def _set_chosen_one_player(self, player: Optional[Player]) -> None:
        existing = self._get_chosen_one_player()
        if existing:
            existing.chosen_light = None
        ba.playsound(self._swipsound)
        if not player:
            assert self._flag_spawn_pos is not None
            self._flag = Flag(color=(1, 0.9, 0.2),
                              position=self._flag_spawn_pos,
                              touchable=False)
            self._chosen_one_player = None

            # Create a light to highlight the flag;
            # this will go away when the flag dies.
            ba.newnode('light',
                       owner=self._flag.node,
                       attrs={
                           'position': self._flag_spawn_pos,
                           'intensity': 0.6,
                           'height_attenuated': False,
                           'volume_intensity_scale': 0.1,
                           'radius': 0.1,
                           'color': (1.2, 1.2, 0.4)
                       })

            # Also an extra momentary flash.
            self._flash_flag_spawn()
        else:
            if player.actor:
                self._flag = None
                self._chosen_one_player = player

                if self._chosen_one_gets_shield:
                    player.actor.handlemessage(ba.PowerupMessage('shield'))
                if self._chosen_one_gets_gloves:
                    player.actor.handlemessage(ba.PowerupMessage('punch'))

                # Use a color that's partway between their team color
                # and white.
                color = [
                    0.3 + c * 0.7
                    for c in ba.normalized_color(player.team.color)
                ]
                light = player.chosen_light = ba.NodeActor(
                    ba.newnode('light',
                               attrs={
                                   'intensity': 0.6,
                                   'height_attenuated': False,
                                   'volume_intensity_scale': 0.1,
                                   'radius': 0.13,
                                   'color': color
                               }))

                assert light.node
                ba.animate(light.node,
                           'intensity', {
                               0: 1.0,
                               0.2: 0.4,
                               0.4: 1.0
                           },
                           loop=True)
                assert isinstance(player.actor, PlayerSpaz)
                player.actor.node.connectattr('position', light.node,
                                              'position')
Beispiel #2
0
    def _set_chosen_one_player(self, player: Optional[ba.Player]) -> None:
        try:
            for p_other in self.players:
                p_other.gamedata['chosen_light'] = None
            ba.playsound(self._swipsound)
            if not player:
                assert self._flag_spawn_pos is not None
                self._flag = flag.Flag(color=(1, 0.9, 0.2),
                                       position=self._flag_spawn_pos,
                                       touchable=False)
                self._chosen_one_player = None

                # Create a light to highlight the flag;
                # this will go away when the flag dies.
                ba.newnode('light',
                           owner=self._flag.node,
                           attrs={
                               'position': self._flag_spawn_pos,
                               'intensity': 0.6,
                               'height_attenuated': False,
                               'volume_intensity_scale': 0.1,
                               'radius': 0.1,
                               'color': (1.2, 1.2, 0.4)
                           })

                # Also an extra momentary flash.
                self._flash_flag_spawn()
            else:
                if player.actor is not None:
                    self._flag = None
                    self._chosen_one_player = player

                    if player.actor:
                        if self.settings['Chosen One Gets Shield']:
                            player.actor.handlemessage(
                                ba.PowerupMessage('shield'))
                        if self.settings['Chosen One Gets Gloves']:
                            player.actor.handlemessage(
                                ba.PowerupMessage('punch'))

                        # Use a color that's partway between their team color
                        # and white.
                        color = [
                            0.3 + c * 0.7
                            for c in ba.normalized_color(player.team.color)
                        ]
                        light = player.gamedata['chosen_light'] = ba.NodeActor(
                            ba.newnode('light',
                                       attrs={
                                           "intensity": 0.6,
                                           "height_attenuated": False,
                                           "volume_intensity_scale": 0.1,
                                           "radius": 0.13,
                                           "color": color
                                       }))

                        assert light.node
                        ba.animate(light.node,
                                   'intensity', {
                                       0: 1.0,
                                       0.2: 0.4,
                                       0.4: 1.0
                                   },
                                   loop=True)
                        assert isinstance(player.actor, playerspaz.PlayerSpaz)
                        player.actor.node.connectattr('position', light.node,
                                                      'position')

        except Exception:
            ba.print_exception('EXC in _set_chosen_one_player')