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Python ClassicFSM.requestFinalState方法代码示例

本文整理汇总了Python中direct.fsm.ClassicFSM.ClassicFSM.requestFinalState方法的典型用法代码示例。如果您正苦于以下问题:Python ClassicFSM.requestFinalState方法的具体用法?Python ClassicFSM.requestFinalState怎么用?Python ClassicFSM.requestFinalState使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在direct.fsm.ClassicFSM.ClassicFSM的用法示例。


在下文中一共展示了ClassicFSM.requestFinalState方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: TownLoader

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]
class TownLoader(StateData):
    notify = directNotify.newCategory('TownLoader')

    def __init__(self, hood, parentFSMState, doneEvent):
        self.hood = hood
        self.parentFSMState = parentFSMState
        StateData.__init__(self, doneEvent)
        self.fsm = ClassicFSM('TownLoader', [State('start', self.enterStart, self.exitStart, ['quietZone', 'street']),
         State('street', self.enterStreet, self.exitStreet, ['quietZone']),
         State('toonInterior', self.enterToonInterior, self.exitToonInterior, ['quietZone']),
         State('quietZone', self.enterQuietZone, self.exitQuietZone, ['street', 'toonInterior']),
         State('final', self.enterFinal, self.exitFinal, ['start'])], 'start', 'final')
        self.branchZone = None
        self.canonicalBranchZone = None
        self.placeDoneEvent = 'placeDone'
        self.linkTunnels = []
        return

    def findAndMakeLinkTunnels(self, requestStatus):
        for tunnel in self.geom.findAllMatches('**/*linktunnel*'):
            dnaRootStr = tunnel.getName()
            zone = LinkTunnel.getZoneFromDNARootStr(dnaRootStr)
            zone = LinkTunnel.maybeFixZone(zone)
            tunnelClass = LinkTunnel.getRecommendedTunnelClassFromZone(zone)
            link = tunnelClass(tunnel, dnaRootStr)
            self.linkTunnels.append(link)

    def load(self, zoneId):
        StateData.load(self)
        self.zoneId = zoneId
        self.branchZone = ZoneUtil.getBranchZone(zoneId)
        self.canonicalBranchZone = ZoneUtil.getCanonicalBranchZone(zoneId)
        self.music = base.loadMusic(self.musicFile)
        self.interiorMusic = base.loadMusic(self.interiorMusicFile)

    def unload(self):
        self.parentFSMState.removeChild(self.fsm)
        del self.parentFSMState
        del self.fsm
        del self.streetClass
        self.landmarkBlocks.removeNode()
        del self.landmarkBlocks
        self.hood.dnaStore.resetSuitPoints()
        self.hood.dnaStore.resetBattleCells()
        del self.hood
        del self.nodeDict
        del self.zoneDict
        del self.fadeInDict
        del self.fadeOutDict
        del self.nodeList
        self.geom.removeNode()
        del self.geom
        del self.music
        del self.interiorMusic
        ModelPool.garbageCollect()
        TexturePool.garbageCollect()
        StateData.unload(self)

    def enter(self, requestStatus):
        StateData.enter(self)
        self.findAndMakeLinkTunnels(requestStatus)
        self.fsm.enterInitialState()
        self.setState(requestStatus['where'], requestStatus)

    def exit(self):
        self.fsm.requestFinalState()
        self.ignoreAll()
        ModelPool.garbageCollect()
        TexturePool.garbageCollect()
        StateData.exit(self)

    def setState(self, state, requestStatus):
        self.fsm.request(state, [requestStatus])

    def enterStart(self):
        pass

    def exitStart(self):
        pass

    def enterStreet(self, requestStatus):
        self.acceptOnce(self.placeDoneEvent, self.streetDone)
        self.place = self.streetClass(self, self.fsm, self.placeDoneEvent)
        self.place.load()

    def exitStreet(self):
        self.ignore(self.placeDoneEvent)
        self.place.exit()
        self.place.unload()
        self.place = None
        base.cr.playGame.setPlace(self.place)
        return

    def streetDone(self):
        self.requestStatus = self.place.doneStatus
        status = self.place.doneStatus
        if status['loader'] == 'townLoader' and ZoneUtil.getBranchZone(status['zoneId']) == self.branchZone and status['shardId'] == None or status['how'] == 'doorOut':
            self.fsm.request('quietZone', [status])
        else:
            self.doneStatus = status
#.........这里部分代码省略.........
开发者ID:coginvasion,项目名称:src,代码行数:103,代码来源:TownLoader.py

示例2: AdminPage

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]
class AdminPage(StateData):
    notify = directNotify.newCategory('AdminPage')

    def __init__(self, book, parentFSM):
        self.book = book
        self.parentFSM = parentFSM
        StateData.__init__(self, 'adminPageDone')
        self.fsm = ClassicFSM('AdminPage', [State('off', self.enterOff, self.exitOff),
         State('basePage', self.enterBasePage, self.exitBasePage),
         State('kickSection', self.enterKickSection, self.exitKickSection),
         State('sysMsgSection', self.enterSysMsgSection, self.exitSysMsgSection)], 'off', 'off')
        self.fsm.enterInitialState()
        self.parentFSM.getStateNamed('adminPage').addChild(self.fsm)

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def enter(self):
        StateData.enter(self)
        self.fsm.request('basePage')

    def exit(self):
        self.fsm.requestFinalState()
        StateData.exit(self)

    def unload(self):
        del self.book
        del self.parentFSM
        del self.fsm
        StateData.unload(self)

    def enterSysMsgSection(self):
        self.book.createPageButtons(None, None)
        self.book.setTitle('System Message')
        geom = CIGlobals.getDefaultBtnGeom()
        self.infoLbl = OnscreenText(text='Inform all online players about something.', pos=(0, 0.45))
        self.msgEntry = DirectEntry(initialText='System Message...', scale=0.055, width=15, numLines=4, command=self.sendSystemMessageCommand, focusInCommand=base.localAvatar.chatInput.disableKeyboardShortcuts, focusOutCommand=base.localAvatar.chatInput.enableKeyboardShortcuts, pos=(-0.4, 0, 0))
        self.sendBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Send', pos=(0, 0, -0.35), text_pos=(0, -0.01), command=self.sendSystemMessageCommand)
        self.cancelBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Cancel', pos=(-0.45, 0.15, -0.55), text_pos=(0, -0.01), command=self.fsm.request, extraArgs=['basePage'])
        return

    def sendSystemMessageCommand(self, foo = None):
        msg = self.msgEntry.get()
        base.cr.myDistrict.sendUpdate('systemMessageCommand', [base.localAvatar.getAdminToken(), msg])
        self.fsm.request('basePage')

    def exitSysMsgSection(self):
        self.infoLbl.destroy()
        del self.infoLbl
        self.msgEntry.destroy()
        del self.msgEntry
        self.sendBtn.destroy()
        del self.sendBtn
        self.cancelBtn.destroy()
        del self.cancelBtn
        self.book.clearTitle()
        self.book.deletePageButtons(False, False)

    def enterKickSection(self):
        self.book.createPageButtons(None, None)
        self.book.setTitle('Kick Player')
        geom = CIGlobals.getDefaultBtnGeom()
        self.infoLbl = OnscreenText(text='Type the ID of the player you want to boot out.', pos=(0, 0.45))
        self.idEntry = DirectEntry(width=10, scale=0.12, pos=(-0.59, 0, 0.15), command=self.sendKickMessage, focusInCommand=base.localAvatar.chatInput.disableKeyboardShortcuts, focusOutCommand=base.localAvatar.chatInput.enableKeyboardShortcuts)
        self.kickBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Kick', pos=(0, 0, -0.15), text_pos=(0, -0.01), command=self.sendKickMessage)
        self.banBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Ban', pos=(0, 0, -0.25), text_pos=(0, -0.01), command=self.sendKickMessage, extraArgs=[None, 1])
        self.cancelBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Cancel', pos=(-0.45, 0.15, -0.45), text_pos=(0, -0.01), command=self.fsm.request, extraArgs=['basePage'])
        return

    def sendKickMessage(self, foo = None, andBan = 0):
        if self.idEntry.get().isspace() or len(self.idEntry.get()) == 0:
            return
        print 'Sending out kick request for avatar id: ' + str(self.idEntry.get())
        base.localAvatar.sendUpdate('requestEject', [int(self.idEntry.get()), andBan])
        self.fsm.request('basePage')

    def exitKickSection(self):
        self.banBtn.destroy()
        del self.banBtn
        self.infoLbl.destroy()
        del self.infoLbl
        self.cancelBtn.destroy()
        del self.cancelBtn
        self.idEntry.destroy()
        del self.idEntry
        self.kickBtn.destroy()
        del self.kickBtn
        self.book.deletePageButtons(False, False)
        self.book.clearTitle()

    def enterBasePage(self):
        self.book.createPageButtons('releaseNotesPage', None)
        self.book.setTitle('Admin Stuff')
        geom = CIGlobals.getDefaultBtnGeom()
        self.suitSpawnerBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='', pos=(-0.45, 0.15, 0.5), text_pos=(0, -0.01), command=self.sendSuitCommand, extraArgs=['suitSpawner'])
        self.killCogsBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Kill All Cogs', pos=(-0.45, 0.15, 0.4), text_pos=(0, -0.01), command=self.sendSuitCommand, extraArgs=['killCogs'])
        self.makeTournamentBtn = DirectButton(geom=geom, text_scale=0.04, relief=None, scale=1.0, text='Make Cog Tournament', pos=(-0.45, 0.15, 0.3), text_pos=(0, -0.01), command=self.sendSuitCommand, extraArgs=['tournament'])
#.........这里部分代码省略.........
开发者ID:coginvasion,项目名称:src,代码行数:103,代码来源:AdminPage.py

示例3: DistributedBoat

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]
class DistributedBoat(DistributedObject):
    notify = directNotify.newCategory('DistributedBoat')

    def __init__(self, cr):
        DistributedObject.__init__(self, cr)
        self.fsm = ClassicFSM('DistributedBoat', [State('off', self.enterOff, self.exitOff), State('eastToWest', self.enterEastToWest, self.exitEastToWest), State('westToEast', self.enterWestToEast, self.exitWestToEast)], 'off', 'off')
        self.boat = None
        self.eastPier = None
        self.eastPierPath = 'east_pier'
        self.westPier = None
        self.westPierPath = 'west_pier'
        self.pierUpP = 0.0
        self.pierDownP = -45.0
        self.fogHorn = 'phase_5/audio/sfx/SZ_DD_foghorn.mp3'
        self.shipBell = 'phase_6/audio/sfx/SZ_DD_shipbell.mp3'
        self.waterLap = 'phase_6/audio/sfx/SZ_DD_waterlap.mp3'
        self.dockCreak = 'phase_6/audio/sfx/SZ_DD_dockcreak.mp3'
        self.eastWest = 'phase_6/paths/dd-e-w.bam'
        self.westEast = 'phase_6/paths/dd-w-e.bam'
        self.boatPath = '*donalds_boat*'
        self.track = None
        self.state = None
        return

    def __handleOnBoat(self, entry):
        base.localAvatar.b_setParent(CIGlobals.SPDonaldsBoat)
        base.playSfx(self.soundWaterLap, looping=1)

    def __handleOffBoat(self, entry):
        base.localAvatar.b_setParent(CIGlobals.SPRender)
        self.soundWaterLap.stop()

    def __pollBoat(self, task):
        try:
            self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath)
        except:
            return task.cont

        self.generated()
        return task.done

    def generate(self):
        DistributedObject.generate(self)
        self.soundFogHorn = base.loadSfx(self.fogHorn)
        self.soundShipBell = base.loadSfx(self.shipBell)
        self.soundWaterLap = base.loadSfx(self.waterLap)
        self.soundDockCreak = base.loadSfx(self.dockCreak)
        self.boat = self.cr.playGame.hood.loader.geom.find('**/' + self.boatPath)
        self.generated()

    def generated(self):
        self.eastPier = self.cr.playGame.hood.loader.geom.find('**/' + self.eastPierPath)
        self.westPier = self.cr.playGame.hood.loader.geom.find('**/' + self.westPierPath)
        base.cr.parentMgr.registerParent(CIGlobals.SPDonaldsBoat, self.boat)
        self.accept('enterdonalds_boat_floor', self.__handleOnBoat)
        self.accept('exitdonalds_boat_floor', self.__handleOffBoat)
        self.d_requestCurrentStateAndTimestamp()
        self.fsm.enterInitialState()

    def disable(self):
        base.taskMgr.remove(self.uniqueName('__pollBoat'))
        base.cr.parentMgr.unregisterParent(CIGlobals.SPDonaldsBoat)
        self.ignore('enterdonalds_boat_floor')
        self.ignore('exitdonalds_boat_floor')
        self.fsm.requestFinalState()
        del self.fsm
        del self.soundFogHorn
        del self.soundShipBell
        del self.soundWaterLap
        del self.soundDockCreak
        self.fogHorn = None
        self.shipBell = None
        self.waterLap = None
        self.dockCreak = None
        self.boat = None
        self.track = None
        self.pierDownP = None
        self.pierUpP = None
        self.eastPier = None
        self.eastPierPath = None
        self.westPier = None
        self.westPierPath = None
        self.boatPath = None
        self.westEast = None
        self.eastWest = None
        DistributedObject.disable(self)
        return

    def currentStateAndTimestamp(self, state, timestamp):
        self.setState(state, timestamp)

    def d_requestCurrentStateAndTimestamp(self):
        self.sendUpdate('requestCurrentStateAndTimestamp', [])

    def setState(self, state, timestamp = None):
        if timestamp == None:
            ts = 0.0
        else:
            ts = globalClockDelta.localElapsedTime(timestamp)
        self.state = state
#.........这里部分代码省略.........
开发者ID:coginvasion,项目名称:src,代码行数:103,代码来源:DistributedBoat.py

示例4: AvChooser

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]
class AvChooser(StateData):
    notify = directNotify.newCategory('AvChooser')

    def __init__(self, parentFSM):
        StateData.__init__(self, 'avChooseDone')
        self.avChooseFSM = ClassicFSM('avChoose', [State('getToonData', self.enterGetToonData, self.exitGetToonData),
         State('avChoose', self.enterAvChoose, self.exitAvChoose),
         State('waitForToonDelResponse', self.enterWaitForToonDelResponse, self.exitWaitForToonDelResponse),
         State('off', self.enterOff, self.exitOff)], 'off', 'off')
        self.avChooseFSM.enterInitialState()
        self.parentFSM = parentFSM
        self.parentFSM.getStateNamed('avChoose').addChild(self.avChooseFSM)
        self.pickAToon = None
        self.setAvatarsNone()
        return

    def enter(self):
        StateData.enter(self)
        base.transitions.noTransitions()
        self.avChooseFSM.request('getToonData')

    def exit(self):
        StateData.exit(self)
        self.setAvatarsNone()
        self.avChooseFSM.requestFinalState()

    def setAvatarsNone(self):
        self.avChoices = []

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def enterGetToonData(self):
        self.acceptOnce(base.cr.csm.getSetAvatarsEvent(), self.handleToonData)
        base.cr.csm.d_requestAvatars()

    def handleToonData(self, avatarList):
        for av in avatarList:
            avId = av[0]
            dna = av[1]
            name = av[2]
            slot = av[3]
            choice = AvChoice(dna, name, slot, avId)
            self.avChoices.append(choice)

        self.avChooseFSM.request('avChoose')

    def exitGetToonData(self):
        self.ignore(base.cr.csm.getSetAvatarsEvent())

    def enterAvChoose(self):
        self.pickAToon = CharSelection(self)
        self.pickAToon.load()

    def enterWaitForToonDelResponse(self, avId):
        self.acceptOnce(base.cr.csm.getToonDeletedEvent(), self.handleDeleteToonResp)
        base.cr.csm.sendDeleteToon(avId)

    def exitWaitForToonDelResponse(self):
        self.ignore(base.cr.csm.getToonDeletedEvent())

    def hasToonInSlot(self, slot):
        if self.getAvChoiceBySlot(slot) != None:
            return True
        else:
            return False
            return

    def getNameInSlot(self, slot):
        return self.getAvChoiceBySlot(slot).getName()

    def getAvChoiceBySlot(self, slot):
        for avChoice in self.avChoices:
            if avChoice.getSlot() == slot:
                return avChoice

        return None

    def getHeadInfo(self, slot):
        dna = self.getAvChoiceBySlot(slot).getDNA()
        self.pickAToon.dna.setDNAStrand(dna)
        return [self.pickAToon.dna.getGender(),
         self.pickAToon.dna.getAnimal(),
         self.pickAToon.dna.getHead(),
         self.pickAToon.dna.getHeadColor()]

    def handleDeleteToonResp(self):
        base.cr.loginFSM.request('avChoose')

    def exitAvChoose(self):
        self.pickAToon.unload()
        self.pickAToon = None
        return
开发者ID:coginvasion,项目名称:src,代码行数:98,代码来源:AvChooser.py

示例5: DistributedCityCart

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]

#.........这里部分代码省略.........
         'leftBackWheel']:
            wheel = self.find('**/' + name)
            self.wheelSpinTrack.append(LerpHprInterval(wheel, duration=0.1, hpr=(0, 360, 0), startHpr=(0, 0, 0)))

        self.wheelSpinTrack.loop()
        self.accept('enter' + self.collNodePath.node().getName(), self.__handleRanOver)

    def __handleRanOver(self, entry):
        self.suitInCar.setChat(CityCartGlobals.SuitRanOverTaunt)
        self.sendUpdate('hitByCar')
        self.cr.playGame.getPlace().fsm.request('stop')
        base.localAvatar.b_setAnimState('squish', callback=self.cr.playGame.getPlace().fsm.request, extraArgs=['walk'])

    def __drive(self, task):
        if base.localAvatar.getDistance(self) < 10.0:
            if self.soundDriveByHorn.status() == self.soundDriveByHorn.READY:
                wantsToHonk = random.randint(0, 3)
                if wantsToHonk == 3:
                    base.playSfx(self.soundDriveByHorn)
                return task.cont
        elif base.localAvatar.getDistance(self) < 20.0:
            if self.soundDriveBy.status() == self.soundDriveBy.READY:
                base.playSfx(self.soundDriveBy)
                return task.cont
        return task.cont

    def exitPathFollow(self):
        self.ignore('enter' + self.collNodePath.node().getName())
        if self.wheelSpinTrack:
            self.wheelSpinTrack.finish()
            self.wheelSpinTrack = None
        if self.moPath:
            self.moPath.stop()
            self.moPath = None
        return

    def enterCollision(self, ts):
        pass

    def exitCollision(self):
        pass

    def generate(self):
        DistributedNode.generate(self)
        self.cart = loader.loadModel(self.cartModelPath)
        self.cart.reparentTo(self)
        self.cart.setH(180)
        heads = []
        for head in CIGlobals.SuitBodyData.keys():
            if CIGlobals.SuitBodyData[head][0] != 'B':
                heads.append(head)

        head = random.choice(heads)
        suitType = CIGlobals.SuitBodyData[head][0]
        suitDept = CIGlobals.SuitBodyData[head][1]
        self.suitInCar = Suit()
        self.suitInCar.generateSuit(suitType, head, suitDept, 137, 0, False)
        self.suitInCar.loop('sit')
        self.suitInCar.disableRay()
        self.suitInCar.setScale(0.7)
        self.suitInCar.setH(180)
        self.suitInCar.setPos(0, -1, -1.5)
        self.suitInCar.reparentTo(self.cart.find('**/seat1'))
        self.soundEngineLoop = base.audio3d.loadSfx('phase_6/audio/sfx/KART_Engine_loop_0.wav')
        base.audio3d.attachSoundToObject(self.soundEngineLoop, self)
        base.playSfx(self.soundEngineLoop, looping=1)
        self.soundDriveByHorn = base.audio3d.loadSfx(self.honkSfxPath)
        base.audio3d.attachSoundToObject(self.soundDriveByHorn, self)
        self.soundDriveBy = base.audio3d.loadSfx('phase_14/audio/sfx/cogtropolis_citycar_driveby.mp3')
        base.audio3d.attachSoundToObject(self.soundDriveBy, self)
        sphere = CollisionSphere(0, 0, 0, 2.5)
        sphere.setTangible(0)
        node = CollisionNode(self.uniqueName('cartSphere'))
        node.setCollideMask(CIGlobals.WallBitmask)
        node.addSolid(sphere)
        self.collNodePath = self.attachNewNode(node)
        self.collNodePath.setZ(1.5)
        self.collNodePath.setSy(2.0)
        self.collNodePath.setSx(1.75)

    def disable(self):
        self.fsm.requestFinalState()
        if self.moPath:
            self.moPath.stop()
            self.moPath = None
        self.moPaths = None
        self.honkSfxPath = None
        self.cartModelPath = None
        self.soundEngineLoop = None
        self.soundDriveBy = None
        if self.suitInCar:
            self.suitInCar.disable()
            self.suitInCar.delete()
            self.suitInCar = None
        if self.cart:
            self.cart.removeNode()
            self.cart = None
        del self.fsm
        DistributedNode.disable(self)
        return
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:DistributedCityCart.py

示例6: __init__

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]

#.........这里部分代码省略.........
        self.iceCube.removeNode()
        del self.iceCube

    def enterFreezeUp(self):
        length = 1.0
        base.playSfx(self.freezeUpSfx)
        self.fucsIval = Sequence(LerpColorScaleInterval(base.localAvatar.getGeomNode(), duration=length, colorScale=VBase4(0.5, 0.5, 1.0, 1.0), startColorScale=base.localAvatar.getGeomNode().getColorScale(), blendType='easeOut'), Func(self.fsm.request, 'frozen'))
        self.fucsIval.start()
        self.playground.startWaterWatch(0)

    def exitFreezeUp(self):
        self.fucsIval.pause()
        del self.fucsIval
        self.playground.stopWaterWatch()

    def enterFrozen(self):
        self.loadIceCube()
        base.cr.playGame.getPlace().fsm.request('stop', [0])
        base.localAvatar.stop()
        base.playSfx(choice(self.frozenSfxArray))
        self.iccsIval = LerpColorScaleInterval(self.iceCube, duration=0.5, colorScale=VBase4(0.76, 0.76, 1.0, 1.0), startColorScale=self.iceCube.getColorScale(), blendType='easeInOut')
        self.iccsIval.start()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)
        self.frame = DirectFrame(pos=(0, 0, 0.7))
        self.powerBar = DirectWaitBar(frameColor=(1, 1, 1, 1), range=100, value=0, scale=(0.4, 0.5, 0.25), parent=self.frame, barColor=(0.55, 0.7, 1.0, 1.0))
        self.label = OnscreenText(text='SHAKE MOUSE', shadow=(0, 0, 0, 1), fg=(0.55, 0.7, 1.0, 1.0), pos=(0, -0.1, 0), parent=self.frame)
        taskMgr.add(self.__watchMouseMovement, 'BRWater-watchMouseMovement')
        taskMgr.add(self.__lowerPowerBar, 'BRWater-lowerPowerBar')
        mw = base.mouseWatcherNode
        if mw.hasMouse():
            self.lastMouseX = mw.getMouseX()

    def __lowerPowerBar(self, task):
        if self.powerBar['value'] <= 0:
            self.powerBar.update(0)
        decrement = 1
        self.powerBar.update(self.powerBar['value'] - decrement)
        task.delayTime = 0.1
        return task.again

    def __watchMouseMovement(self, task):
        if self.powerBar['value'] >= self.powerBar['range']:
            self.fsm.request('coolDown', [1])
            return task.done
        mw = base.mouseWatcherNode
        if mw.hasMouse():
            if not self.lastMouseX or self.lastMouseX != mw.getMouseX():
                value = 3 * self.lastMouseX - mw.getMouseX()
                self.lastMouseX = mw.getMouseX()
                self.powerBar.update(self.powerBar['value'] + abs(value))
        return task.cont

    def exitFrozen(self):
        props = WindowProperties()
        props.setCursorHidden(False)
        base.win.requestProperties(props)
        self.iccsIval.pause()
        del self.iccsIval
        self.unloadIceCube()
        taskMgr.remove('BRWater-lowerPowerBar')
        taskMgr.remove('BRWater-watchMouseMovement')
        self.label.destroy()
        del self.label
        self.powerBar.destroy()
        del self.powerBar
        self.frame.destroy()
        del self.frame
        del self.lastMouseX
        base.cr.playGame.getPlace().fsm.request('walk')
        base.localAvatar.b_setAnimState('neutral')

    def enterCoolDown(self, fromFrozen = 0):
        if fromFrozen:
            self.loadIceCube()
            self.iceCube.setColorScale(0.76, 0.76, 1.0, 1.0)
            self.iccdIval = LerpColorScaleInterval(self.iceCube, duration=0.5, colorScale=VBase4(0.76, 0.76, 1.0, 0.0), startColorScale=self.iceCube.getColorScale(), blendType='easeInOut')
            self.iccdIval.start()
        length = 1.0
        base.playSfx(choice(self.coolSfxArray))
        self.cdcsIval = Sequence(LerpColorScaleInterval(base.localAvatar.getGeomNode(), duration=length, colorScale=VBase4(1.0, 1.0, 1.0, 1.0), startColorScale=base.localAvatar.getGeomNode().getColorScale(), blendType='easeOut'), Func(self.fsm.request, 'off'))
        self.cdcsIval.start()

    def exitCoolDown(self):
        if hasattr(self, 'iccdIval'):
            self.iccdIval.pause()
            del self.iccdIval
            self.unloadIceCube()
        self.cdcsIval.pause()
        del self.cdcsIval

    def cleanup(self):
        self.fsm.requestFinalState()
        self.playground.stopWaterWatch()
        del self.fsm
        del self.freezeUpSfx
        del self.frozenSfxArray
        del self.coolSfxArray
        del self.playground
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:BRWater.py

示例7: DistributedRaceGame

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]

#.........这里部分代码省略.........
        self.stopMovement()

    def enterRaceOff(self):
        pass

    def exitRaceOff(self):
        pass

    def enterRaceTransition(self):
        self.raceTrans = Sequence(Wait(0.5), Func(self.moveCameraToToon), Wait(4.5), Func(self.moveCameraToTop), Wait(4.5), Func(self.startCountdown))
        self.raceTrans.start()

    def exitRaceTransition(self):
        self.raceTrans.pause()
        del self.raceTrans

    def startMovement(self):
        self.movement.createGui()
        self.movement.fsm.request('run')

    def enterGameOver(self, winner = 0, winnerDoId = 0, allPrize = 0):
        self.raceFSM.request('off')
        DistributedMinigame.DistributedMinigame.enterGameOver(self, winner, winnerDoId, allPrize)

    def stopMovement(self):
        self.movement.cleanup()
        self.movement.deleteGui()

    def startCountdown(self):
        """ Start the countdown to the start of the race. """
        self.countdownLbl = DirectLabel(text='', text_scale=0.3, text_font=CIGlobals.getMickeyFont(), text_fg=(1, 1, 0, 1), pos=(0, 0, 0.5))
        Sequence(Func(self.setCountdownText, '3'), Wait(1.0), Func(self.setCountdownText, '2'), Wait(1.0), Func(self.setCountdownText, '1'), Wait(1.0), Func(self.setCountdownText, 'GO!'), Wait(1.5), Func(self.deleteCountdownLabel)).start()

    def setCountdownText(self, number):
        self.countdownLbl['text'] = number
        if number == 'GO!':
            self.countdownLbl['text_fg'] = (0, 1, 0, 1)
            self.goSfx.play()
            self.raceFSM.request('race')
        else:
            self.countSfx.play()

    def deleteCountdownLabel(self):
        self.countdownLbl.destroy()
        del self.countdownLbl

    def moveCameraToToon(self):
        camPInt = LerpPosInterval(camera, duration=3.0, pos=self.localAv.getPos(render) + (0, 15, 3), startPos=camera.getPos(render), blendType='easeInOut')
        camQInt = camera.quatInterval(3.0, hpr=Vec3(180, 0, 0), blendType='easeInOut')
        camPInt.start()
        camQInt.start()

    def moveCameraToTop(self):
        camera.setPos(camera.getPos(self.localAv))
        camera.reparentTo(self.localAv)
        oldPos = camera.getPos()
        camera.setPos(self.raceCamPos)
        oldHpr = camera.getHpr()
        camera.lookAt(self.localAv.getPart('head'))
        newHpr = camera.getHpr()
        camera.setHpr(oldHpr)
        camera.setPos(oldPos)
        camPInt = LerpPosInterval(camera, duration=3.0, pos=self.raceCamPos, startPos=oldPos, blendType='easeInOut')
        camQInt = camera.quatInterval(3.0, hpr=newHpr, blendType='easeInOut')
        camPInt.start()
        camQInt.start()

    def deleteWorld(self):
        if self.track:
            self.track.removeNode()
            self.track = None
        if self.sky:
            self.skyUtil.stopSky()
            self.sky.removeNode()
            self.sky = None
        return

    def setToonLane(self, lane):
        self.lane = lane
        base.localAvatar.setPos(self.lanePos[lane])
        base.localAvatar.setHpr(0, 0, 0)

    def getToonLane(self):
        return self.lane

    def d_requestToonLane(self):
        self.sendUpdate('requestToonLane', [])

    def announceGenerate(self):
        DistributedMinigame.DistributedMinigame.announceGenerate(self)
        self.load()

    def disable(self):
        DistributedMinigame.DistributedMinigame.disable(self)
        self.deleteWorld()
        self.raceFSM.requestFinalState()
        del self.raceFSM
        self.countSfx = None
        self.goSfx = None
        return
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:DistributedRaceGame.py

示例8: DistributedMinigame

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]

#.........这里部分代码省略.........
        Sequence(Wait(3.5), Func(self.displayGameOver, 'winner')).start()

    def showPrize(self, amt):
        self.winSfx.play()
        self.localAv.b_setAnimState('happy')
        Sequence(Wait(3.5), Func(self.displayGameOver, 'showPrize', amt)).start()

    def loser(self):
        self.loseSfx.play()
        self.localAv.b_setAnimState('neutral')
        Sequence(Wait(3.5), Func(self.displayGameOver, 'loser')).start()

    def displayGameOver(self, scenario, amt = None):
        if scenario == 'winner':
            msg = self.winnerMsg % self.winnerPrize
            self.prizeHigh.play()
        elif scenario == 'loser':
            msg = self.loserMsg % self.loserPrize
            self.prizeLow.play()
        elif scenario == 'showPrize':
            msg = random.choice(self.allWinnerMsgs) % amt
            self.prizeHigh.play()
        self.gameOverDialog = GlobalDialog(message=msg, style=3, doneEvent='gameOverAck')
        self.acceptOnce('gameOverAck', self.__handleGameOverAck)
        self.gameOverDialog.show()

    def deleteGameOverDialog(self):
        self.ignore('gameOverAck')
        if hasattr(self, 'gameOverDialog'):
            self.gameOverDialog.cleanup()
            del self.gameOverDialog

    def __handleGameOverAck(self):
        self.fsm.requestFinalState()
        Sequence(Func(base.transitions.irisOut, 1.0), Wait(1.2), Func(self.d_leaving), Func(self.headBackToMinigameArea)).start()

    def headBackToMinigameArea(self):
        whereName = ZoneUtil.getWhereName(CIGlobals.MinigameAreaId)
        loaderName = ZoneUtil.getLoaderName(CIGlobals.MinigameAreaId)
        requestStatus = {'zoneId': CIGlobals.MinigameAreaId,
         'hoodId': CIGlobals.MinigameArea,
         'where': whereName,
         'how': 'teleportIn',
         'avId': base.localAvatar.doId,
         'shardId': None,
         'loader': loaderName}
        self.cr.playGame.hood.fsm.request('quietZone', [requestStatus])
        return

    def abort(self):
        self.headBackToMinigameArea()

    def load(self):
        self.fsm.request('start')
        base.transitions.irisIn()

    def d_leaving(self):
        """ Tell the AI that we are leaving. """
        self.sendUpdate('leaving', [])

    def allPlayersReady(self):
        self.fsm.request('play')

    def enterPlay(self):
        self.playMinigameMusic()
开发者ID:coginvasion,项目名称:src,代码行数:69,代码来源:DistributedMinigame.py

示例9: RaceGameMovement

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]

#.........这里部分代码省略.........
        return

    def isTooFast(self):
        """ Determine if the delay between key presses in seconds is too low. """
        return self.getDelayTime() < self.MINIMUM_KEY_DELAY

    def resetKeys(self):
        """ Reset the value of the keys. """
        for key in self.keysPressed:
            self.keysPressed[key] = 0

    def changePower(self):
        """ Increase the avatar's movement power. """
        self.power = self.POWER_FACTOR / self.getDelayTime()
        if self.boostBar['barColor'] != self.fullBoostBarColor:
            if self.power >= self.powerBar['range']:
                self.boostBar['value'] += 0.8
                if self.boostBar['value'] >= self.boostBar['range']:
                    self.boostBar['barColor'] = self.fullBoostBarColor
                    self.boostFullLbl.show()
                    self.acceptOnce('control', self.boostKeyPressed)
        print self.power
        self.powerBar.update(self.power)

    def startDelayTimer(self):
        self.startTime = globalClock.getFrameTime()

    def stopDelayTimer(self):
        self.endTime = globalClock.getFrameTime()

    def resetDelayTimer(self):
        self.startTime = 0.0
        self.endTime = 0.0

    def restartDelayTimer(self):
        self.stopDelayTimer()
        self.resetDelayTimer()
        self.startDelayTimer()

    def getDelayTime(self):
        return self.endTime - self.startTime

    def enterRun(self):
        """ Start moving the avatar, make the avatar run, and
        start tracking the delay between key presses. """
        taskMgr.add(self.move, 'move')
        if self.boostBar['barColor'] == self.fullBoostBarColor:
            self.boostFullLbl.show()
            self.acceptOnce('control', self.boostKeyPressed)
        self.startDelayTimer()
        self.enableArrowKeys()
        self.avatar.b_setAnimState('run')
        self.isStopped = False

    def exitRun(self):
        """ Stop moving the avatar, make the avatar stand, and stop
        tracking the delay between key presses. """
        taskMgr.remove('move')
        self.boostFSM.request('off')
        if self.boostBar['barColor'] == self.fullBoostBarColor:
            self.boostFullLbl.hide()
            self.ignore('control')
        self.stopDelayTimer()
        self.resetDelayTimer()
        self.disableArrowKeys()
        self.avatar.b_setAnimState('neutral')
        self.isStopped = True
        self.power = self.MINIMUM_POWER
        self.powerBar.update(0)

    def enterOff(self):
        pass

    def exitOff(self):
        pass

    def enterFinal(self):
        pass

    def exitFinal(self):
        pass

    def decreasePower(self, task):
        """ Decrease power so the avatar does not keep the same amount
        of power while not tapping the arrow keys. """
        if self.power > self.MINIMUM_POWER:
            self.power -= self.POWER_FACTOR / 0.01
            if self.power < self.MINIMUM_POWER:
                self.power = self.MINIMUM_POWER
        task.delayTime = 0.5
        return Task.again

    def move(self, task):
        """ Move the avatar forward on the Y axis with the current amount of power. """
        dt = globalClock.getDt()
        self.avatar.setY(self.avatar.getY() + self.power * dt)
        return Task.cont

    def cleanup(self):
        self.fsm.requestFinalState()
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:RaceGameMovement.py

示例10: CameraShyFirstPerson

# 需要导入模块: from direct.fsm.ClassicFSM import ClassicFSM [as 别名]
# 或者: from direct.fsm.ClassicFSM.ClassicFSM import requestFinalState [as 别名]

#.........这里部分代码省略.........
        return

    def __handleRayInto(self, entry):
        intoNP = entry.getIntoNodePath()
        toonNP = intoNP.getParent()
        for key in base.cr.doId2do.keys():
            obj = base.cr.doId2do[key]
            if obj.__class__.__name__ == 'DistributedToon':
                if obj.getKey() == toonNP.getKey():
                    self.__handleToonInFocus(obj)

    def __handleRayOut(self, entry):
        intoNP = entry.getIntoNodePath()
        toonNP = intoNP.getParent()
        for key in base.cr.doId2do.keys():
            obj = base.cr.doId2do[key]
            if obj.__class__.__name__ == 'DistributedToon':
                if obj.getKey() == toonNP.getKey():
                    self.toonToTakePicOf = None
                    self.hasToonInFocus = False
                    if self.cameraFocus.getColorScale() == self.toonInFocusColor:
                        self.cameraFocus.setColorScale(self.toonOutOfFocusColor)

        return

    def __handleToonInFocus(self, toon):
        if not self.hasToonInFocus or self.toonToTakePicOf is not None or self.toonToTakePicOf.doId != toon.doId:
            self.toonToTakePicOf = toon
            self.hasToonInFocus = True
            self.cameraFocus.setColorScale(self.toonInFocusColor)
        return

    def start(self):
        self.fullyChargedSound = base.loadSfx('phase_4/audio/sfx/MG_pairing_match.mp3')
        self.rechargeSound = base.loadSfx('phase_4/audio/sfx/MG_sfx_travel_game_blue_arrow.mp3')
        self.batteryFrame = DirectFrame(parent=base.a2dBottomRight, pos=(-0.2, 0, 0.1), scale=(0.8, 0, 1))
        self.batteryBg = OnscreenImage(image='phase_4/maps/battery_charge_frame.png', parent=self.batteryFrame)
        self.batteryBg.setTransparency(1)
        self.batteryBg.setX(0.03)
        self.batteryBg.setScale(0.17, 0, 0.05)
        self.batteryBar = DirectWaitBar(value=0, range=5, barColor=(1, 1, 1, 1), relief=None, scale=(0.12, 0.0, 0.3), parent=self.batteryFrame)
        self.cameraFocus = loader.loadModel('phase_4/models/minigames/photo_game_viewfinder.bam')
        self.cameraFocus.reparentTo(base.aspect2d)
        self.focusCollHandler = CollisionHandlerEvent()
        self.focusCollHandler.setInPattern('%fn-into')
        self.focusCollHandler.setOutPattern('%fn-out')
        self.focusCollNode = CollisionNode('mouseRay')
        self.focusCollNP = base.camera.attachNewNode(self.focusCollNode)
        self.focusCollNode.setCollideMask(BitMask32(0))
        self.focusCollNode.setFromCollideMask(CIGlobals.WallBitmask)
        self.focusRay = CollisionRay()
        self.focusRay.setFromLens(base.camNode, 0.0, 0.0)
        self.focusCollNode.addSolid(self.focusRay)
        base.cTrav.addCollider(self.focusCollNP, self.focusCollHandler)
        base.localAvatar.walkControls.setWalkSpeed(CIGlobals.ToonForwardSpeed, 0.0, CIGlobals.ToonReverseSpeed, CIGlobals.ToonRotateSpeed)
        FirstPerson.start(self)
        return

    def reallyStart(self):
        self.accept('mouseRay-into', self.__handleRayInto)
        self.accept('mouseRay-out', self.__handleRayOut)
        self.camFSM.request('recharge')
        taskMgr.add(self.movementTask, 'movementTask')
        FirstPerson.reallyStart(self)

    def end(self):
        self.camFSM.request('off')
        taskMgr.remove('movementTask')
        self.ignore('mouseRay-into')
        self.ignore('mouseRay-out')
        FirstPerson.end(self)

    def reallyEnd(self):
        self.batteryBar.destroy()
        self.batteryBar = None
        self.batteryBg.destroy()
        self.batteryBg = None
        self.batteryFrame.destroy()
        self.batteryFrame = None
        self.cameraFocus.removeNode()
        self.cameraFocus = None
        self.focusCollHandler = None
        self.focusCollNode = None
        self.focusCollNP.removeNode()
        self.focusCollNP = None
        self.focusRay = None
        self.hasToonInFocus = None
        self.toonToTakePicOf = None
        self.fullyChargedSound = None
        self.rechargeSound = None
        self.stopCameraFlash()
        FirstPerson.reallyEnd(self)
        base.localAvatar.walkControls.setWalkSpeed(CIGlobals.ToonForwardSpeed, CIGlobals.ToonJumpForce, CIGlobals.ToonReverseSpeed, CIGlobals.ToonRotateSpeed)
        return

    def cleanup(self):
        self.camFSM.requestFinalState()
        self.camFSM = None
        FirstPerson.cleanup(self)
        return
开发者ID:coginvasion,项目名称:src,代码行数:104,代码来源:CameraShyFirstPerson.py


注:本文中的direct.fsm.ClassicFSM.ClassicFSM.requestFinalState方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。