def __init__(self, cr): DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.fsm = ClassicFSM('DistributedPieTurret', [ State('off', self.enterOff, self.exitOff), State('scan', self.enterScan, self.exitScan), State('shoot', self.enterShoot, self.exitShoot) ], 'off', 'off') self.fsm.enterInitialState() self.reloadTime = 0.25 self.cannon = None self.track = None self.owner = None self.gag = None self.readyGag = None self.hitGag = None self.explosion = None self.wallCollNode = None self.eventCollNode = None self.event = None self.suit = None self.eventId = None self.entities = [] self.upgradeID = None self.deathEvent = None
def __init__(self, cr): DistributedAvatar.__init__(self, cr) self.activities = {ACT_NONE: IdleActivity(self), ACT_IDLE: IdleActivity(self), ACT_VP_THROW: ThrowActivity(self), ACT_VP_STUN: Stun(self), ACT_VP_DAMAGE_REACT: DamageReact(self), ACT_DIE: Die(self), ACT_RANGE_ATTACK2: Jump(self)} self.frontDoorIval = None self.rearDoorIval = None self.throwGearsSnd = None self.treads = None self.addSound("stun", self.StunSoundPath) self.addSound("raise", self.RaiseSoundPath) self.addSound("jumpStart", self.JumpStartSoundPath) self.addSound("jumpEnd", self.JumpEndSoundPath) self.addSound("chirp", self.ChirpSoundPath) self.addSound("statement", self.StatementSoundPath) self.addSound("question", self.QuestionSoundPath) self.addSound("grunt", self.GruntSoundPath) self.chatSoundTable[CHAT_SHORT] = "statement" self.chatSoundTable[CHAT_MEDIUM] = "statement" self.chatSoundTable[CHAT_LONG] = "statement" self.chatSoundTable[CHAT_EXCLAIM] = "statement" self.chatSoundTable[CHAT_QUESTION] = "question" self.chatSoundTable[CHAT_HOWL] = "statement"
def __init__(self, cr): DistributedAvatar.__init__(self, cr) Goon.__init__(self) self.moveTrack = None self.pathVisRoot = render.attachNewNode('pathVisRoot') self._watchTarget = None
def __init__(self, cr): DistributedAvatar.__init__(self, cr) self.owner = None self.movementFSM = ClassicFSM('Pet', [ State('off', self.enterOff, self.exitOff), State('forward', self.enterMoveForward, self.exitMoveForward), State('backward', self.enterMoveBackward, self.exitMoveBackward), State('left', self.enterTurnLeft, self.exitTurnLeft), State('right', self.enterTurnRight, self.exitTurnRight) ], 'off', 'off')
def __init__(self, cr): Suit.__init__(self) DistributedAvatar.__init__(self, cr) self.anim = None self.dept = None self.variant = None self.suitPlan = None self.level = None self.moveIval = None self.hpFlash = None self.chaseTarget = 0
def __init__(self, cr): try: self.DistributedToon_initialized return except: self.DistributedToon_initialized = 1 Toon.Toon.__init__(self, cr) DistributedAvatar.__init__(self, cr) self.lookMode = self.LMOff self.cageBone = None self.lookTask = None self.anim = "" return
def __init__(self, cr): try: self.DistributedToon_initialized return except: self.DistributedToon_initialized = 1 Toon.Toon.__init__(self, cr) DistributedAvatar.__init__(self, cr) DistributedSmoothNode.__init__(self, cr) self.token = -1 self.ghost = 0 self.puInventory = [] self.equippedPU = -1 self.backpack = Backpack(self) self.animState2animId = {} self.battleMeter = None for index in range(len(self.animFSM.getStates())): self.animState2animId[self.animFSM.getStates() [index].getName()] = index self.animId2animState = { v: k for k, v in self.animState2animId.items() } self.headMeter = None self.firstTimeChangingHP = True self.quests = "" self.tier = None self.questHistory = None self.busy = 1 self.friends = None self.tutDone = 0 self.hoodsDiscovered = [] self.teleportAccess = [] self.lastHood = 0 self.defaultShard = 0 self.dmgFadeIval = None self.tunnelTrack = None self.numGagSlots = 0 self.trackExperience = dict(GagGlobals.DefaultTrackExperiences) self.takeDmgSfx = base.audio3d.loadSfx( "phase_5/audio/sfx/tt_s_ara_cfg_toonHit.ogg") base.audio3d.attachSoundToObject(self.takeDmgSfx, self) return
def __init__(self, cr): try: self.DistributedToon_initialized return except: self.DistributedToon_initialized = 1 Toon.Toon.__init__(self, cr) DistributedAvatar.__init__(self, cr) self.lookMode = self.LMOff self.cageBone = None self.lookTask = None self.anim = "" self.headMeter = None self.firstTimeChangingHP = True self.addSound('oof', 'phase_5/audio/sfx/tt_s_ara_cfg_toonHit.ogg') return
def __init__(self, cr): DistributedAvatar.__init__(self, cr) self.fsm = ClassicFSM('DDisneyChar', [ State('off', self.enterOff, self.exitOff), State('walking', self.enterWalking, self.exitWalking), State('neutral', self.enterNeutral, self.exitNeutral) ], 'off', 'off') self.fsm.enterInitialState() self.neutralFSM = ClassicFSM('DDisneyChar-neutral', [ State('off', self.enterOff, self.exitOff), State('turn2target', self.enterTurn2Target, self.exitTurn2Target), State('talk2target', self.enterTalk2Target, self.exitTalk2Target) ], 'off', 'off') self.neutralFSM.enterInitialState() self.charId = 0 self.geoEyes = 0 self.avatarType = CIGlobals.CChar self.headNode = None self.isInRange = False self.currentPointLetter = "a" self.walkIval = None self.currentChat = "" self.talkEnabled = True self.speechSound = None self.chatsSinceLastNoise = 0 self.chatsWithoutNoise = 5 self.eyes = None self.lpupil = None self.rpupil = None self.eyesOpen = None self.eyesClosed = None self.santaHat = None
def __init__(self, cr): DistributedAvatar.__init__(self, cr) self.eyeNode = None self.hatNode = None self.hatType = self.HatType_Security self.activities = { ACT_WAKE_ANGRY: Goon_WakeAngry(self), ACT_RANGE_ATTACK1: Goon_FireLaser(self) } self.eyeColor = Vec3(0) self.idealEyeColor = Vec3(0) # Do some mixing on the idle animation self.moveAnimProperties['idle'] = { 'method': 'pingpong', 'args': { 'fromFrame': 94, 'toFrame': 96 } } self.standWalkRunReverse = [('idle', 'walk', 0.0, 5.0, 1.0, 1.0)]