollisionTraverser()
cHandler = CollisionHandlerEvent()

pickerNode = CollisionNode("mouseRayNode")
pickerNPos = base.camera.attachNewNode(pickerNode)
pickerRay = CollisionRay()
pickerNode.addSolid(pickerRay)

pickerNode.setTag("rays","ray1")
base.cTrav.addCollider(pickerNPos, cHandler)

countBuilding = 0
buildingName = []
buildingX = []
buildingY = []

コード例 #57
0
class PartyCogActivity(DirectObject):
    __module__ = __name__
    notify = directNotify.newCategory('PartyCogActivity')
    cog = None
    arena = None
    player = None
    players = {}

    def __init__(self, activity, arenaModel = None, texture = None):
        self.activity = activity
        self.root = self.activity.root
        self.toonPieTracks = {}
        self.toonPieEventNames = {}
        self.toonIdsToAnimIntervals = {}
        self.pieIvals = []
        self.resultsIval = None
        self.arenaModel = arenaModel
        self.texture = texture
        return

    def load(self):
        self.arena = loader.loadModel(self.arenaModel)
        self.arena.reparentTo(self.root)
        ground = self.arena.find('**/ground')
        ground.setBin('ground', 1)
        entranceArrows = self.arena.findAllMatches('**/arrowFlat*')
        for arrow in entranceArrows:
            arrow.setBin('ground', 5)

        self.leftEntranceLocator = self.arena.find('**/leftEntrance_locator')
        self.rightEntranceLocator = self.arena.find('**/rightEntrance_locator')
        self.leftExitLocator = self.arena.find('**/leftExit_locator')
        self.rightExitLocator = self.arena.find('**/rightExit_locator')
        self.teamCamPosLocators = (self.arena.find('**/team0CamPos_locator'), self.arena.find('**/team1CamPos_locator'))
        self.teamCamAimLocators = (self.arena.find('**/team0CamAim_locator'), self.arena.find('**/team1CamAim_locator'))
        leftTeamLocator = NodePath('TeamLocator-%d' % PartyGlobals.TeamActivityTeams.LeftTeam)
        leftTeamLocator.reparentTo(self.root)
        leftTeamLocator.setH(90)
        rightTeamLocator = NodePath('TeamLocator-%d' % PartyGlobals.TeamActivityTeams.RightTeam)
        rightTeamLocator.reparentTo(self.root)
        rightTeamLocator.setH(-90)
        self.teamLocators = (leftTeamLocator, rightTeamLocator)
        self._lengthBetweenEntrances = self.leftEntranceLocator.getY() - self.rightExitLocator.getY()
        self._skyCollisionsCollection = self.arena.findAllMatches('**/cogPieArena_sky*_collision')
        if len(self._skyCollisionsCollection) > 0:
            self._skyCollisionParent = self._skyCollisionsCollection[0].getParent()
        else:
            self._skyCollisionParent = self.arena
        self._wallCollisionsCollection = self.arena.findAllMatches('**/cogPieArena_wall*_collision')
        self._arenaFlagGroups = (self.arena.find('**/flagsL_grp'), self.arena.find('**/flagsR_grp'))
        self._initArenaDoors()
        self.cogManager = PartyCogManager()
        self.arrows = []
        self.distanceLabels = []
        self.teamColors = list(PartyGlobals.CogActivityColors) + [PartyGlobals.TeamActivityStatusColor]
        for i in range(3):
            start = self.arena.find('**/cog%d_start_locator' % (i + 1))
            end = self.arena.find('**/cog%d_end_locator' % (i + 1))
            cog = self.cogManager.generateCog(self.arena)
            cog.setEndPoints(start.getPos(), end.getPos())
            arrow1 = StretchingArrow(self.arena, useColor='orange')
            arrow2 = StretchingArrow(self.arena, useColor='blue')
            arrow1.setZ(0.1)
            arrow2.setZ(0.1)
            self.arrows.append([arrow1, arrow2])
            distanceLabel = self.createDistanceLabel(0, self.teamColors[1])
            distanceLabel[0].stash()
            distanceLabel2 = self.createDistanceLabel(0, self.teamColors[0])
            distanceLabel2[0].stash()
            self.distanceLabels.append([distanceLabel, distanceLabel2])

        self.winText = []
        text1 = self.createText(0, Point3(-0.5, 0.0, -0.5), self.teamColors[1])
        text2 = self.createText(1, Point3(0.5, 0.0, -0.5), self.teamColors[0])
        self.winText.append(text1)
        self.winText.append(text2)
        self.winStatus = self.createText(2, Point3(0.0, 0.0, -0.8), self.teamColors[0])
        signLocator = self.arena.find('**/eventSign_locator')
        self.activity.sign.setPos(signLocator.getPos(self.root))
        if self.texture:
            textureAlpha = self.texture[:-4] + '_a.rgb'
            reskinTexture = loader.loadTexture(self.texture, textureAlpha)
            self.arena.find('**/center_grp').setTexture(reskinTexture, 100)
            self.arena.find('**/leftSide_grp').setTexture(reskinTexture, 100)
            self.arena.find('**/rightSide_grp').setTexture(reskinTexture, 100)
        self.enable()

    def _initArenaDoors(self):
        self._arenaDoors = (self.arena.find('**/doorL'), self.arena.find('**/doorR'))
        arenaDoorLocators = (self.arena.find('**/doorL_locator'), self.arena.find('**/doorR_locator'))
        for i in range(len(arenaDoorLocators)):
            arenaDoorLocators[i].wrtReparentTo(self._arenaDoors[i])

        self._arenaDoorTimers = (self.createDoorTimer(PartyGlobals.TeamActivityTeams.LeftTeam), self.createDoorTimer(PartyGlobals.TeamActivityTeams.RightTeam))
        self._arenaDoorIvals = [None, None]
        self._doorStartPos = []
        for i in range(len(self._arenaDoors)):
            door = self._arenaDoors[i]
            timer = self._arenaDoorTimers[i]
            timer.reparentTo(arenaDoorLocators[i])
            timer.hide()
            self._doorStartPos.append(door.getPos())
            door.setPos(door, 0, 0, -7.0)

        return

    def _destroyArenaDoors(self):
        for ival in self._arenaDoorIvals:
            ival.finish()

        self._arenaDoorIvals = None
        self._arenaDoors = None
        for timer in self._arenaDoorTimers:
            timer.stop()
            timer.removeNode()

        self._arenaDoorTimers = None
        return

    def createDoorTimer(self, team):
        timer = ToontownTimer(useImage=False, highlightNearEnd=False)
        timer['text_font'] = ToontownGlobals.getMinnieFont()
        timer.setFontColor(PartyGlobals.CogActivityColors[team])
        timer.setScale(7.0)
        timer.setPos(0.2, -0.03, 0.0)
        return timer

    def createText(self, number, position, color):
        text = TextNode('winText%d' % number)
        text.setAlign(TextNode.ACenter)
        text.setTextColor(color)
        text.setFont(ToontownGlobals.getSignFont())
        text.setText('')
        noteText = aspect2d.attachNewNode(text)
        noteText.setScale(0.2)
        noteText.setPos(position)
        noteText.stash()
        return (text, noteText)

    def createDistanceLabel(self, number, color):
        text = TextNode('distanceText-%d' % number)
        text.setAlign(TextNode.ACenter)
        text.setTextColor(color)
        text.setFont(ToontownGlobals.getSignFont())
        text.setText('10 ft')
        node = self.root.attachNewNode(text)
        node.setBillboardPointEye()
        node.setScale(2.5)
        node.setZ(5.0)
        return (node, text)

    def unload(self):
        self.disable()
        self._cleanupResultsIval()
        if self.winText is not None:
            for pair in self.winText:
                pair[1].reparentTo(hidden)
                pair[1].removeNode()

            self.winText = None
        if self.winStatus is not None:
            self.winStatus[1].reparentTo(hidden)
            self.winStatus[1].removeNode()
            self.winStatus = None
        if self.cogManager is not None:
            self.cogManager.unload()
            self.cogManager = None
        if self.arrows is not None:
            for pair in self.arrows:
                for arrow in pair:
                    arrow.destroy()
                    arrow = None

                pair = None

            self.arrows = None
        if self.distanceLabels is not None:
            for pair in self.distanceLabels:
                for node, text in pair:
                    node.removeNode()

                pair = None

        self.distanceLabels = None
        if len(self.players):
            for player in self.players.values():
                player.disable()
                player.destroy()

        self.players.clear()
        self.player = None
        if self.arena is not None:
            self.leftEntranceLocator = None
            self.rightEntranceLocator = None
            self.leftExitLocator = None
            self.rightExitLocator = None
            self._skyCollisions = None
            self._skyCollisionParent = None
            self._arenaFlagGroups = None
            self._destroyArenaDoors()
            self.arena.removeNode()
            self.arena = None
        for ival in self.toonPieTracks.values():
            if ival is not None and ival.isPlaying():
                try:
                    ival.finish()
                except Exception as theException:
                    self.notify.warning('Ival could not finish:\n %s \nException %s ' % (str(ival), str(theException)))

        self.toonPieTracks = {}
        for ival in self.pieIvals:
            if ival is not None and ival.isPlaying():
                try:
                    ival.finish()
                except Exception as theException:
                    self.notify.warning('Ival could not finish:\n %s \nException %s ' % (str(ival), str(theException)))

        self.pieIvals = []
        self.toonIdsToAnimIntervals = {}
        for eventName in self.toonPieEventNames.values():
            self.ignore(eventName)

        self.toonPieEventNames = {}
        return

    def enable(self):
        self.enableEnterGateCollision()

    def disable(self):
        self.disableEnterGateCollision()
        self.ignoreAll()

    def hideTeamFlags(self, team):
        self._arenaFlagGroups[team].stash()

    def showTeamFlags(self, team):
        self._arenaFlagGroups[team].unstash()

    def _playArenaDoorIval(self, team, opening = True):
        ival = self._arenaDoorIvals[team]
        if ival is not None and ival.isPlaying():
            ival.pause()
        if not opening:
            pos = self._doorStartPos[team]
        else:
            pos = (self._doorStartPos[team] + Point3(0, 0, -7.0),)
        ival = self._arenaDoors[team].posInterval(0.75, pos, blendType='easeIn')
        self._arenaDoorIvals[team] = ival
        ival.start()
        return

    def openArenaDoorForTeam(self, team):
        self._playArenaDoorIval(team, opening=True)

    def closeArenaDoorForTeam(self, team):
        self._playArenaDoorIval(team, opening=False)

    def openArenaDoors(self):
        self.enableEnterGateCollision()
        for i in range(len(self._arenaDoors)):
            self.openArenaDoorForTeam(i)

    def closeArenaDoors(self):
        self.disableEnterGateCollision()
        for i in range(len(self._arenaDoors)):
            self.closeArenaDoorForTeam(i)

    def showArenaDoorTimers(self, duration):
        for timer in self._arenaDoorTimers:
            timer.setTime(duration)
            timer.countdown(duration)
            timer.show()

    def hideArenaDoorTimers(self):
        for timer in self._arenaDoorTimers:
            timer.hide()

    def enableEnterGateCollision(self):
        self.acceptOnce('entercogPieArena_entranceLeft_collision', self.handleEnterLeftEntranceTrigger)
        self.acceptOnce('entercogPieArena_entranceRight_collision', self.handleEnterRightEntranceTrigger)

    def disableEnterGateCollision(self):
        self.ignore('entercogPieArena_entranceLeft_collision')
        self.ignore('entercogPieArena_entranceRight_collision')

    def enableWallCollisions(self):
        self._wallCollisionsCollection.unstash()

    def disableWallCollisions(self):
        self._wallCollisionsCollection.stash()

    def enableSkyCollisions(self):
        self._skyCollisionsCollection.unstash()

    def disableSkyCollisions(self):
        self._skyCollisionsCollection.stash()

    def handleEnterLeftEntranceTrigger(self, collEntry):
        self.activity.d_toonJoinRequest(PartyGlobals.TeamActivityTeams.LeftTeam)

    def handleEnterRightEntranceTrigger(self, collEntry):
        self.activity.d_toonJoinRequest(PartyGlobals.TeamActivityTeams.RightTeam)

    def checkOrthoDriveCollision(self, oldPos, newPos):
        x = bound(newPos[0], -16.8, 16.8)
        y = bound(newPos[1], -17.25, -24.1)
        newPos.setX(x)
        newPos.setY(y)
        return newPos

    def getPlayerStartPos(self, team, spot):
        if team == PartyGlobals.TeamActivityTeams.LeftTeam:
            node = self.leftExitLocator
        else:
            node = self.rightExitLocator
        d = self._lengthBetweenEntrances / (self.activity.getMaxPlayersPerTeam() + 1)
        yOffset = node.getY(self.root) + d * (spot + 1)
        pos = node.getPos(self.root)
        pos.setY(yOffset)
        return pos

    def handleToonJoined(self, toon, team, lateEntry = False):
        pos = self.getPlayerStartPos(team, self.activity.getIndex(toon.doId, team))
        if toon == base.localAvatar:
            player = PartyCogActivityLocalPlayer(self.activity, pos, team, self.handleToonExited)
            player.entersActivity()
            self.player = player
            self.disableSkyCollisions()
            self.playPlayerEnterIval()
        else:
            player = PartyCogActivityPlayer(self.activity, toon, pos, team)
            player.entersActivity()
            if lateEntry:
                player.updateToonPosition()
        self.players[toon.doId] = player

    def handleToonSwitchedTeams(self, toon):
        toonId = toon.doId
        player = self.players.get(toonId)
        if player is None:
            self.notify.warning('handleToonSwitchedTeams: toonId %s not found' % toonId)
            return
        team = self.activity.getTeam(toonId)
        spot = self.activity.getIndex(toonId, team)
        pos = self.getPlayerStartPos(team, spot)
        self.finishToonIval(toonId)
        player.setTeam(team)
        player.setToonStartPosition(pos)
        player.updateToonPosition()
        return

    def handleToonShifted(self, toon):
        toonId = toon.doId
        if self.players.has_key(toonId):
            player = self.players[toonId]
            spot = self.activity.getIndex(toonId, player.team)
            pos = self.getPlayerStartPos(player.team, spot)
            player.setToonStartPosition(pos)
            if self.player is not None and toon == self.player.toon:
                self.playToonIval(base.localAvatar.doId, self.player.getRunToStartPositionIval())
        return

    def handleToonDisabled(self, toonId):
        self.finishToonIval(toonId)
        self.finishPieIvals(toonId)
        player = self.players.get(toonId)
        if player is not None:
            player.disable()
            if player == self.player:
                self.player = None
            del self.players[toonId]
        return

    def finishPieIvals(self, toonId):
        for ival in self.pieIvals:
            if ival.isPlaying():
                if ival.getName().find(str(toonId)) != -1:
                    ival.finish()

    def playPlayerEnterIval(self):

        def conditionallyShowSwitchButton(self = self, enable = True):
            if enable and self.activity.activityFSM.state in ['WaitForEnough', 'WaitToStart']:
                self.activity.teamActivityGui.enableSwitchButton()
            else:
                self.activity.teamActivityGui.disableSwitchButton()

        ival = Sequence(Func(self.disableWallCollisions), Func(conditionallyShowSwitchButton, self, False), self.player.getRunToStartPositionIval(), Func(conditionallyShowSwitchButton, self, True), Func(self.enableWallCollisions))
        self.playToonIval(base.localAvatar.doId, ival)

    def finishToonIval(self, toonId):
        if self.toonIdsToAnimIntervals.get(toonId) is not None and self.toonIdsToAnimIntervals[toonId].isPlaying():
            self.toonIdsToAnimIntervals[toonId].finish()
        return

    def playToonIval(self, toonId, ival):
        self.finishToonIval(toonId)
        self.toonIdsToAnimIntervals[toonId] = ival
        ival.start()

    def startActivity(self, timestamp):
        self.pieHandler = CollisionHandlerEvent()
        self.pieHandler.setInPattern('pieHit-%fn')
        if self.player is not None:
            self.player.resetScore()
            self.hideTeamFlags(self.player.team)
        for player in self.players.values():
            self.finishToonIval(player.toon.doId)
            player.enable()

        for cog in self.cogManager.cogs:
            cog.request('Active', timestamp)

        for ival in self.pieIvals:
            if ival.isPlaying():
                ival.finish()

        self.pieIvals = []
        return

    def stopActivity(self):
        for player in self.players.values():
            player.disable()

        for eventName in self.toonPieEventNames.values():
            self.ignore(eventName)

        self.toonPieEventNames.clear()
        for cog in self.cogManager.cogs:
            cog.request('Static')

    def handleToonExited(self, toon):
        self.finishToonIval(toon.doId)
        player = self.players[toon.doId]
        player.disable()
        player.exitsActivity()
        player.destroy()
        if player == self.player:
            self.showTeamFlags(self.activity.getTeam(toon.doId))
            self.player = None
            self.enableEnterGateCollision()
            self.enableSkyCollisions()
        del self.players[toon.doId]
        return

    def pieThrow(self, avId, timestamp, heading, pos, power):
        toon = self.activity.getAvatar(avId)
        if toon is None:
            return
        tossTrack, pieTrack, flyPie = self.getTossPieInterval(toon, pos[0], pos[1], pos[2], heading, 0, 0, power)
        if avId == base.localAvatar.doId:
            flyPie.setTag('throwerId', str(avId))
            collSphere = CollisionSphere(0, 0, 0, 0.5)
            collSphere.setTangible(0)
            name = 'PieSphere-%d' % avId
            collSphereName = self.activity.uniqueName(name)
            collNode = CollisionNode(collSphereName)
            collNode.setFromCollideMask(ToontownGlobals.PieBitmask)
            collNode.addSolid(collSphere)
            collNP = flyPie.attachNewNode(collNode)
            base.cTrav.addCollider(collNP, self.pieHandler)
            self.toonPieEventNames[collNP] = 'pieHit-' + collSphereName
            self.accept(self.toonPieEventNames[collNP], self.handlePieCollision)
        else:
            player = self.players.get(avId)
            if player is not None:
                player.faceForward()

        def matchRunningAnim(toon = toon):
            toon.playingAnim = None
            toon.setSpeed(toon.forwardSpeed, toon.rotateSpeed)
            return

        newTossTrack = Sequence(tossTrack, Func(matchRunningAnim))
        pieTrack = Parallel(newTossTrack, pieTrack, name='PartyCogActivity.pieTrack-%d-%s' % (avId, timestamp))
        elapsedTime = globalClockDelta.localElapsedTime(timestamp)
        if elapsedTime < 16.0 / 24.0:
            elapsedTime = 16.0 / 24.0
        pieTrack.start(elapsedTime)
        self.pieIvals.append(pieTrack)
        self.toonPieTracks[avId] = pieTrack
        return

    def getTossPieInterval(self, toon, x, y, z, h, p, r, power, beginFlyIval = Sequence()):
        from toontown.toonbase import ToontownBattleGlobals
        from toontown.battle import BattleProps
        pie = toon.getPieModel()
        pie.setScale(0.5)
        flyPie = pie.copyTo(NodePath('a'))
        pieName = ToontownBattleGlobals.pieNames[toon.pieType]
        pieType = BattleProps.globalPropPool.getPropType(pieName)
        animPie = Sequence()
        if pieType == 'actor':
            animPie = ActorInterval(pie, pieName, startFrame=48)
        sound = loader.loadSfx('phase_3.5/audio/sfx/AA_pie_throw_only.mp3')
        t = power / 100.0
        dist = lerp(PartyGlobals.CogActivityPieMinDist, PartyGlobals.CogActivityPieMaxDist, t)
        time = lerp(1.0, 1.5, t)
        proj = ProjectileInterval(None, startPos=Point3(0, 0, 0), endPos=Point3(0, dist, 0), duration=time)
        relVel = proj.startVel

        def getVelocity(toon = toon, relVel = relVel):
            return render.getRelativeVector(toon, relVel) * 0.6

        def __safeSetAnimState(toon = toon, state = 'Happy'):
            if toon and hasattr(toon, 'animFSM'):
                toon.setAnimState('Happy')
            else:
                self.notify.warning('The toon is being destroyed. No attribute animState.')

        toss = Track((0, Sequence(Func(toon.setPosHpr, x, y, z, h, p, r), Func(pie.reparentTo, toon.rightHand), Func(pie.setPosHpr, 0, 0, 0, 0, 0, 0), animPie, Parallel(ActorInterval(toon, 'throw', startFrame=48, playRate=1.5, partName='torso'), animPie), Func(__safeSetAnimState, toon, 'Happy'))), (16.0 / 24.0, Func(pie.detachNode)))
        fly = Track((14.0 / 24.0, SoundInterval(sound, node=toon, cutOff=PartyGlobals.PARTY_COG_CUTOFF)), (16.0 / 24.0, Sequence(Func(flyPie.reparentTo, render), Func(flyPie.setPosHpr, toon, 0.52, 0.97, 2.24, 0, -45, 0), beginFlyIval, ProjectileInterval(flyPie, startVel=getVelocity, duration=6), Func(flyPie.detachNode))))
        return (toss, fly, flyPie)

    def handlePieCollision(self, colEntry):
        if not self.activity.isState('Active') or self.player is None:
            return
        handled = False
        into = colEntry.getIntoNodePath()
        intoName = into.getName()
        timestamp = globalClockDelta.localToNetworkTime(globalClock.getFrameTime(), bits=32)
        if 'PartyCog' in intoName:
            if self.toonPieTracks.get(base.localAvatar.doId) is not None:
                self.toonPieTracks[base.localAvatar.doId].finish()
                self.toonPieTracks[base.localAvatar.doId] = None
            parts = intoName.split('-')
            cogID = int(parts[1])
            point = colEntry.getSurfacePoint(self.cogManager.cogs[cogID].root)
            cog = self.cogManager.cogs[cogID]
            if point.getZ() > cog.getHeadLocation():
                hitHead = not parts[2].startswith('Arm')
                if self.activity.getTeam(base.localAvatar.doId) == PartyGlobals.TeamActivityTeams.LeftTeam:
                    direction = -1.0
                else:
                    direction = 1.0
                self.activity.b_pieHitsCog(timestamp, cogID, point, direction, hitHead)
                if hitHead:
                    hitPoints = self.player.hitHead()
                else:
                    hitPoints = self.player.hitBody()
                self.player.updateScore()
                if hitPoints > 0:
                    cog.showHitScore(hitPoints)
                handled = True
            elif 'distAvatarCollNode' in intoName:
                parts = intoName.split('-')
                hitToonId = int(parts[1])
                toon = base.cr.doId2do.get(hitToonId)
                if toon is not None and self.activity.getTeam(hitToonId) != self.player.team:
                    point = colEntry.getSurfacePoint(toon)
                    self.activity.b_pieHitsToon(hitToonId, timestamp, point)
                    handled = True
            if handled:
                eventName = self.toonPieEventNames.get(colEntry.getFromNodePath())
                eventName is not None and self.ignore(eventName)
                del self.toonPieEventNames[colEntry.getFromNodePath()]
        return

    def pieHitsCog(self, timestamp, cogNum, pos, direction, part):
        cog = self.cogManager.cogs[cogNum]
        cog.respondToPieHit(timestamp, pos, part, direction)

    def pieHitsToon(self, toonId, timestamp, pos):
        player = self.players.get(toonId)
        if player is not None:
            player.respondToPieHit(timestamp, pos)
        return

    def setCogDistances(self, distances):
        self.cogManager.updateDistances(distances)

    def showCogs(self):
        for cog in self.cogManager.cogs:
            cog.request('Static')

    def hideCogs(self):
        for cog in self.cogManager.cogs:
            cog.request('Down')

    def showResults(self, resultsText, winner, totals):
        if self.player is None:
            return
        base.localAvatar.showName()
        self.resultsIval = Sequence(Wait(0.1), Func(self.activity.setStatus, TTLocalizer.PartyCogTimeUp), Func(self.activity.showStatus), Wait(2.0), Func(self.activity.hideStatus), Wait(0.5), Func(self.player.lookAtArena), Func(self.showTeamFlags, self.activity.getTeam(base.localAvatar.doId)), Wait(1.0), Func(self.showArrow, 0), Wait(1.3), Func(self.showArrow, 1), Wait(1.3), Func(self.showArrow, 2), Wait(1.3), Func(self.showTotals, totals), Wait(1.0), Func(self.showWinner, resultsText, winner), Func(self._cleanupResultsIval), name='PartyCog-conclusionSequence')
        self.accept('DistributedPartyActivity-showJellybeanReward', self._cleanupResultsIval)
        self.resultsIval.start()
        return

    def _cleanupResultsIval(self):
        if self.resultsIval:
            if self.resultsIval.isPlaying():
                self.resultsIval.pause()
            self.resultsIval = None
        self.ignore('DistributedPartyActivity-showJellybeanReward')
        return

    def showTotals(self, totals):
        newtotals = (totals[1] - totals[0] + PartyGlobals.CogActivityArenaLength / 2.0 * 3, totals[0] - totals[1] + PartyGlobals.CogActivityArenaLength / 2.0 * 3)
        self.winText[0][0].setText(TTLocalizer.PartyCogDistance % newtotals[0])
        self.winText[1][0].setText(TTLocalizer.PartyCogDistance % newtotals[1])
        for textPair in self.winText:
            textPair[1].unstash()

    def hideTotals(self):
        for textPair in self.winText:
            textPair[0].setText('')
            textPair[1].stash()

    def showWinner(self, text, winner):
        self.winStatus[0].setText(text)
        self.winStatus[0].setTextColor(self.teamColors[winner])
        self.winStatus[1].unstash()

    def hideWinner(self):
        self.winStatus[0].setText('')
        self.winStatus[1].stash()

    def showArrow(self, arrowNum):
        arrows = self.arrows[arrowNum]
        cog = self.cogManager.cogs[arrowNum]
        points = [self.arena.find('**/cog%d_start_locator' % (arrowNum + 1)), self.arena.find('**/cog%d_end_locator' % (arrowNum + 1))]
        Y = cog.root.getY()
        for point in points:
            point.setY(Y)

        for i in range(len(arrows)):
            arrow = arrows[i]
            arrow.draw(points[i].getPos(), cog.root.getPos(), animate=False)
            arrow.unstash()

        i = -1
        length = PartyGlobals.CogActivityArenaLength
        for node, text in self.distanceLabels[arrowNum]:
            current = bound(i, 0, 1)
            node.setPos(cog.root.getPos(self.root) + Point3(i * 4, 2, 4))
            dist = PartyCogUtils.getCogDistanceUnitsFromCenter(cog.currentT)
            dist = abs(dist - i * length / 2)
            if dist > length - dist:
                node.setScale(2.8)
            else:
                node.setScale(2.2)
            text.setText(TTLocalizer.PartyCogDistance % dist)
            if dist > 0:
                node.unstash()
            else:
                arrows[current].stash()
            i += 2

    def hideArrows(self):
        for pair in self.arrows:
            for arrow in pair:
                arrow.stash()

        for pair in self.distanceLabels:
            for node, text in pair:
                node.stash()

    def hideResults(self):
        self.hideArrows()
        self.hideTotals()
        self.hideWinner()