def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName=None): data = Globals.SuitData[cogdoSuitType] MazeSuit.__init__( self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName) FSM.__init__(self, 'CogdoMazeSuit') CogdoMazeSplattable.__init__( self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5) if data.has_key('scale'): self.suit.setScale(data['scale']) self.hp = data['hp'] self.type = cogdoSuitType self.memos = data['memos'] self.deathSuit = self.suit.getLoseActor() self.deathSuit.pose('lose', 0) BattleParticles.loadParticles() self._initSfx()
def destroy(self): if self.equippedGag: self.removeGag() del self._toonHitSfx del self._throwSfx CogdoMazeSplattable.destroy(self)
def __init__(self, serialNum, maze, randomNumGen, difficulty, startTile, cogdoSuitType, walkAnimName = None): data = Globals.SuitData[cogdoSuitType] MazeSuit.__init__(self, serialNum, maze, randomNumGen, data['cellWalkPeriod'], difficulty, data['dnaName'], startTile=startTile, walkSameDirectionProb=Globals.SuitWalkSameDirectionProb, walkTurnAroundProb=Globals.SuitWalkTurnAroundProb, uniqueRandomNumGen=False, walkAnimName=walkAnimName) FSM.__init__(self, 'CogdoMazeSuit') CogdoMazeSplattable.__init__(self, self.suit, '%s-%i' % (Globals.SuitCollisionName, self.serialNum), 1.5) if data.has_key('scale'): self.suit.setScale(data['scale']) self.hp = data['hp'] self.type = cogdoSuitType self.memos = data['memos'] self.deathSuit = self.suit.getLoseActor() self.deathSuit.pose('lose', 0) BattleParticles.loadParticles() self._initSfx()
def __init__(self, id, toon): FSM.__init__(self, 'CogdoMazePlayer') CogdoMazeSplattable.__init__(self, toon, '%s-%i' % (Globals.PlayerCollisionName, id), 0.5) self.id = id self.toon = toon self.defaultTransitions = {'Off': ['Ready'], 'Ready': ['Normal', 'Off'], 'Normal': ['Hit', 'Done', 'Off'], 'Hit': ['Normal', 'Done', 'Off'], 'Done': ['Off']} self.toon.reparentTo(render) self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self.equippedGag = None self._toonHitSfx = base.cogdoGameAudioMgr.createSfx('toonHit', self.toon) self._throwSfx = base.cogdoGameAudioMgr.createSfxIval('throw') self.accept(toon.getDisableEvent(), self.removed) self.request('Off')
def __init__(self, id, toon): FSM.__init__(self, 'CogdoMazePlayer') CogdoMazeSplattable.__init__(self, toon, '%s-%i' % (Globals.PlayerCollisionName, id), 0.5) self.id = id self.toon = toon self.defaultTransitions = {'Off': ['Ready'], 'Ready': ['Normal', 'Off'], 'Normal': ['Hit', 'Done', 'Off'], 'Hit': ['Normal', 'Done', 'Off'], 'Done': ['Off']} self.toon.reparentTo(render) self.gagModel = CogdoUtil.loadMazeModel('waterBalloon') self.equippedGag = None self._toonHitSfx = base.cogdoGameAudioMgr.createSfx('toonHit', self.toon) self._throwSfx = base.cogdoGameAudioMgr.createSfxIval('throw') self.accept(toon.getDisableEvent(), self.removed) self.request('Off') return
def __init__(self, id, toon): FSM.__init__(self, "CogdoMazePlayer") CogdoMazeSplattable.__init__(self, toon, "%s-%i" % (Globals.PlayerCollisionName, id), 0.5) self.id = id self.toon = toon self.defaultTransitions = { "Off": ["Ready"], "Ready": ["Normal", "Off"], "Normal": ["Hit", "Done", "Off"], "Hit": ["Normal", "Done", "Off"], "Done": ["Off"], } self.toon.reparentTo(render) self.gagModel = CogdoUtil.loadMazeModel("waterBalloon") self.equippedGag = None self._toonHitSfx = base.cogdoGameAudioMgr.createSfx("toonHit", self.toon) self._throwSfx = base.cogdoGameAudioMgr.createSfxIval("throw") self.accept(toon.getDisableEvent(), self.removed) self.request("Off") return
def destroy(self): BattleParticles.unloadParticles() self.ignoreAll() self._destroySfx() CogdoMazeSplattable.destroy(self) MazeSuit.destroy(self)