def __init__(self, maze, bossCode):
     self.maze = maze
     self.root = NodePath('CogdoMazeGui')
     self.root.reparentTo(aspect2d)
     self.mazeMapGui = CogdoMazeMapGui(self.maze.collisionTable)
     if bossCode is not None:
         self._bossGui = CogdoMazeBossGui(bossCode)
     else:
         self._bossGui = None
     self._memoGui = CogdoMemoGui(self.root)
     self._memoGui.posNextToLaffMeter()
     self._presentGuiIval = None
     self._presentTimerIval = None
     self._hud = CogdoMazeHud()
     self._timer = None
     self._initMessageDisplay()
 def __init__(self, maze, bossCode):
     self.maze = maze
     self.root = NodePath('CogdoMazeGui')
     self.root.reparentTo(aspect2d)
     self.mazeMapGui = CogdoMazeMapGui(self.maze.collisionTable)
     if bossCode is not None:
         self._bossGui = CogdoMazeBossGui(bossCode)
     else:
         self._bossGui = None
     self._memoGui = CogdoMemoGui(self.root)
     self._memoGui.posNextToLaffMeter()
     self._presentGuiIval = None
     self._presentTimerIval = None
     self._hud = CogdoMazeHud()
     self._timer = None
     self._initMessageDisplay()
Пример #3
0
class CogdoMazeGuiManager:
    def __init__(self, maze, bossCode):
        self.maze = maze
        self.root = NodePath('CogdoMazeGui')
        self.root.reparentTo(aspect2d)
        self.mazeMapGui = CogdoMazeMapGui(self.maze.collisionTable)
        if bossCode is not None:
            self._bossGui = CogdoMazeBossGui(bossCode)
        else:
            self._bossGui = None
        self._memoGui = CogdoMemoGui(self.root)
        self._memoGui.posNextToLaffMeter()
        self._presentGuiIval = None
        self._presentTimerIval = None
        self._hud = CogdoMazeHud()
        self._timer = None
        self._initMessageDisplay()
        return

    def _initTimer(self):
        self._timer = ToontownTimer()
        self._timer.hide()
        self._timer.posInTopRightCorner()

    def _initMessageDisplay(self):
        self.messageDisplay = CogdoGameMessageDisplay(
            'CogdoMazeMessageDisplay', self.root, pos=Globals.MessageLabelPos)

    def destroy(self):
        ToontownIntervals.cleanup('present_gui')
        ToontownIntervals.cleanup('present_timer')
        ToontownIntervals.cleanup('present_memo')
        self._hud.destroy()
        self._hud = None
        self._memoGui.destroy()
        self._memoGui = None
        if self._bossGui is not None:
            self._bossGui.destroy()
            self._bossGui = None
        self.messageDisplay.destroy()
        self.messageDisplay = None
        self.destroyMazeMap()
        self.destroyTimer()
        if self._presentGuiIval:
            self._presentGuiIval.pause()
            self._presentGuiIval = None
        if self._presentTimerIval:
            self._presentTimerIval.pause()
            self._presentTimerIval = None
        return

    def destroyMazeMap(self):
        if hasattr(self, 'mazeMapGui') and self.mazeMapGui is not None:
            self.mazeMapGui.destroy()
            del self.mazeMapGui
        return

    def destroyTimer(self):
        if self._timer is not None:
            self._timer.stop()
            self._timer.destroy()
            self._timer = None
        return

    def showPickupCounter(self):
        ToontownIntervals.start(
            ToontownIntervals.getPresentGuiIval(self._memoGui, 'present_memo'))

    def startGame(self, firstMessage):
        self._presentGuiIval = ToontownIntervals.start(
            Sequence(ToontownIntervals.getPresentGuiIval(self._bossGui,
                                                         '',
                                                         startPos=(0, 0,
                                                                   -0.15)),
                     Func(self.mazeMapGui.show),
                     ToontownIntervals.getPulseLargerIval(
                         self.mazeMapGui, '',
                         scale=self.mazeMapGui.getScale()),
                     Func(self.setMessage, firstMessage),
                     name='present_gui'))

    def hideMazeMap(self):
        self.mazeMapGui.hide()

    def showBossGui(self):
        if self._bossGui is not None:
            self._bossGui.show()
        return

    def hideBossGui(self):
        if self._bossGui is not None:
            self._bossGui.hide()
        return

    def revealMazeMap(self):
        self.mazeMapGui.revealAll()

    def hideLock(self, lockIndex):
        self.mazeMapGui.hideLock(lockIndex)

    def showTimer(self, duration, timerExpiredCallback=None):
        if self._timer is None:
            self._initTimer()
        self._timer.setTime(duration)
        self._timer.countdown(duration, timerExpiredCallback)
        self._timer.show()
        self._presentTimerIval = ToontownIntervals.start(
            ToontownIntervals.getPresentGuiIval(self._timer,
                                                'present_timer',
                                                startPos=(0, 0, 0.35)))
        return

    def hideTimer(self):
        if hasattr(self, 'timer') and self._timer is not None:
            self._timer.hide()
            self._timer.stop()
        return

    def setMessage(self, text, color=None, transition='fade'):
        self.messageDisplay.updateMessage(text, color, transition)

    def setMessageTemporary(self, text, time=3.0):
        self.messageDisplay.showMessageTemporarily(text, time)

    def clearMessage(self):
        self.messageDisplay.updateMessage('')

    def setPickupCount(self, count):
        self._memoGui.setCount(count)

    def showBossCode(self, bossIndex):
        self._bossGui.showNumber(bossIndex)

    def showBossHit(self, bossIndex):
        self._bossGui.showHit(bossIndex)

    def showQuestArrow(self, toon, target, offset):
        self._hud.showQuestArrow(toon, target, offset)

    def hideQuestArrow(self):
        self._hud.hideQuestArrow()
Пример #4
0
class CogdoMazeGuiManager:

    def __init__(self, maze, bossCode):
        self.maze = maze
        self.root = NodePath('CogdoMazeGui')
        self.root.reparentTo(aspect2d)
        self.mazeMapGui = CogdoMazeMapGui(self.maze.collisionTable)
        if bossCode is not None:
            self._bossGui = CogdoMazeBossGui(bossCode)
        else:
            self._bossGui = None
        self._memoGui = CogdoMemoGui(self.root)
        self._memoGui.posNextToLaffMeter()
        self._presentGuiIval = None
        self._presentTimerIval = None
        self._hud = CogdoMazeHud()
        self._timer = None
        self._initMessageDisplay()
        return

    def _initTimer(self):
        self._timer = ToontownTimer()
        self._timer.hide()
        self._timer.posInTopRightCorner()

    def _initMessageDisplay(self):
        self.messageDisplay = CogdoGameMessageDisplay('CogdoMazeMessageDisplay', self.root, pos=Globals.MessageLabelPos)

    def destroy(self):
        ToontownIntervals.cleanup('present_gui')
        ToontownIntervals.cleanup('present_timer')
        ToontownIntervals.cleanup('present_memo')
        self._hud.destroy()
        self._hud = None
        self._memoGui.destroy()
        self._memoGui = None
        if self._bossGui is not None:
            self._bossGui.destroy()
            self._bossGui = None
        self.messageDisplay.destroy()
        self.messageDisplay = None
        self.destroyMazeMap()
        self.destroyTimer()
        if self._presentGuiIval:
            self._presentGuiIval.pause()
            self._presentGuiIval = None
        if self._presentTimerIval:
            self._presentTimerIval.pause()
            self._presentTimerIval = None
        return

    def destroyMazeMap(self):
        if hasattr(self, 'mazeMapGui') and self.mazeMapGui is not None:
            self.mazeMapGui.destroy()
            del self.mazeMapGui
        return

    def destroyTimer(self):
        if self._timer is not None:
            self._timer.stop()
            self._timer.destroy()
            self._timer = None
        return

    def showPickupCounter(self):
        ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._memoGui, 'present_memo'))

    def startGame(self, firstMessage):
        self._presentGuiIval = ToontownIntervals.start(Sequence(ToontownIntervals.getPresentGuiIval(self._bossGui, '', startPos=(0, 0, -0.15)), Func(self.mazeMapGui.show), ToontownIntervals.getPulseLargerIval(self.mazeMapGui, '', scale=self.mazeMapGui.getScale()), Func(self.setMessage, firstMessage), name='present_gui'))

    def hideMazeMap(self):
        self.mazeMapGui.hide()

    def showBossGui(self):
        if self._bossGui is not None:
            self._bossGui.show()
        return

    def hideBossGui(self):
        if self._bossGui is not None:
            self._bossGui.hide()
        return

    def revealMazeMap(self):
        self.mazeMapGui.revealAll()

    def hideLock(self, lockIndex):
        self.mazeMapGui.hideLock(lockIndex)

    def showTimer(self, duration, timerExpiredCallback = None):
        if self._timer is None:
            self._initTimer()
        self._timer.setTime(duration)
        self._timer.countdown(duration, timerExpiredCallback)
        self._presentTimerIval = ToontownIntervals.start(ToontownIntervals.getPresentGuiIval(self._timer, 'present_timer', startPos=(0, 0, 0.35)))
        return

    def hideTimer(self):
        if hasattr(self, 'timer') and self._timer is not None:
            self._timer.hide()
            self._timer.stop()
        return

    def setMessage(self, text, color = None, transition = 'fade'):
        self.messageDisplay.updateMessage(text, color, transition)

    def setMessageTemporary(self, text, time = 3.0):
        self.messageDisplay.showMessageTemporarily(text, time)

    def clearMessage(self):
        self.messageDisplay.updateMessage('')

    def setPickupCount(self, count):
        self._memoGui.setCount(count)

    def showBossCode(self, bossIndex):
        self._bossGui.showNumber(bossIndex)

    def showBossHit(self, bossIndex):
        self._bossGui.showHit(bossIndex)

    def showQuestArrow(self, toon, target, offset):
        self._hud.showQuestArrow(toon, target, offset)

    def hideQuestArrow(self):
        self._hud.hideQuestArrow()