def __init__(self, id, toon, game, guiMgr): CogdoMazePlayer.__init__(self, id, toon) self.disableGagCollision() self.game = game self.maze = self.game.maze self._guiMgr = guiMgr self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render) self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True) self.orthoWalk = OrthoWalk(orthoDrive) self._audioMgr = base.cogdoGameAudioMgr self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon) self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon) self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon) self._winSfx = self._audioMgr.createSfx('win') self._loseSfx = self._audioMgr.createSfx('lose') self.enabled = False self.pickupCount = 0 self.numEntered = 0 self.throwPending = False self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId) self.invulnerable = False self.gagHandler = CollisionHandlerEvent() self.gagHandler.addInPattern('%fn-into-%in') self.exited = False self.hints = {'find': False, 'throw': False, 'squashed': False, 'boss': False, 'minion': False} self.accept('control', self.controlKeyPressed)
def __init__(self, id, toon, game, guiMgr): CogdoMazePlayer.__init__(self, id, toon) self.disableGagCollision() self.game = game self.maze = self.game.maze self._guiMgr = guiMgr self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render) self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True) self.orthoWalk = OrthoWalk(orthoDrive) self._audioMgr = base.cogdoGameAudioMgr self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon) self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon) self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon) self._winSfx = self._audioMgr.createSfx('win') self._loseSfx = self._audioMgr.createSfx('lose') self.enabled = False self.pickupCount = 0 self.numEntered = 0 self.throwPending = False self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId) self.invulnerable = False self.gagHandler = CollisionHandlerEvent() self.gagHandler.addInPattern('%fn-into-%in') self.exited = False self.hints = {'find': False, 'throw': False, 'squashed': False, 'boss': False, 'minion': False} self.accept('control', self.controlKeyPressed)
class CogdoMazeLocalPlayer(CogdoMazePlayer): notify = directNotify.newCategory('CogdoMazeLocalPlayer') def __init__(self, id, toon, game, guiMgr): CogdoMazePlayer.__init__(self, id, toon) self.disableGagCollision() self.game = game self.maze = self.game.maze self._guiMgr = guiMgr self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render) self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius orthoDrive = OrthoDrive( Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True) self.orthoWalk = OrthoWalk(orthoDrive) self._audioMgr = base.cogdoGameAudioMgr self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon) self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon) self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon) self._winSfx = self._audioMgr.createSfx('win') self._loseSfx = self._audioMgr.createSfx('lose') self.enabled = False self.pickupCount = 0 self.numEntered = 0 self.throwPending = False self.coolDownAfterHitInterval = Sequence( Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId) self.invulnerable = False self.gagHandler = CollisionHandlerEvent() self.gagHandler.addInPattern('%fn-into-%in') self.exited = False self.hints = { 'find': False, 'throw': False, 'squashed': False, 'boss': False, 'minion': False } self.accept('control', self.controlKeyPressed) def destroy(self): self.toon.showName() self.ignoreAll() self.coolDownAfterHitInterval.clearToInitial() del self.coolDownAfterHitInterval del self._getMemoSfx del self._waterCoolerFillSfx del self._hitByDropSfx del self._winSfx self.orthoWalk.stop() self.orthoWalk.destroy() del self.orthoWalk CogdoMazePlayer.destroy(self) def __initCollisions(self): collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius) collSphere.setTangible(0) self.mazeCollisionName = Globals.LocalPlayerCollisionName collNode = CollisionNode(self.mazeCollisionName) collNode.addSolid(collSphere) collNodePath = self.toon.attachNewNode(collNode) collNodePath.hide() handler = CollisionHandlerEvent() handler.addInPattern('%fn-into-%in') base.cTrav.addCollider(collNodePath, handler) self.handler = handler self._collNodePath = collNodePath def clearCollisions(self): self.handler.clear() def __disableCollisions(self): self._collNodePath.removeNode() del self._collNodePath def _isNearPlayer(self, player): return self.toon.getDistance(player.toon) <= self._proximityRadius def update(self, dt): if self.getCurrentOrNextState() != 'Off': self._updateCamera(dt) def _updateCamera(self, dt): numPlayers = 0.0 for player in self.game.players: if player != self and player.toon and self._isNearPlayer(player): numPlayers += 1 d = clamp( Globals.CameraMinDistance + numPlayers / (CogdoGameConsts.MaxPlayers - 1) * (Globals.CameraMaxDistance - Globals.CameraMinDistance), Globals.CameraMinDistance, Globals.CameraMaxDistance) self.cameraMgr.setCameraTargetDistance(d) self.cameraMgr.update(dt) def enterOff(self): CogdoMazePlayer.enterOff(self) def exitOff(self): CogdoMazePlayer.exitOff(self) self.toon.hideName() def enterReady(self): CogdoMazePlayer.enterReady(self) self.cameraMgr.enable() def exitReady(self): CogdoMazePlayer.enterReady(self) def enterNormal(self): CogdoMazePlayer.enterNormal(self) self.orthoWalk.start() def exitNormal(self): CogdoMazePlayer.exitNormal(self) self.orthoWalk.stop() def enterHit(self, elapsedTime=0.0): CogdoMazePlayer.enterHit(self, elapsedTime) self.setInvulnerable(True) def exitHit(self): CogdoMazePlayer.exitHit(self) self.coolDownAfterHitInterval.clearToInitial() self.coolDownAfterHitInterval.start() def enterDone(self): CogdoMazePlayer.enterDone(self) self._guiMgr.hideQuestArrow() self.ignore('control') self._guiMgr.setMessage('') if self.exited == False: self.lostMemos() def exitDone(self): CogdoMazePlayer.exitDone(self) def hitByDrop(self): if self.equippedGag is not None and not self.hints['squashed']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeSquashHint, Globals.HintTimeout) self.hints['squashed'] = True self._hitByDropSfx.play() CogdoMazePlayer.hitByDrop(self) return def equipGag(self): CogdoMazePlayer.equipGag(self) self._waterCoolerFillSfx.play() messenger.send(Globals.WaterCoolerHideEventName, []) if not self.hints['throw']: self._guiMgr.setMessage(TTLocalizer.CogdoMazeThrowHint) self.hints['throw'] = True def hitSuit(self, suitType): if suitType == Globals.SuitTypes.Boss and not self.hints['boss']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeBossHint, Globals.HintTimeout) self.hints['boss'] = True if suitType != Globals.SuitTypes.Boss and not self.hints['minion']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeMinionHint, Globals.HintTimeout) self.hints['minion'] = True def createThrowGag(self, gag): throwGag = CogdoMazePlayer.createThrowGag(self, gag) collSphere = CollisionSphere(0, 0, 0, 0.5) collSphere.setTangible(0) name = Globals.GagCollisionName collNode = CollisionNode(name) collNode.setFromCollideMask(ToontownGlobals.PieBitmask) collNode.addSolid(collSphere) colNp = throwGag.attachNewNode(collNode) base.cTrav.addCollider(colNp, self.gagHandler) return throwGag def showToonThrowingGag(self, heading, pos): self._guiMgr.clearMessage() return CogdoMazePlayer.showToonThrowingGag(self, heading, pos) def removeGag(self): if self.equippedGag is None: return CogdoMazePlayer.removeGag(self) self.throwPending = False messenger.send(Globals.WaterCoolerShowEventName, []) return def controlKeyPressed(self): if self.game.finished or self.throwPending or self.getCurrentOrNextState( ) == 'Hit' or self.equippedGag == None: return self.throwPending = True heading = self.toon.getH() pos = self.toon.getPos() self.game.requestUseGag(pos.getX(), pos.getY(), heading) return def completeThrow(self): self.clearCollisions() CogdoMazePlayer.completeThrow(self) def shakeCamera(self, strength): self.cameraMgr.shake(strength) def getCameraShake(self): return self.cameraMgr.shakeStrength def setInvulnerable(self, bool): self.invulnerable = bool def handleGameStart(self): self.numEntered = len(self.game.players) self.__initCollisions() self._guiMgr.startGame(TTLocalizer.CogdoMazeFindHint) self.hints['find'] = True self.notify.info( 'toonId:%d laff:%d/%d %d player(s) started maze game' % (self.toon.doId, self.toon.hp, self.toon.maxHp, len(self.game.players))) def handleGameExit(self): self.cameraMgr.disable() self.__disableCollisions() def handlePickUp(self, toonId): if toonId == self.toon.doId: self.pickupCount += 1 self._guiMgr.setPickupCount(self.pickupCount) if self.pickupCount == 1: self._guiMgr.showPickupCounter() self._getMemoSfx.play() def handleOpenDoor(self, door): self._guiMgr.setMessage(TTLocalizer.CogdoMazeGameDoorOpens) self._guiMgr.showQuestArrow(self.toon, door, Point3(0, 0, self.toon.getHeight() + 2)) def handleTimeAlert(self): self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeAlert) def handleToonRevealsDoor(self, toonId, door): if toonId == self.toon.doId: self._guiMgr.setMessageTemporary( TTLocalizer.CogdoMazeGameLocalToonFoundExit) def handleToonEntersDoor(self, toonId, door): self.exited = True message = '' if door.getPlayerCount() < len(self.game.players): message = TTLocalizer.CogdoMazeGameWaitingForToons if toonId == self.toon.doId: self._guiMgr.setMessage(message) self._winSfx.play() self._audioMgr.stopMusic() self.notify.info( 'toonId:%d laff:%d/%d %d player(s) succeeded in maze game. Going to the executive suit building.' % (toonId, self.toon.hp, self.toon.maxHp, len(self.game.players))) if self.numEntered > len(self.game.players): self.notify.info('%d player(s) failed in maze game' % (self.numEntered - len(self.game.players))) def lostMemos(self): self.pickupCount = 0 self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeOut) self._guiMgr.setPickupCount(self.pickupCount) self.notify.info( 'toonId:%d laff:%d/%d %d player(s) failed in maze game' % (self.toon.doId, self.toon.hp, self.toon.maxHp, len(self.game.players)))
class CogdoMazeLocalPlayer(CogdoMazePlayer): notify = directNotify.newCategory('CogdoMazeLocalPlayer') def __init__(self, id, toon, game, guiMgr): CogdoMazePlayer.__init__(self, id, toon) self.disableGagCollision() self.game = game self.maze = self.game.maze self._guiMgr = guiMgr self.cameraMgr = CogdoMazeCameraManager(self.toon, self.maze, camera, render) self._proximityRadius = self.maze.cellWidth * Globals.CameraRemoteToonRadius orthoDrive = OrthoDrive(Globals.ToonRunSpeed, maxFrameMove=self.maze.cellWidth / 2, customCollisionCallback=self.maze.doOrthoCollisions, wantSound=True) self.orthoWalk = OrthoWalk(orthoDrive) self._audioMgr = base.cogdoGameAudioMgr self._getMemoSfx = self._audioMgr.createSfx('getMemo', source=self.toon) self._waterCoolerFillSfx = self._audioMgr.createSfx('waterCoolerFill', source=self.toon) self._hitByDropSfx = self._audioMgr.createSfx('toonHitByDrop', source=self.toon) self._winSfx = self._audioMgr.createSfx('win') self._loseSfx = self._audioMgr.createSfx('lose') self.enabled = False self.pickupCount = 0 self.numEntered = 0 self.throwPending = False self.coolDownAfterHitInterval = Sequence(Wait(Globals.HitCooldownTime), Func(self.setInvulnerable, False), name='coolDownAfterHitInterval-%i' % self.toon.doId) self.invulnerable = False self.gagHandler = CollisionHandlerEvent() self.gagHandler.addInPattern('%fn-into-%in') self.exited = False self.hints = {'find': False, 'throw': False, 'squashed': False, 'boss': False, 'minion': False} self.accept('control', self.controlKeyPressed) def destroy(self): self.toon.showName() self.ignoreAll() self.coolDownAfterHitInterval.clearToInitial() del self.coolDownAfterHitInterval del self._getMemoSfx del self._waterCoolerFillSfx del self._hitByDropSfx del self._winSfx self.orthoWalk.stop() self.orthoWalk.destroy() del self.orthoWalk CogdoMazePlayer.destroy(self) def __initCollisions(self): collSphere = CollisionSphere(0, 0, 0, Globals.PlayerCollisionRadius) collSphere.setTangible(0) self.mazeCollisionName = Globals.LocalPlayerCollisionName collNode = CollisionNode(self.mazeCollisionName) collNode.addSolid(collSphere) collNodePath = self.toon.attachNewNode(collNode) collNodePath.hide() handler = CollisionHandlerEvent() handler.addInPattern('%fn-into-%in') base.cTrav.addCollider(collNodePath, handler) self.handler = handler self._collNodePath = collNodePath def clearCollisions(self): self.handler.clear() def __disableCollisions(self): self._collNodePath.removeNode() del self._collNodePath def _isNearPlayer(self, player): return self.toon.getDistance(player.toon) <= self._proximityRadius def update(self, dt): if self.getCurrentOrNextState() != 'Off': self._updateCamera(dt) def _updateCamera(self, dt): numPlayers = 0.0 for player in self.game.players: if player != self and player.toon and self._isNearPlayer(player): numPlayers += 1 d = clamp(Globals.CameraMinDistance + numPlayers / (CogdoGameConsts.MaxPlayers - 1) * (Globals.CameraMaxDistance - Globals.CameraMinDistance), Globals.CameraMinDistance, Globals.CameraMaxDistance) self.cameraMgr.setCameraTargetDistance(d) self.cameraMgr.update(dt) def enterOff(self): CogdoMazePlayer.enterOff(self) def exitOff(self): CogdoMazePlayer.exitOff(self) self.toon.hideName() def enterReady(self): CogdoMazePlayer.enterReady(self) self.cameraMgr.enable() def exitReady(self): CogdoMazePlayer.enterReady(self) def enterNormal(self): CogdoMazePlayer.enterNormal(self) self.orthoWalk.start() def exitNormal(self): CogdoMazePlayer.exitNormal(self) self.orthoWalk.stop() def enterHit(self, elapsedTime = 0.0): CogdoMazePlayer.enterHit(self, elapsedTime) self.setInvulnerable(True) def exitHit(self): CogdoMazePlayer.exitHit(self) self.coolDownAfterHitInterval.clearToInitial() self.coolDownAfterHitInterval.start() def enterDone(self): CogdoMazePlayer.enterDone(self) self._guiMgr.hideQuestArrow() self.ignore('control') self._guiMgr.setMessage('') if self.exited == False: self.lostMemos() def exitDone(self): CogdoMazePlayer.exitDone(self) def hitByDrop(self): if self.equippedGag is not None and not self.hints['squashed']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeSquashHint, Globals.HintTimeout) self.hints['squashed'] = True self._hitByDropSfx.play() CogdoMazePlayer.hitByDrop(self) return def equipGag(self): CogdoMazePlayer.equipGag(self) self._waterCoolerFillSfx.play() messenger.send(Globals.WaterCoolerHideEventName, []) if not self.hints['throw']: self._guiMgr.setMessage(TTLocalizer.CogdoMazeThrowHint) self.hints['throw'] = True def hitSuit(self, suitType): if suitType == Globals.SuitTypes.Boss and not self.hints['boss']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeBossHint, Globals.HintTimeout) self.hints['boss'] = True if suitType != Globals.SuitTypes.Boss and not self.hints['minion']: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeMinionHint, Globals.HintTimeout) self.hints['minion'] = True def createThrowGag(self, gag): throwGag = CogdoMazePlayer.createThrowGag(self, gag) collSphere = CollisionSphere(0, 0, 0, 0.5) collSphere.setTangible(0) name = Globals.GagCollisionName collNode = CollisionNode(name) collNode.setFromCollideMask(ToontownGlobals.PieBitmask) collNode.addSolid(collSphere) colNp = throwGag.attachNewNode(collNode) base.cTrav.addCollider(colNp, self.gagHandler) return throwGag def showToonThrowingGag(self, heading, pos): self._guiMgr.clearMessage() return CogdoMazePlayer.showToonThrowingGag(self, heading, pos) def removeGag(self): if self.equippedGag is None: return CogdoMazePlayer.removeGag(self) self.throwPending = False messenger.send(Globals.WaterCoolerShowEventName, []) return def controlKeyPressed(self): if self.game.finished or self.throwPending or self.getCurrentOrNextState() == 'Hit' or self.equippedGag == None: return self.throwPending = True heading = self.toon.getH() pos = self.toon.getPos() self.game.requestUseGag(pos.getX(), pos.getY(), heading) return def completeThrow(self): self.clearCollisions() CogdoMazePlayer.completeThrow(self) def shakeCamera(self, strength): self.cameraMgr.shake(strength) def getCameraShake(self): return self.cameraMgr.shakeStrength def setInvulnerable(self, bool): self.invulnerable = bool def handleGameStart(self): self.numEntered = len(self.game.players) self.__initCollisions() self._guiMgr.startGame(TTLocalizer.CogdoMazeFindHint) self.hints['find'] = True self.notify.info('toonId:%d laff:%d/%d %d player(s) started maze game' % (self.toon.doId, self.toon.hp, self.toon.maxHp, len(self.game.players))) def handleGameExit(self): self.cameraMgr.disable() self.__disableCollisions() def handlePickUp(self, toonId): if toonId == self.toon.doId: self.pickupCount += 1 self._guiMgr.setPickupCount(self.pickupCount) if self.pickupCount == 1: self._guiMgr.showPickupCounter() self._getMemoSfx.play() def handleOpenDoor(self, door): self._guiMgr.setMessage(TTLocalizer.CogdoMazeGameDoorOpens) self._guiMgr.showQuestArrow(self.toon, door, Point3(0, 0, self.toon.getHeight() + 2)) def handleTimeAlert(self): self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeAlert) def handleToonRevealsDoor(self, toonId, door): if toonId == self.toon.doId: self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameLocalToonFoundExit) def handleToonEntersDoor(self, toonId, door): self.exited = True message = '' if door.getPlayerCount() < len(self.game.players): message = TTLocalizer.WaitingForOtherToons if toonId == self.toon.doId: self._guiMgr.setMessage(message) self._winSfx.play() self._audioMgr.stopMusic() self.notify.info('toonId:%d laff:%d/%d %d player(s) succeeded in maze game. Going to the executive suit building.' % (toonId, self.toon.hp, self.toon.maxHp, len(self.game.players))) if self.numEntered > len(self.game.players): self.notify.info('%d player(s) failed in maze game' % (self.numEntered - len(self.game.players))) def lostMemos(self): self.pickupCount = 0 self._guiMgr.setMessageTemporary(TTLocalizer.CogdoMazeGameTimeOut) self._guiMgr.setPickupCount(self.pickupCount) self.notify.info('toonId:%d laff:%d/%d %d player(s) failed in maze game' % (self.toon.doId, self.toon.hp, self.toon.maxHp, len(self.game.players)))