def setup_redzone(self, player): # active player play_zones = self.play_zones.values() attack_zone = self.play_zones[player] play_zones.remove(attack_zone) block_zone = play_zones[0] self.red_zone = CombatZone(attack_zone, block_zone) self.board.render_redzone = True self.red_zone.setup_attack_zone() self.red_zone.setup_block_zone()
class ZoneAnimator(object): def __init__(self, window): self.status_zones = {} self.play_zones = {} self.tracker = {} self.window = window self.sparks = SparkFXManager() self.player_status = {} self.selected_cards = [] self.red_zone = None def setup(self, main_status, other_status, stack, main_play, other_play, board): for playerstatus, playzone in zip([main_status, other_status], [main_play, other_play]): for status in ["library", "hand", "graveyard", "exile"]: self.status_zones[getattr( playerstatus.player, status)] = (playerstatus, playerstatus.symbols[status]) self.play_zones[playerstatus.player] = playzone self.player_status[playerstatus.player] = playerstatus self.player = main_status.player self.stack = stack self.board = board self.register() def register(self): dispatcher.connect(self.new_turn, signal=GameEvent.NewTurnEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.enter_zone, signal=GameEvent.CardEnteredZone(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.leave_zone, signal=GameEvent.CardLeftZone(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.enter_stack, signal=GameEvent.AbilityAnnounced(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.leave_stack, signal=GameEvent.AbilityRemovedFromStack(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.controller_changed, signal=GameEvent.ControllerChanged(), priority=dispatcher.UI_PRIORITY) #dispatcher.connect(self.setup_redzone, signal=GameEvent.AttackStepEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.select_attacker, signal=GameEvent.AttackerSelectedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.reset_attackers, signal=GameEvent.AttackersResetEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.declare_attackers, signal=GameEvent.DeclareAttackersEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.select_blocker, signal=GameEvent.BlockerSelectedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.reset_blockers, signal=GameEvent.BlockersResetEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.reorder_blockers, signal=GameEvent.BlockersReorderedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.end_combat, signal=GameEvent.EndCombatEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.card_damage, signal=GameEvent.DealsDamageToEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.player_life, signal=GameEvent.LifeGainedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.player_life, signal=GameEvent.LifeLostEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.invalid_target, signal=GameEvent.InvalidTargetEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.targeted_by, signal=GameEvent.TargetedByEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.select_card, signal=GameEvent.CardSelectedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.deselect_all, signal=GameEvent.AllDeselectedEvent(), priority=dispatcher.UI_PRIORITY) def project_to_window(self, x, y, z): return self.window.camera.project_to_window(x, y, z) def new_turn(self, sender, player): if player == self.player: # local player self.board.highlight = "bottom" else: self.board.highlight = "top" def invalid_target(self, sender, target): if isPlayer(target): pstatus = self.player_status[target] avatar = pstatus.avatar if avatar.shaking == 0: avatar.shaking = 1 avatar._pos.set_transition( dt=0.25, method=lambda t: anim.oscillate_n(t, 4)) avatar.pos += euclid.Vector3(10, 0, 0) clock.schedule_once(lambda t: setattr(avatar, "shaking", 0), 0.5) elif isPermanent(target): zone = self.play_zones[target.controller] guicard = zone.get_card(target) guicard.shake() clock.schedule_once(lambda t: guicard.unshake(), 0.25) #elif isStackAbility(target): # guicard = self.stack.get_card(target) # guicard.shake() # clock.schedule_once(lambda t: guicard.unshake(), 0.25) def select_card(self, sender, card): zone = self.play_zones[card.controller] guicard = zone.get_card(card) guicard.select() self.selected_cards.append(guicard) def deselect_all(self, sender): for guicard in self.selected_cards: guicard.deselect() self.selected_cards = [] def targeted_by(self, sender, targeter): color = (0.5, 0.71, 0.94, 1.0) dt = 2.0 if isPlayer(sender): pstatus = self.player_status[sender] avatar = pstatus.avatar pos = pstatus.pos + avatar.pos self.sparks.add_star_spark(pos, pos, dt=dt, color=color, dim=2) if isPermanent(sender): zone = self.play_zones[sender.controller] guicard = zone.get_card(sender) start_pos = self.project_to_window(*tuple(zone.pos + guicard.pos)) self.sparks.add_star_spark(start_pos, start_pos, dt=dt, color=color, dim=2) def card_damage(self, sender, to, amount): if not isPlayer(to): zone = self.play_zones[to.controller] guicard = zone.get_card(to) start_pos = self.project_to_window( *tuple(zone.pos + guicard.pos)) + euclid.Vector3(0, 10, 0) end_pos = start_pos + euclid.Vector3(0, 40, 0) self.sparks.add_number_spark(amount, start_pos, end_pos, color=(1, 0, 0, 1), dt=1.0, dim=2) def player_life(self, sender, amount): pstatus = self.player_status[sender] life = pstatus.symbols["life"] start_pos = pstatus.pos + life.pos + euclid.Vector3(0, 10, 0) end_pos = start_pos + euclid.Vector3(0, 30, 0) if amount < 0: color = (1, 0, 0, 1) else: color = (1, 1, 1, 1) self.sparks.add_number_spark(amount, start_pos, end_pos, dt=1.0, color=color, dim=2) def setup_redzone(self, player): # active player play_zones = self.play_zones.values() attack_zone = self.play_zones[player] play_zones.remove(attack_zone) block_zone = play_zones[0] self.red_zone = CombatZone(attack_zone, block_zone) self.board.render_redzone = True self.red_zone.setup_attack_zone() self.red_zone.setup_block_zone() def select_attacker(self, sender, attacker): if not self.red_zone: self.setup_redzone(sender) self.red_zone.add_attacker(attacker) def reset_attackers(self): self.red_zone.reset_attackers() def declare_attackers(self): self.red_zone.declare_attackers() def reorder_blockers(self, sender, attacker, blockers): self.red_zone.reorder_blockers_for_attacker(attacker, blockers) def select_blocker(self, sender, attacker, blocker): self.red_zone.set_blocker_for_attacker(attacker, blocker) def reset_blockers(self): self.red_zone.reset_blockers() self.red_zone.declare_attackers( ) # To reset the blocking list and re layout the attackers def end_combat(self): if self.red_zone: self.red_zone.restore_orig_pos() self.board.render_redzone = False self.red_zone = None def enter_stack(self, sender, ability): card = ability.source # XXX this is a hack right now because the card isn't actually placed on the stack (or it never leaves it's zone) zone = card.zone start_pos = None if zone in self.status_zones and not card.controller == self.player: pstatus, symbol = self.status_zones[zone] start_pos = pstatus.pos + symbol.pos elif str(zone) == "battlefield": zone = self.play_zones[card.controller] guicard = zone.get_card(card) start_pos = self.project_to_window(*tuple(zone.pos + guicard.pos)) self.sparks.add_star_spark(start_pos, start_pos, dt=0.5, color=str(card.color)) if start_pos: guicard = self.stack.announce(ability, 0.5) end_pos = self.stack.pos + guicard.pos #self.sparks.add_card_spark(guicard, start_pos, end_pos, size=0.4, dt=0.5, grow=True) self.sparks.add_spark(start_pos, end_pos, grow=True, dt=0.6, color=str(card.color)) else: self.stack.announce(ability) def leave_stack(self, sender, ability): guicard = self.stack.get_card(ability) pos = self.stack.pos + guicard.pos if isinstance(ability, CastSpell): self.tracker[ability.source.key] = pos, self.stack else: self.sparks.add_sparkle_star(pos, pos, dt=0.5, color=str(ability.source.color)) self.stack.remove_ability(ability) def controller_changed(self, sender, original): start_zone = self.play_zones[original] end_zone = self.play_zones[sender.controller] guicard = start_zone.get_card(sender) start_pos = self.project_to_window(*tuple(start_zone.pos + guicard.pos)) start_zone.remove_card(sender, clock) guicard = end_zone.add_card(sender, startt=1.6) end_pos = self.project_to_window(*tuple(end_zone.pos + guicard.pos)) clock.schedule_once( lambda t: self.sparks.add_spark( start_pos, end_pos, dt=1., color=str(sender.color)), 0.7) def enter_zone(self, sender, card): if sender in self.status_zones: pstatus, symbol = self.status_zones[sender] if card.key in self.tracker: start_pos, from_zone = self.tracker[card.key] end_pos = pstatus.pos + symbol.pos if from_zone in self.play_zones.values(): guicard = from_zone.get_card(card) from_zone.remove_card(card, clock) self.sparks.add_spark(start_pos, start_pos, dt=1.5, color=str(card.color), grow=True) clock.schedule_once( lambda t: self.sparks.add_spark( start_pos, end_pos, dt=1.25, color=str(card.color )), 1.55) clock.schedule_once(lambda t: pstatus.update_zone(sender), 2.80) clock.schedule_once( lambda t: self.sparks.add_star_spark( end_pos, end_pos, dt=.5, color=str(card.color)), 2.70) else: dt = 1.0 self.sparks.add_spark(start_pos, end_pos, dt=dt, color="") clock.schedule_once(lambda t: pstatus.update_zone(sender), dt) del self.tracker[card.key] else: pstatus.update_zone(sender) elif str(sender) == "battlefield": dt = 0.5 zone = self.play_zones[card.controller] if card.key in self.tracker: guicard = zone.add_card(card, startt=dt) start_pos, from_zone = self.tracker[card.key] end_pos = self.project_to_window(*tuple(zone.pos + guicard.pos)) self.sparks.add_spark(start_pos, end_pos, grow=True, dt=dt, color=str(card.color)) del self.tracker[card.key] else: zone.add_card(card, startt=0) else: if card.key in self.tracker: start_pos, from_zone = self.tracker[card.key] if from_zone in self.play_zones.values(): from_zone.remove_card(card, clock) del self.tracker[card.key] def leave_zone(self, sender, card): if sender in self.status_zones: pstatus, symbol = self.status_zones[sender] if pstatus.visible == 1 and not card.key in self.tracker: # already here because it was in the stack self.tracker[card.key] = (pstatus.pos + symbol.pos, pstatus) pstatus.update_zone(sender) elif str(sender) == "battlefield": zone = self.play_zones[card.controller] guicard = zone.get_card(card) self.tracker[card.key] = (self.project_to_window( *tuple(zone.pos + guicard.pos)), zone) def render2d(self): self.sparks.render2d() def render3d(self): self.sparks.render3d()
class ZoneAnimator(object): def __init__(self, window): self.status_zones = {} self.play_zones = {} self.tracker = {} self.window = window self.sparks = SparkFXManager() self.player_status = {} self.selected_cards = [] self.red_zone = None def setup(self, main_status, other_status, stack, main_play, other_play, board): for playerstatus, playzone in zip([main_status, other_status], [main_play, other_play]): for status in ["library", "hand", "graveyard", "exile"]: self.status_zones[getattr(playerstatus.player, status)] = (playerstatus, playerstatus.symbols[status]) self.play_zones[playerstatus.player] = playzone self.player_status[playerstatus.player] = playerstatus self.player = main_status.player self.stack = stack self.board = board self.register() def register(self): dispatcher.connect(self.new_turn, signal=GameEvent.NewTurnEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.enter_zone, signal=GameEvent.CardEnteredZone(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.leave_zone, signal=GameEvent.CardLeftZone(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.enter_stack, signal=GameEvent.AbilityAnnounced(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.leave_stack, signal=GameEvent.AbilityRemovedFromStack(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.controller_changed, signal=GameEvent.ControllerChanged(), priority=dispatcher.UI_PRIORITY) #dispatcher.connect(self.setup_redzone, signal=GameEvent.AttackStepEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.select_attacker, signal=GameEvent.AttackerSelectedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.reset_attackers, signal=GameEvent.AttackersResetEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.declare_attackers, signal=GameEvent.DeclareAttackersEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.select_blocker, signal=GameEvent.BlockerSelectedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.reset_blockers, signal=GameEvent.BlockersResetEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.reorder_blockers, signal=GameEvent.BlockersReorderedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.end_combat, signal=GameEvent.EndCombatEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.card_damage, signal=GameEvent.DealsDamageToEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.player_life, signal=GameEvent.LifeGainedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.player_life, signal=GameEvent.LifeLostEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.invalid_target, signal=GameEvent.InvalidTargetEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.targeted_by, signal=GameEvent.TargetedByEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.select_card, signal=GameEvent.CardSelectedEvent(), priority=dispatcher.UI_PRIORITY) dispatcher.connect(self.deselect_all, signal=GameEvent.AllDeselectedEvent(), priority=dispatcher.UI_PRIORITY) def project_to_window(self, x, y, z): return self.window.camera.project_to_window(x, y, z) def new_turn(self, sender, player): if player == self.player: # local player self.board.highlight = "bottom" else: self.board.highlight = "top" def invalid_target(self, sender, target): if isPlayer(target): pstatus = self.player_status[target] avatar = pstatus.avatar if avatar.shaking == 0: avatar.shaking = 1 avatar._pos.set_transition(dt=0.25, method=lambda t: anim.oscillate_n(t, 4)) avatar.pos += euclid.Vector3(10, 0, 0) clock.schedule_once(lambda t: setattr(avatar, "shaking", 0), 0.5) elif isPermanent(target): zone = self.play_zones[target.controller] guicard = zone.get_card(target) guicard.shake() clock.schedule_once(lambda t: guicard.unshake(), 0.25) #elif isStackAbility(target): # guicard = self.stack.get_card(target) # guicard.shake() # clock.schedule_once(lambda t: guicard.unshake(), 0.25) def select_card(self, sender, card): zone = self.play_zones[card.controller] guicard = zone.get_card(card) guicard.select() self.selected_cards.append(guicard) def deselect_all(self, sender): for guicard in self.selected_cards: guicard.deselect() self.selected_cards = [] def targeted_by(self, sender, targeter): color = (0.5,0.71,0.94, 1.0) dt = 2.0 if isPlayer(sender): pstatus = self.player_status[sender] avatar = pstatus.avatar pos = pstatus.pos + avatar.pos self.sparks.add_star_spark(pos, pos, dt=dt, color=color, dim=2) if isPermanent(sender): zone = self.play_zones[sender.controller] guicard = zone.get_card(sender) start_pos = self.project_to_window(*tuple(zone.pos+guicard.pos)) self.sparks.add_star_spark(start_pos, start_pos, dt=dt, color=color, dim=2) def card_damage(self, sender, to, amount): if not isPlayer(to): zone = self.play_zones[to.controller] guicard = zone.get_card(to) start_pos = self.project_to_window(*tuple(zone.pos+guicard.pos))+euclid.Vector3(0,10,0) end_pos = start_pos + euclid.Vector3(0,40,0) self.sparks.add_number_spark(amount, start_pos, end_pos, color=(1,0,0,1), dt=1.0, dim=2) def player_life(self, sender, amount): pstatus = self.player_status[sender] life = pstatus.symbols["life"] start_pos = pstatus.pos + life.pos + euclid.Vector3(0,10,0) end_pos = start_pos + euclid.Vector3(0,30,0) if amount < 0: color = (1, 0, 0, 1) else: color = (1, 1, 1, 1) self.sparks.add_number_spark(amount, start_pos, end_pos, dt=1.0, color=color, dim=2) def setup_redzone(self, player): # active player play_zones = self.play_zones.values() attack_zone = self.play_zones[player] play_zones.remove(attack_zone) block_zone = play_zones[0] self.red_zone = CombatZone(attack_zone, block_zone) self.board.render_redzone = True self.red_zone.setup_attack_zone() self.red_zone.setup_block_zone() def select_attacker(self, sender, attacker): if not self.red_zone: self.setup_redzone(sender) self.red_zone.add_attacker(attacker) def reset_attackers(self): self.red_zone.reset_attackers() def declare_attackers(self): self.red_zone.declare_attackers() def reorder_blockers(self, sender, attacker, blockers): self.red_zone.reorder_blockers_for_attacker(attacker, blockers) def select_blocker(self, sender, attacker, blocker): self.red_zone.set_blocker_for_attacker(attacker, blocker) def reset_blockers(self): self.red_zone.reset_blockers() self.red_zone.declare_attackers() # To reset the blocking list and re layout the attackers def end_combat(self): if self.red_zone: self.red_zone.restore_orig_pos() self.board.render_redzone = False self.red_zone = None def enter_stack(self, sender, ability): card = ability.source # XXX this is a hack right now because the card isn't actually placed on the stack (or it never leaves it's zone) zone = card.zone start_pos = None if zone in self.status_zones and not card.controller == self.player: pstatus, symbol = self.status_zones[zone] start_pos = pstatus.pos + symbol.pos elif str(zone) == "battlefield": zone = self.play_zones[card.controller] guicard = zone.get_card(card) start_pos = self.project_to_window(*tuple(zone.pos+guicard.pos)) self.sparks.add_star_spark(start_pos, start_pos, dt=0.5, color=str(card.color)) if start_pos: guicard = self.stack.announce(ability, 0.5) end_pos = self.stack.pos + guicard.pos #self.sparks.add_card_spark(guicard, start_pos, end_pos, size=0.4, dt=0.5, grow=True) self.sparks.add_spark(start_pos, end_pos, grow=True, dt=0.6, color=str(card.color)) else: self.stack.announce(ability) def leave_stack(self, sender, ability): guicard = self.stack.get_card(ability) pos = self.stack.pos + guicard.pos if isinstance(ability, CastSpell): self.tracker[ability.source.key] = pos, self.stack else: self.sparks.add_sparkle_star(pos, pos, dt=0.5, color=str(ability.source.color)) self.stack.remove_ability(ability) def controller_changed(self, sender, original): start_zone = self.play_zones[original] end_zone = self.play_zones[sender.controller] guicard = start_zone.get_card(sender) start_pos = self.project_to_window(*tuple(start_zone.pos+guicard.pos)) start_zone.remove_card(sender, clock) guicard = end_zone.add_card(sender,startt=1.6) end_pos = self.project_to_window(*tuple(end_zone.pos+guicard.pos)) clock.schedule_once(lambda t: self.sparks.add_spark(start_pos, end_pos, dt=1., color=str(sender.color)), 0.7) def enter_zone(self, sender, card): if sender in self.status_zones: pstatus, symbol = self.status_zones[sender] if card.key in self.tracker: start_pos, from_zone = self.tracker[card.key] end_pos = pstatus.pos + symbol.pos if from_zone in self.play_zones.values(): guicard = from_zone.get_card(card) from_zone.remove_card(card, clock) self.sparks.add_spark(start_pos, start_pos, dt=1.5, color=str(card.color), grow=True) clock.schedule_once(lambda t: self.sparks.add_spark(start_pos, end_pos, dt=1.25, color=str(card.color)), 1.55) clock.schedule_once(lambda t: pstatus.update_zone(sender), 2.80) clock.schedule_once(lambda t: self.sparks.add_star_spark(end_pos, end_pos, dt=.5, color=str(card.color)) , 2.70) else: dt = 1.0 self.sparks.add_spark(start_pos, end_pos, dt=dt, color="") clock.schedule_once(lambda t: pstatus.update_zone(sender), dt) del self.tracker[card.key] else: pstatus.update_zone(sender) elif str(sender) == "battlefield": dt = 0.5 zone = self.play_zones[card.controller] if card.key in self.tracker: guicard = zone.add_card(card,startt=dt) start_pos, from_zone = self.tracker[card.key] end_pos = self.project_to_window(*tuple(zone.pos+guicard.pos)) self.sparks.add_spark(start_pos, end_pos, grow=True, dt=dt, color=str(card.color)) del self.tracker[card.key] else: zone.add_card(card,startt=0) else: if card.key in self.tracker: start_pos, from_zone = self.tracker[card.key] if from_zone in self.play_zones.values(): from_zone.remove_card(card, clock) del self.tracker[card.key] def leave_zone(self, sender, card): if sender in self.status_zones: pstatus, symbol = self.status_zones[sender] if pstatus.visible == 1 and not card.key in self.tracker: # already here because it was in the stack self.tracker[card.key] = (pstatus.pos + symbol.pos, pstatus) pstatus.update_zone(sender) elif str(sender) == "battlefield": zone = self.play_zones[card.controller] guicard = zone.get_card(card) self.tracker[card.key] = (self.project_to_window(*tuple(zone.pos+guicard.pos)), zone) def render2d(self): self.sparks.render2d() def render3d(self): self.sparks.render3d()