def spawn_player_spaz(self,
                          player: PlayerType,
                          position: Sequence[float] = (0, 0, 0),
                          angle: float = None) -> MyPlayerSpaz:
        """Create and wire up a ba.PlayerSpaz for the provided ba.Player."""
        # pylint: disable=too-many-locals
        # pylint: disable=cyclic-import

        name = player.getname()
        color = player.color
        highlight = player.highlight

        light_color = _math.normalized_color(color)
        display_color = _ba.safecolor(color, target_intensity=0.75)
        spaz = MyPlayerSpaz(color=color,
                            highlight=highlight,
                            character=player.character,
                            player=player)

        player.actor = spaz
        assert spaz.node
        if position is None:
            # In teams-mode get our team-start-location.
            if isinstance(self.session, DualTeamSession):
                position = (self.map.get_start_position(player.team.id))
            else:
                # Otherwise do free-for-all spawn locations.
                position = self.map.get_ffa_start_position(self.players)
        # If this is co-op and we're on Courtyard or Runaround, add the
        # material that allows us to collide with the player-walls.
        # FIXME: Need to generalize this.
        if isinstance(self.session, CoopSession) and self.map.getname() in [
                'Courtyard', 'Tower D'
        ]:
            mat = self.map.preloaddata['collide_with_wall_material']
            assert isinstance(spaz.node.materials, tuple)
            assert isinstance(spaz.node.roller_materials, tuple)
            spaz.node.materials += (mat, )
            spaz.node.roller_materials += (mat, )

        spaz.node.name = name
        spaz.node.name_color = display_color
        spaz.connect_controls_to_player()
        # Move to the stand position and add a flash of light.
        spaz.handlemessage(
            StandMessage(
                position,
                angle if angle is not None else random.uniform(0, 360)))
        _ba.playsound(self._spawn_sound, 1, position=spaz.node.position)
        light = _ba.newnode('light', attrs={'color': light_color})
        spaz.node.connectattr('position', light, 'position')
        animate(light, 'intensity', {0: 0, 0.25: 1, 0.5: 0})
        _ba.timer(0.5, light.delete)
        return spaz
 def _standard_time_limit_tick(self) -> None:
     from ba._gameutils import animate
     assert self._standard_time_limit_time is not None
     self._standard_time_limit_time -= 1
     if self._standard_time_limit_time <= 10:
         if self._standard_time_limit_time == 10:
             assert self._standard_time_limit_text is not None
             assert self._standard_time_limit_text.node
             self._standard_time_limit_text.node.scale = 1.3
             self._standard_time_limit_text.node.position = (-30, -45)
             cnode = _ba.newnode('combine',
                                 owner=self._standard_time_limit_text.node,
                                 attrs={'size': 4})
             cnode.connectattr('output',
                               self._standard_time_limit_text.node, 'color')
             animate(cnode, 'input0', {0: 1, 0.15: 1}, loop=True)
             animate(cnode, 'input1', {0: 1, 0.15: 0.5}, loop=True)
             animate(cnode, 'input2', {0: 0.1, 0.15: 0.0}, loop=True)
             cnode.input3 = 1.0
         _ba.playsound(_ba.getsound('tick'))
     if self._standard_time_limit_time <= 0:
         self._standard_time_limit_timer = None
         self.end_game()
         node = _ba.newnode('text',
                            attrs={
                                'v_attach': 'top',
                                'h_attach': 'center',
                                'h_align': 'center',
                                'color': (1, 0.7, 0, 1),
                                'position': (0, -90),
                                'scale': 1.2,
                                'text': Lstr(resource='timeExpiredText')
                            })
         _ba.playsound(_ba.getsound('refWhistle'))
         animate(node, 'scale', {0.0: 0.0, 0.1: 1.4, 0.15: 1.2})
Ejemplo n.º 3
0
 def fade_to_red(self) -> None:
     """Fade the screen to red; (such as when the good guys have lost)."""
     from ba import _gameutils
     c_existing = self.globalsnode.tint
     cnode = _ba.newnode('combine',
                         attrs={
                             'input0': c_existing[0],
                             'input1': c_existing[1],
                             'input2': c_existing[2],
                             'size': 3
                         })
     _gameutils.animate(cnode, 'input1', {0: c_existing[1], 2.0: 0})
     _gameutils.animate(cnode, 'input2', {0: c_existing[2], 2.0: 0})
     cnode.connectattr('output', self.globalsnode, 'tint')
    def _tournament_time_limit_tick(self) -> None:
        from ba._gameutils import animate
        assert self._tournament_time_limit is not None
        self._tournament_time_limit -= 1
        if self._tournament_time_limit <= 10:
            if self._tournament_time_limit == 10:
                assert self._tournament_time_limit_title_text is not None
                assert self._tournament_time_limit_title_text.node
                assert self._tournament_time_limit_text is not None
                assert self._tournament_time_limit_text.node
                self._tournament_time_limit_title_text.node.scale = 1.0
                self._tournament_time_limit_text.node.scale = 1.3
                self._tournament_time_limit_title_text.node.position = (80, 85)
                self._tournament_time_limit_text.node.position = (80, 60)
                cnode = _ba.newnode(
                    'combine',
                    owner=self._tournament_time_limit_text.node,
                    attrs={'size': 4})
                cnode.connectattr('output',
                                  self._tournament_time_limit_title_text.node,
                                  'color')
                cnode.connectattr('output',
                                  self._tournament_time_limit_text.node,
                                  'color')
                animate(cnode, 'input0', {0: 1, 0.15: 1}, loop=True)
                animate(cnode, 'input1', {0: 1, 0.15: 0.5}, loop=True)
                animate(cnode, 'input2', {0: 0.1, 0.15: 0.0}, loop=True)
                cnode.input3 = 1.0
            _ba.playsound(_ba.getsound('tick'))
        if self._tournament_time_limit <= 0:
            self._tournament_time_limit_timer = None
            self.end_game()
            tval = Lstr(resource='tournamentTimeExpiredText',
                        fallback_resource='timeExpiredText')
            node = _ba.newnode('text',
                               attrs={
                                   'v_attach': 'top',
                                   'h_attach': 'center',
                                   'h_align': 'center',
                                   'color': (1, 0.7, 0, 1),
                                   'position': (0, -200),
                                   'scale': 1.6,
                                   'text': tval
                               })
            _ba.playsound(_ba.getsound('refWhistle'))
            animate(node, 'scale', {0: 0.0, 0.1: 1.4, 0.15: 1.2})

        # Normally we just connect this to time, but since this is a bit of a
        # funky setup we just update it manually once per second.
        assert self._tournament_time_limit_text_input is not None
        assert self._tournament_time_limit_text_input.node
        self._tournament_time_limit_text_input.node.time2 = (
            self._tournament_time_limit * 1000)
Ejemplo n.º 5
0
    def _show_standard_scores_to_beat_ui(self,
                                         scores: List[Dict[str, Any]]) -> None:
        from efro.util import asserttype
        from ba._gameutils import timestring, animate
        from ba._nodeactor import NodeActor
        from ba._enums import TimeFormat
        display_type = self.get_score_type()
        if scores is not None:

            # Sort by originating date so that the most recent is first.
            scores.sort(reverse=True, key=lambda s: asserttype(s['time'], int))

            # Now make a display for the most recent challenge.
            for score in scores:
                if score['type'] == 'score_challenge':
                    tval = (score['player'] + ':  ' + timestring(
                        int(score['value']) * 10,
                        timeformat=TimeFormat.MILLISECONDS).evaluate()
                            if display_type == 'time' else str(score['value']))
                    hattach = 'center' if display_type == 'time' else 'left'
                    halign = 'center' if display_type == 'time' else 'left'
                    pos = (20, -70) if display_type == 'time' else (20, -130)
                    txt = NodeActor(
                        _ba.newnode('text',
                                    attrs={
                                        'v_attach': 'top',
                                        'h_attach': hattach,
                                        'h_align': halign,
                                        'color': (0.7, 0.4, 1, 1),
                                        'shadow': 0.5,
                                        'flatness': 1.0,
                                        'position': pos,
                                        'scale': 0.6,
                                        'text': tval
                                    })).autoretain()
                    assert txt.node is not None
                    animate(txt.node, 'scale', {1.0: 0.0, 1.1: 0.7, 1.2: 0.6})
                    break
    def _show_tip(self) -> None:
        # pylint: disable=too-many-locals
        from ba._gameutils import animate, GameTip
        from ba._enums import SpecialChar

        # If there's any tips left on the list, display one.
        if self.tips:
            tip = self.tips.pop(random.randrange(len(self.tips)))
            tip_title = Lstr(value='${A}:',
                             subs=[('${A}', Lstr(resource='tipText'))])
            icon: Optional[ba.Texture] = None
            sound: Optional[ba.Sound] = None
            if isinstance(tip, GameTip):
                icon = tip.icon
                sound = tip.sound
                tip = tip.text
                assert isinstance(tip, str)

            # Do a few substitutions.
            tip_lstr = Lstr(translate=('tips', tip),
                            subs=[('${PICKUP}',
                                   _ba.charstr(SpecialChar.TOP_BUTTON))])
            base_position = (75, 50)
            tip_scale = 0.8
            tip_title_scale = 1.2
            vrmode = _ba.app.vr_mode

            t_offs = -350.0
            tnode = _ba.newnode('text',
                                attrs={
                                    'text':
                                    tip_lstr,
                                    'scale':
                                    tip_scale,
                                    'maxwidth':
                                    900,
                                    'position': (base_position[0] + t_offs,
                                                 base_position[1]),
                                    'h_align':
                                    'left',
                                    'vr_depth':
                                    300,
                                    'shadow':
                                    1.0 if vrmode else 0.5,
                                    'flatness':
                                    1.0 if vrmode else 0.5,
                                    'v_align':
                                    'center',
                                    'v_attach':
                                    'bottom'
                                })
            t2pos = (base_position[0] + t_offs - (20 if icon is None else 82),
                     base_position[1] + 2)
            t2node = _ba.newnode('text',
                                 owner=tnode,
                                 attrs={
                                     'text': tip_title,
                                     'scale': tip_title_scale,
                                     'position': t2pos,
                                     'h_align': 'right',
                                     'vr_depth': 300,
                                     'shadow': 1.0 if vrmode else 0.5,
                                     'flatness': 1.0 if vrmode else 0.5,
                                     'maxwidth': 140,
                                     'v_align': 'center',
                                     'v_attach': 'bottom'
                                 })
            if icon is not None:
                ipos = (base_position[0] + t_offs - 40, base_position[1] + 1)
                img = _ba.newnode('image',
                                  attrs={
                                      'texture': icon,
                                      'position': ipos,
                                      'scale': (50, 50),
                                      'opacity': 1.0,
                                      'vr_depth': 315,
                                      'color': (1, 1, 1),
                                      'absolute_scale': True,
                                      'attach': 'bottomCenter'
                                  })
                animate(img, 'opacity', {0: 0, 1.0: 1, 4.0: 1, 5.0: 0})
                _ba.timer(5.0, img.delete)
            if sound is not None:
                _ba.playsound(sound)

            combine = _ba.newnode('combine',
                                  owner=tnode,
                                  attrs={
                                      'input0': 1.0,
                                      'input1': 0.8,
                                      'input2': 1.0,
                                      'size': 4
                                  })
            combine.connectattr('output', tnode, 'color')
            combine.connectattr('output', t2node, 'color')
            animate(combine, 'input3', {0: 0, 1.0: 1, 4.0: 1, 5.0: 0})
            _ba.timer(5.0, tnode.delete)
    def _show_info(self) -> None:
        """Show the game description."""
        from ba._gameutils import animate
        from bastd.actor.zoomtext import ZoomText
        name = self.get_instance_display_string()
        ZoomText(name,
                 maxwidth=800,
                 lifespan=2.5,
                 jitter=2.0,
                 position=(0, 180),
                 flash=False,
                 color=(0.93 * 1.25, 0.9 * 1.25, 1.0 * 1.25),
                 trailcolor=(0.15, 0.05, 1.0, 0.0)).autoretain()
        _ba.timer(0.2, Call(_ba.playsound, _ba.getsound('gong')))

        # The description can be either a string or a sequence with args
        # to swap in post-translation.
        desc_in = self.get_instance_description()
        desc_l: Sequence
        if isinstance(desc_in, str):
            desc_l = [desc_in]  # handle simple string case
        else:
            desc_l = desc_in
        if not isinstance(desc_l[0], str):
            raise TypeError('Invalid format for instance description')
        subs = []
        for i in range(len(desc_l) - 1):
            subs.append(('${ARG' + str(i + 1) + '}', str(desc_l[i + 1])))
        translation = Lstr(translate=('gameDescriptions', desc_l[0]),
                           subs=subs)

        # Do some standard filters (epic mode, etc).
        if self.settings_raw.get('Epic Mode', False):
            translation = Lstr(resource='epicDescriptionFilterText',
                               subs=[('${DESCRIPTION}', translation)])
        vrmode = _ba.app.vr_mode
        dnode = _ba.newnode('text',
                            attrs={
                                'v_attach': 'center',
                                'h_attach': 'center',
                                'h_align': 'center',
                                'color': (1, 1, 1, 1),
                                'shadow': 1.0 if vrmode else 0.5,
                                'flatness': 1.0 if vrmode else 0.5,
                                'vr_depth': -30,
                                'position': (0, 80),
                                'scale': 1.2,
                                'maxwidth': 700,
                                'text': translation
                            })
        cnode = _ba.newnode('combine',
                            owner=dnode,
                            attrs={
                                'input0': 1.0,
                                'input1': 1.0,
                                'input2': 1.0,
                                'size': 4
                            })
        cnode.connectattr('output', dnode, 'color')
        keys = {0.5: 0, 1.0: 1.0, 2.5: 1.0, 4.0: 0.0}
        animate(cnode, 'input3', keys)
        _ba.timer(4.0, dnode.delete)
    def _show_scoreboard_info(self) -> None:
        """Create the game info display.

        This is the thing in the top left corner showing the name
        and short description of the game.
        """
        # pylint: disable=too-many-locals
        from ba._freeforallsession import FreeForAllSession
        from ba._gameutils import animate
        from ba._nodeactor import NodeActor
        sb_name = self.get_instance_scoreboard_display_string()

        # The description can be either a string or a sequence with args
        # to swap in post-translation.
        sb_desc_in = self.get_instance_description_short()
        sb_desc_l: Sequence
        if isinstance(sb_desc_in, str):
            sb_desc_l = [sb_desc_in]  # handle simple string case
        else:
            sb_desc_l = sb_desc_in
        if not isinstance(sb_desc_l[0], str):
            raise TypeError('Invalid format for instance description.')

        is_empty = (sb_desc_l[0] == '')
        subs = []
        for i in range(len(sb_desc_l) - 1):
            subs.append(('${ARG' + str(i + 1) + '}', str(sb_desc_l[i + 1])))
        translation = Lstr(translate=('gameDescriptions', sb_desc_l[0]),
                           subs=subs)
        sb_desc = translation
        vrmode = _ba.app.vr_mode
        yval = -34 if is_empty else -20
        yval -= 16
        sbpos = ((15, yval) if isinstance(self.session, FreeForAllSession) else
                 (15, yval))
        self._game_scoreboard_name_text = NodeActor(
            _ba.newnode('text',
                        attrs={
                            'text': sb_name,
                            'maxwidth': 300,
                            'position': sbpos,
                            'h_attach': 'left',
                            'vr_depth': 10,
                            'v_attach': 'top',
                            'v_align': 'bottom',
                            'color': (1.0, 1.0, 1.0, 1.0),
                            'shadow': 1.0 if vrmode else 0.6,
                            'flatness': 1.0 if vrmode else 0.5,
                            'scale': 1.1
                        }))

        assert self._game_scoreboard_name_text.node
        animate(self._game_scoreboard_name_text.node, 'opacity', {
            0: 0.0,
            1.0: 1.0
        })

        descpos = (((17, -44 +
                     10) if isinstance(self.session, FreeForAllSession) else
                    (17, -44 + 10)))
        self._game_scoreboard_description_text = NodeActor(
            _ba.newnode('text',
                        attrs={
                            'text':
                            sb_desc,
                            'maxwidth':
                            480,
                            'position':
                            descpos,
                            'scale':
                            0.7,
                            'h_attach':
                            'left',
                            'v_attach':
                            'top',
                            'v_align':
                            'top',
                            'shadow':
                            1.0 if vrmode else 0.7,
                            'flatness':
                            1.0 if vrmode else 0.8,
                            'color': (1, 1, 1, 1) if vrmode else
                            (0.9, 0.9, 0.9, 1.0)
                        }))

        assert self._game_scoreboard_description_text.node
        animate(self._game_scoreboard_description_text.node, 'opacity', {
            0: 0.0,
            1.0: 1.0
        })
Ejemplo n.º 9
0
    def __init__(self, vpos: float, sessionplayer: _ba.SessionPlayer,
                 lobby: 'Lobby') -> None:
        self._deek_sound = _ba.getsound('deek')
        self._click_sound = _ba.getsound('click01')
        self._punchsound = _ba.getsound('punch01')
        self._swish_sound = _ba.getsound('punchSwish')
        self._errorsound = _ba.getsound('error')
        self._mask_texture = _ba.gettexture('characterIconMask')
        self._vpos = vpos
        self._lobby = weakref.ref(lobby)
        self._sessionplayer = sessionplayer
        self._inited = False
        self._dead = False
        self._text_node: Optional[ba.Node] = None
        self._profilename = ''
        self._profilenames: List[str] = []
        self._ready: bool = False
        self._character_names: List[str] = []
        self._last_change: Sequence[Union[float, int]] = (0, 0)
        self._profiles: Dict[str, Dict[str, Any]] = {}

        app = _ba.app

        # Load available player profiles either from the local config or
        # from the remote device.
        self.reload_profiles()

        # Note: this is just our local index out of available teams; *not*
        # the team-id!
        self._selected_team_index: int = self.lobby.next_add_team

        # Store a persistent random character index and colors; we'll use this
        # for the '_random' profile. Let's use their input_device id to seed
        # it. This will give a persistent character for them between games
        # and will distribute characters nicely if everyone is random.
        self._random_color, self._random_highlight = (
            get_player_profile_colors(None))

        # To calc our random character we pick a random one out of our
        # unlocked list and then locate that character's index in the full
        # list.
        char_index_offset = app.lobby_random_char_index_offset
        self._random_character_index = (
            (sessionplayer.inputdevice.id + char_index_offset) %
            len(self._character_names))

        # Attempt to set an initial profile based on what was used previously
        # for this input-device, etc.
        self._profileindex = self._select_initial_profile()
        self._profilename = self._profilenames[self._profileindex]

        self._text_node = _ba.newnode('text',
                                      delegate=self,
                                      attrs={
                                          'position': (-100, self._vpos),
                                          'maxwidth': 160,
                                          'shadow': 0.5,
                                          'vr_depth': -20,
                                          'h_align': 'left',
                                          'v_align': 'center',
                                          'v_attach': 'top'
                                      })
        animate(self._text_node, 'scale', {0: 0, 0.1: 1.0})
        self.icon = _ba.newnode('image',
                                owner=self._text_node,
                                attrs={
                                    'position': (-130, self._vpos + 20),
                                    'mask_texture': self._mask_texture,
                                    'vr_depth': -10,
                                    'attach': 'topCenter'
                                })

        animate_array(self.icon, 'scale', 2, {0: (0, 0), 0.1: (45, 45)})

        # Set our initial name to '<choosing player>' in case anyone asks.
        self._sessionplayer.setname(
            Lstr(resource='choosingPlayerText').evaluate(), real=False)

        # Init these to our rando but they should get switched to the
        # selected profile (if any) right after.
        self._character_index = self._random_character_index
        self._color = self._random_color
        self._highlight = self._random_highlight

        self.update_from_profile()
        self.update_position()
        self._inited = True

        self._set_ready(False)
Ejemplo n.º 10
0
    def show_completion_banner(self, sound: bool = True) -> None:
        """Create the banner/sound for an acquired achievement announcement."""
        from ba import _account
        from ba import _gameutils
        from bastd.actor.text import Text
        from bastd.actor.image import Image
        from ba._general import WeakCall
        from ba._lang import Lstr
        from ba._messages import DieMessage
        from ba._enums import TimeType, SpecialChar
        app = _ba.app
        app.last_achievement_display_time = _ba.time(TimeType.REAL)

        # Just piggy-back onto any current activity
        # (should we use the session instead?..)
        activity = _ba.getactivity(doraise=False)

        # If this gets called while this achievement is occupying a slot
        # already, ignore it. (probably should never happen in real
        # life but whatevs).
        if self._completion_banner_slot is not None:
            return

        if activity is None:
            print('show_completion_banner() called with no current activity!')
            return

        if sound:
            _ba.playsound(_ba.getsound('achievement'), host_only=True)
        else:
            _ba.timer(
                0.5,
                lambda: _ba.playsound(_ba.getsound('ding'), host_only=True))

        in_time = 0.300
        out_time = 3.5

        base_vr_depth = 200

        # Find the first free slot.
        i = 0
        while True:
            if i not in app.achievement_completion_banner_slots:
                app.achievement_completion_banner_slots.add(i)
                self._completion_banner_slot = i

                # Remove us from that slot when we close.
                # Use a real-timer in the UI context so the removal runs even
                # if our activity/session dies.
                with _ba.Context('ui'):
                    _ba.timer(in_time + out_time,
                              self._remove_banner_slot,
                              timetype=TimeType.REAL)
                break
            i += 1
        assert self._completion_banner_slot is not None
        y_offs = 110 * self._completion_banner_slot
        objs: List[ba.Actor] = []
        obj = Image(_ba.gettexture('shadow'),
                    position=(-30, 30 + y_offs),
                    front=True,
                    attach=Image.Attach.BOTTOM_CENTER,
                    transition=Image.Transition.IN_BOTTOM,
                    vr_depth=base_vr_depth - 100,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    color=(0.0, 0.1, 0, 1),
                    scale=(1000, 300)).autoretain()
        objs.append(obj)
        assert obj.node
        obj.node.host_only = True
        obj = Image(_ba.gettexture('light'),
                    position=(-180, 60 + y_offs),
                    front=True,
                    attach=Image.Attach.BOTTOM_CENTER,
                    vr_depth=base_vr_depth,
                    transition=Image.Transition.IN_BOTTOM,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    color=(1.8, 1.8, 1.0, 0.0),
                    scale=(40, 300)).autoretain()
        objs.append(obj)
        assert obj.node
        obj.node.host_only = True
        obj.node.premultiplied = True
        combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 2})
        _gameutils.animate(
            combine, 'input0', {
                in_time: 0,
                in_time + 0.4: 30,
                in_time + 0.5: 40,
                in_time + 0.6: 30,
                in_time + 2.0: 0
            })
        _gameutils.animate(
            combine, 'input1', {
                in_time: 0,
                in_time + 0.4: 200,
                in_time + 0.5: 500,
                in_time + 0.6: 200,
                in_time + 2.0: 0
            })
        combine.connectattr('output', obj.node, 'scale')
        _gameutils.animate(obj.node,
                           'rotate', {
                               0: 0.0,
                               0.35: 360.0
                           },
                           loop=True)
        obj = Image(self.get_icon_texture(True),
                    position=(-180, 60 + y_offs),
                    attach=Image.Attach.BOTTOM_CENTER,
                    front=True,
                    vr_depth=base_vr_depth - 10,
                    transition=Image.Transition.IN_BOTTOM,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    scale=(100, 100)).autoretain()
        objs.append(obj)
        assert obj.node
        obj.node.host_only = True

        # Flash.
        color = self.get_icon_color(True)
        combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3})
        keys = {
            in_time: 1.0 * color[0],
            in_time + 0.4: 1.5 * color[0],
            in_time + 0.5: 6.0 * color[0],
            in_time + 0.6: 1.5 * color[0],
            in_time + 2.0: 1.0 * color[0]
        }
        _gameutils.animate(combine, 'input0', keys)
        keys = {
            in_time: 1.0 * color[1],
            in_time + 0.4: 1.5 * color[1],
            in_time + 0.5: 6.0 * color[1],
            in_time + 0.6: 1.5 * color[1],
            in_time + 2.0: 1.0 * color[1]
        }
        _gameutils.animate(combine, 'input1', keys)
        keys = {
            in_time: 1.0 * color[2],
            in_time + 0.4: 1.5 * color[2],
            in_time + 0.5: 6.0 * color[2],
            in_time + 0.6: 1.5 * color[2],
            in_time + 2.0: 1.0 * color[2]
        }
        _gameutils.animate(combine, 'input2', keys)
        combine.connectattr('output', obj.node, 'color')

        obj = Image(_ba.gettexture('achievementOutline'),
                    model_transparent=_ba.getmodel('achievementOutline'),
                    position=(-180, 60 + y_offs),
                    front=True,
                    attach=Image.Attach.BOTTOM_CENTER,
                    vr_depth=base_vr_depth,
                    transition=Image.Transition.IN_BOTTOM,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    scale=(100, 100)).autoretain()
        assert obj.node
        obj.node.host_only = True

        # Flash.
        color = (2, 1.4, 0.4, 1)
        combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3})
        keys = {
            in_time: 1.0 * color[0],
            in_time + 0.4: 1.5 * color[0],
            in_time + 0.5: 6.0 * color[0],
            in_time + 0.6: 1.5 * color[0],
            in_time + 2.0: 1.0 * color[0]
        }
        _gameutils.animate(combine, 'input0', keys)
        keys = {
            in_time: 1.0 * color[1],
            in_time + 0.4: 1.5 * color[1],
            in_time + 0.5: 6.0 * color[1],
            in_time + 0.6: 1.5 * color[1],
            in_time + 2.0: 1.0 * color[1]
        }
        _gameutils.animate(combine, 'input1', keys)
        keys = {
            in_time: 1.0 * color[2],
            in_time + 0.4: 1.5 * color[2],
            in_time + 0.5: 6.0 * color[2],
            in_time + 0.6: 1.5 * color[2],
            in_time + 2.0: 1.0 * color[2]
        }
        _gameutils.animate(combine, 'input2', keys)
        combine.connectattr('output', obj.node, 'color')
        objs.append(obj)

        objt = Text(Lstr(value='${A}:',
                         subs=[('${A}', Lstr(resource='achievementText'))]),
                    position=(-120, 91 + y_offs),
                    front=True,
                    v_attach=Text.VAttach.BOTTOM,
                    vr_depth=base_vr_depth - 10,
                    transition=Text.Transition.IN_BOTTOM,
                    flatness=0.5,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    color=(1, 1, 1, 0.8),
                    scale=0.65).autoretain()
        objs.append(objt)
        assert objt.node
        objt.node.host_only = True

        objt = Text(self.display_name,
                    position=(-120, 50 + y_offs),
                    front=True,
                    v_attach=Text.VAttach.BOTTOM,
                    transition=Text.Transition.IN_BOTTOM,
                    vr_depth=base_vr_depth,
                    flatness=0.5,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    flash=True,
                    color=(1, 0.8, 0, 1.0),
                    scale=1.5).autoretain()
        objs.append(objt)
        assert objt.node
        objt.node.host_only = True

        objt = Text(_ba.charstr(SpecialChar.TICKET),
                    position=(-120 - 170 + 5, 75 + y_offs - 20),
                    front=True,
                    v_attach=Text.VAttach.BOTTOM,
                    h_align=Text.HAlign.CENTER,
                    v_align=Text.VAlign.CENTER,
                    transition=Text.Transition.IN_BOTTOM,
                    vr_depth=base_vr_depth,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    flash=True,
                    color=(0.5, 0.5, 0.5, 1),
                    scale=3.0).autoretain()
        objs.append(objt)
        assert objt.node
        objt.node.host_only = True

        objt = Text('+' + str(self.get_award_ticket_value()),
                    position=(-120 - 180 + 5, 80 + y_offs - 20),
                    v_attach=Text.VAttach.BOTTOM,
                    front=True,
                    h_align=Text.HAlign.CENTER,
                    v_align=Text.VAlign.CENTER,
                    transition=Text.Transition.IN_BOTTOM,
                    vr_depth=base_vr_depth,
                    flatness=0.5,
                    shadow=1.0,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    flash=True,
                    color=(0, 1, 0, 1),
                    scale=1.5).autoretain()
        objs.append(objt)
        assert objt.node
        objt.node.host_only = True

        # Add the 'x 2' if we've got pro.
        if _account.have_pro():
            objt = Text('x 2',
                        position=(-120 - 180 + 45, 80 + y_offs - 50),
                        v_attach=Text.VAttach.BOTTOM,
                        front=True,
                        h_align=Text.HAlign.CENTER,
                        v_align=Text.VAlign.CENTER,
                        transition=Text.Transition.IN_BOTTOM,
                        vr_depth=base_vr_depth,
                        flatness=0.5,
                        shadow=1.0,
                        transition_delay=in_time,
                        transition_out_delay=out_time,
                        flash=True,
                        color=(0.4, 0, 1, 1),
                        scale=0.9).autoretain()
            objs.append(objt)
            assert objt.node
            objt.node.host_only = True

        objt = Text(self.description_complete,
                    position=(-120, 30 + y_offs),
                    front=True,
                    v_attach=Text.VAttach.BOTTOM,
                    transition=Text.Transition.IN_BOTTOM,
                    vr_depth=base_vr_depth - 10,
                    flatness=0.5,
                    transition_delay=in_time,
                    transition_out_delay=out_time,
                    color=(1.0, 0.7, 0.5, 1.0),
                    scale=0.8).autoretain()
        objs.append(objt)
        assert objt.node
        objt.node.host_only = True

        for actor in objs:
            _ba.timer(out_time + 1.000,
                      WeakCall(actor.handlemessage, DieMessage()))
Ejemplo n.º 11
0
    def __init__(self, vpos: float, player: _ba.SessionPlayer,
                 lobby: 'Lobby') -> None:
        # FIXME: Tidy up around here.
        # pylint: disable=too-many-branches
        # pylint: disable=too-many-statements
        from ba import _gameutils
        from ba import _profile
        from ba import _lang
        app = _ba.app
        self._deek_sound = _ba.getsound('deek')
        self._click_sound = _ba.getsound('click01')
        self._punchsound = _ba.getsound('punch01')
        self._swish_sound = _ba.getsound('punchSwish')
        self._errorsound = _ba.getsound('error')
        self._mask_texture = _ba.gettexture('characterIconMask')
        self._vpos = vpos
        self._lobby = weakref.ref(lobby)
        self._player = player
        self._inited = False
        self._dead = False
        self._text_node: Optional[ba.Node] = None
        self._profilename = ''
        self._profilenames: List[str] = []
        self._ready: bool = False
        self.character_names: List[str] = []
        self.last_change: Sequence[Union[float, int]] = (0, 0)

        # Hmm does this need to be public?
        self.profiles: Dict[str, Dict[str, Any]] = {}

        # Load available profiles either from the local config or from the
        # remote device.
        self.reload_profiles()

        # Note: this is just our local index out of available teams; *not*
        # the team-id!
        self._selected_team_index: int = self.lobby.next_add_team

        # Store a persistent random character index; we'll use this for the
        # '_random' profile. Let's use their input_device id to seed it. This
        # will give a persistent character for them between games and will
        # distribute characters nicely if everyone is random.
        try:
            input_device_id = self._player.get_input_device().id
        except Exception:
            from ba import _error
            _error.print_exception('Error getting device-id on chooser create')
            input_device_id = 0

        if app.lobby_random_char_index_offset is None:

            # We want the first device that asks for a chooser to always get
            # spaz as a random character..
            # scratch that.. we now kinda accomplish the same thing with
            # account profiles so lets just be fully random here.
            app.lobby_random_char_index_offset = (random.randrange(1000))

        # To calc our random index we pick a random character out of our
        # unlocked list and then locate that character's index in the full
        # list.
        char_index_offset = app.lobby_random_char_index_offset
        assert char_index_offset is not None
        self._random_character_index = ((input_device_id + char_index_offset) %
                                        len(self.character_names))
        self._random_color, self._random_highlight = (
            _profile.get_player_profile_colors(None))

        # Attempt to pick an initial profile based on what's been stored
        # for this input device.
        input_device = self._player.get_input_device()
        try:
            name = input_device.name
            unique_id = input_device.unique_identifier
            self._profilename = (
                app.config['Default Player Profiles'][name + ' ' + unique_id])
            self._profileindex = self._profilenames.index(self._profilename)

            # If this one is __account__ and is local and we haven't marked
            # anyone as the account-profile device yet, mark this guy as it.
            # (prevents the next joiner from getting the account profile too).
            if (self._profilename == '__account__'
                    and not input_device.is_remote_client
                    and app.lobby_account_profile_device_id is None):
                app.lobby_account_profile_device_id = input_device_id

        # Well hmm that didn't work.. pick __account__, _random, or some
        # other random profile.
        except Exception:

            profilenames = self._profilenames

            # We want the first local input-device in the game to latch on to
            # the account profile.
            if (not input_device.is_remote_client
                    and not input_device.is_controller_app):
                if (app.lobby_account_profile_device_id is None
                        and '__account__' in profilenames):
                    app.lobby_account_profile_device_id = input_device_id

            # If this is the designated account-profile-device, try to default
            # to the account profile.
            if (input_device_id == app.lobby_account_profile_device_id
                    and '__account__' in profilenames):
                self._profileindex = profilenames.index('__account__')
            else:

                # If this is the controller app, it defaults to using a random
                # profile (since we can pull the random name from the app).
                if input_device.is_controller_app:
                    self._profileindex = profilenames.index('_random')
                else:

                    # If its a client connection, for now just force
                    # the account profile if possible.. (need to provide a
                    # way for clients to specify/remember their default
                    # profile on remote servers that do not already know them).
                    if (input_device.is_remote_client
                            and '__account__' in profilenames):
                        self._profileindex = profilenames.index('__account__')
                    else:

                        # Cycle through our non-random profiles once; after
                        # that, everyone gets random.
                        while (app.lobby_random_profile_index <
                               len(profilenames)
                               and profilenames[app.lobby_random_profile_index]
                               in ('_random', '__account__', '_edit')):
                            app.lobby_random_profile_index += 1
                        if (app.lobby_random_profile_index <
                                len(profilenames)):
                            self._profileindex = (
                                app.lobby_random_profile_index)
                            app.lobby_random_profile_index += 1
                        else:
                            self._profileindex = profilenames.index('_random')

            self._profilename = profilenames[self._profileindex]

        self.character_index = self._random_character_index
        self._color = self._random_color
        self._highlight = self._random_highlight
        self._text_node = _ba.newnode('text',
                                      delegate=self,
                                      attrs={
                                          'position': (-100, self._vpos),
                                          'maxwidth': 160,
                                          'shadow': 0.5,
                                          'vr_depth': -20,
                                          'h_align': 'left',
                                          'v_align': 'center',
                                          'v_attach': 'top'
                                      })

        _gameutils.animate(self._text_node, 'scale', {0: 0, 0.1: 1.0})
        self.icon = _ba.newnode('image',
                                owner=self._text_node,
                                attrs={
                                    'position': (-130, self._vpos + 20),
                                    'mask_texture': self._mask_texture,
                                    'vr_depth': -10,
                                    'attach': 'topCenter'
                                })

        _gameutils.animate_array(self.icon, 'scale', 2, {
            0: (0, 0),
            0.1: (45, 45)
        })

        self._set_ready(False)

        # Set our initial name to '<choosing player>' in case anyone asks.
        self._player.set_name(
            _lang.Lstr(resource='choosingPlayerText').evaluate(), real=False)

        self.update_from_player_profiles()
        self.update_position()
        self._inited = True