def __init__(self, cr):
        try:
            self.DistributedGunGame_initialized
            return
        except:
            self.DistributedGunGame_initialized = 1

        DistributedToonFPSGame.__init__(self, cr)
        TeamMinigame.__init__(
            self, GGG.BLUE,
            ('phase_4/maps/blue_neutral.png', 'phase_4/maps/blue_hover.png',
             'phase_4/maps/blue_hover.png'), GGG.RED,
            ('phase_4/maps/red_neutral.png', 'phase_4/maps/red_hover.png',
             'phase_4/maps/red_hover.png'))
        self.fsm.addState(
            State('countdown', self.enterCountdown, self.exitCountdown,
                  ['play']))
        self.fsm.addState(
            State('announceGameOver', self.enterAnnounceGameOver,
                  self.exitAnnounceGameOver, ['finalScores']))
        self.fsm.addState(
            State('finalScores', self.enterFinalScores, self.exitFinalScores,
                  ['gameOver']))
        self.fsm.addState(
            State('voteGM', self.enterVoteGameMode, self.exitVoteGameMode,
                  ['start']))
        self.fsm.addState(
            State('chooseTeam', self.enterChooseTeam, self.exitChooseTeam,
                  ['chooseGun']))
        self.fsm.addState(
            State('chooseGun', self.enterChooseGun, self.exitChooseGun,
                  ['waitForOthers']))
        self.fsm.addState(
            State('announceTeamWon', self.enterAnnounceTeamWon,
                  self.exitAnnounceTeamWon, ['finalScores']))
        self.fsm.getStateNamed('waitForOthers').addTransition('countdown')
        self.fsm.getStateNamed('waitForOthers').addTransition('voteGM')
        self.fsm.getStateNamed('play').addTransition('announceGameOver')
        self.fsm.getStateNamed('play').addTransition('announceTeamWon')
        self.fsm.getStateNamed('start').addTransition('chooseTeam')
        self.fsm.getStateNamed('start').addTransition('chooseGun')
        self.toonFps = GunGameToonFPS(self)
        self.loader = GunGameLevelLoader.GunGameLevelLoader(self)
        self.track = None
        self.isTimeUp = False
        self.cameraMovmentSeq = None
        self.gameMode = None
        self.flags = []
        self.localAvHasFlag = False
        self.blueScoreLbl = None
        self.redScoreLbl = None
        self.redArrow = None
        self.blueArrow = None
        self.infoLbl = None
        self.scoreByTeam = {GGG.Teams.RED: 0, GGG.Teams.BLUE: 0}
        self.balloonSound = base.loadSfx(
            'phase_3/audio/sfx/GUI_balloon_popup.ogg')
        self.decidedSound = base.loadSfx(
            'phase_4/audio/sfx/MG_sfx_travel_game_win_vote.ogg')
        return
    def __init__(self, cr):
        try:
            self.DistributedDodgeballGame_initialized
            return
        except:
            self.DistributedDodgeballGame_initialized = 1

        DistributedToonFPSGame.__init__(self, cr)
        TeamMinigame.__init__(self, 'BlueSnow', ('phase_4/maps/db_blue_neutral.png',
                                                 'phase_4/maps/db_blue_hover.png',
                                                 'phase_4/maps/db_blue_hover.png'), 'RedIce', ('phase_4/maps/db_red_neutral.png',
                                                                                               'phase_4/maps/db_red_hover.png',
                                                                                               'phase_4/maps/db_red_hover.png'))
        self.fsm.addState(State('chooseTeam', self.enterChooseTeam, self.exitChooseTeam, ['waitForOthers']))
        self.fsm.addState(State('scrollBy', self.enterScrollBy, self.exitScrollBy, ['countdown']))
        self.fsm.addState(State('countdown', self.enterCountdown, self.exitCountdown, ['play']))
        self.fsm.addState(State('announceGameOver', self.enterAnnGameOver, self.exitAnnGameOver, ['displayWinners']))
        self.fsm.addState(State('displayWinners', self.enterDisplayWinners, self.exitDisplayWinners, ['gameOver']))
        self.fsm.getStateNamed('waitForOthers').addTransition('chooseTeam')
        self.fsm.getStateNamed('waitForOthers').addTransition('scrollBy')
        self.fsm.getStateNamed('play').addTransition('announceGameOver')
        self.firstPerson = DodgeballFirstPerson(self)
        self.scrollBySeq = None
        self.infoText = None
        self.redScoreLbl = None
        self.blueScoreLbl = None
        self.infoText = getAlertText()
        self.spawnPointsByTeam = {BLUE: [
                [
                 Point3(5, 15, 0), Vec3(180, 0, 0)],
                [
                 Point3(15, 15, 0), Vec3(180, 0, 0)],
                [
                 Point3(-5, 15, 0), Vec3(180, 0, 0)],
                [
                 Point3(-15, 15, 0), Vec3(180, 0, 0)]], 
           RED: [
               [
                Point3(5, -15, 0), Vec3(0, 0, 0)],
               [
                Point3(15, -15, 0), Vec3(0, 0, 0)],
               [
                Point3(-5, -15, 0), Vec3(0, 0, 0)],
               [
                Point3(-15, -15, 0), Vec3(0, 0, 0)]]}
        self.winnerMusic = base.loadMusic('phase_9/audio/bgm/encntr_hall_of_fame.mid')
        self.loserMusic = base.loadMusic('phase_9/audio/bgm/encntr_sting_announce.mid')
        self.danceSound = base.loadSfx('phase_3.5/audio/sfx/ENC_Win.ogg')
        self.sky = None
        self.arena = None
        self.fog = None
        self.snow = None
        self.snowRender = None
        self.trees = []
        self.snowballs = []
        return
    def __init__(self, cr):
        try:
            self.DistributedDodgeballGame_initialized
            return
        except:
            self.DistributedDodgeballGame_initialized = 1

        DistributedToonFPSGame.__init__(self, cr)

        TeamMinigame.__init__(self, "BlueSnow", ('phase_4/maps/db_blue_neutral.png',
                                               'phase_4/maps/db_blue_hover.png',
                                               'phase_4/maps/db_blue_hover.png'),
                                    "RedIce", ('phase_4/maps/db_red_neutral.png',
                                               'phase_4/maps/db_red_hover.png',
                                               'phase_4/maps/db_red_hover.png'))

        self.fsm.addState(State('chooseTeam', self.enterChooseTeam, self.exitChooseTeam, ['waitForOthers']))
        self.fsm.addState(State('scrollBy', self.enterScrollBy, self.exitScrollBy, ['countdown']))
        self.fsm.addState(State('countdown', self.enterCountdown, self.exitCountdown, ['play']))
        self.fsm.getStateNamed('waitForOthers').addTransition('chooseTeam')
        self.fsm.getStateNamed('waitForOthers').addTransition('scrollBy')

        self.firstPerson = DodgeballFirstPerson(self)

        self.scrollBySeq = None
        self.infoText = None

        self.infoText = getAlertText()

        self.spawnPointsByTeam = {
            BLUE: [
                [Point3(5, 15, 0), Vec3(180, 0, 0)],
                [Point3(15, 15, 0), Vec3(180, 0, 0)],
                [Point3(-5, 15, 0), Vec3(180, 0, 0)],
                [Point3(-15, 15, 0), Vec3(180, 0, 0)]],
            RED: [
                [Point3(5, -15, 0), Vec3(0, 0, 0)],
                [Point3(15, -15, 0), Vec3(0, 0, 0)],
                [Point3(-5, -15, 0), Vec3(0, 0, 0)],
                [Point3(-15, -15, 0), Vec3(0, 0, 0)]]}

        # Environment vars
        self.sky = None
        self.arena = None
        self.fog = None
        self.snow = None
        self.snowRender = None
        self.trees = []
        self.snowballs = []
Пример #4
0
    def __init__(self, cr):
        try:
            self.DistributedGunGame_initialized
            return
        except:
            self.DistributedGunGame_initialized = 1

        DistributedToonFPSGame.__init__(self, cr)
        self.fsm.addState(State('countdown', self.enterCountdown, self.exitCountdown, ['play']))
        self.fsm.addState(State('announceGameOver', self.enterAnnounceGameOver, self.exitAnnounceGameOver, ['finalScores']))
        self.fsm.addState(State('finalScores', self.enterFinalScores, self.exitFinalScores, ['gameOver']))
        self.fsm.addState(State('chooseGun', self.enterChooseGun, self.exitChooseGun, ['waitForOthers']))
        self.fsm.getStateNamed('start').addTransition('chooseGun')
        self.fsm.getStateNamed('waitForOthers').addTransition('countdown')
        self.fsm.getStateNamed('play').addTransition('announceGameOver')
        self.toonFps = GunGameToonFPS(self)
        self.loader = GunGameLevelLoader.GunGameLevelLoader()
        self.track = None
        self.isTimeUp = False
        self.cameraMovmentSeq = None
        self.gameMode = None
        return
 def __init__(self, cr):
     DistributedToonFPSGame.__init__(self, cr)
     self.gameWorld = None
 def __init__(self, cr):
     DistributedToonFPSGame.__init__(self, cr)
     self.gameWorld = None
     return