Example #1
0
    def updateFromPlayerProfile(self):
        try:
            self.profileName = self.profileNames[self.profileIndex]
            character = self.profiles[self.profileName].get('character', 'Spaz')
            if character not in self.characterNames and character in bsSpaz.appearances: self.characterNames.append(character)
            self.characterIndex = self.characterNames.index(character)
            marker = self.profileName.encode('utf-8')[0] if self.profileName.encode('utf-8')[0] in self.markers else None
            if marker is not None:
                glow = self.glowDict.get(marker, [1, 1, 0, 0])
                cM, hM, stabilizeC, stabilizeH = glow[0], glow[1], glow[2], glow[3]
                self._color, self._highlight = bsUtils.getPlayerProfileColors(self.profileName, profiles=self.profiles)
                
                if not stabilizeC: self._color = (self._color[0]*cM, self._color[1]*cM, self._color[2]*cM)
                else:
                    m = max(self._color)
                    self._color = tuple([i*cM if i == m else i for i in list(self._color)])

                if not stabilizeH: self._highlight = (self._highlight[0]*hM, self._highlight[1]*hM, self._highlight[2]*hM)
                else:
                    m = max(self._highlight)
                    self._highlight = tuple([i*hM if i == m else i for i in list(self._highlight)])
            else: self._color, self._highlight = bsUtils.getPlayerProfileColors(self.profileName, profiles=self.profiles)
        except Exception as E:
            self.characterIndex = self._randomCharacterIndex
            self._color = self._randomColor
            self._highlight = self._randomHighlight
            print(str(E))
        self._updateIcon()
        self._updateText()
Example #2
0
 def updateFromPlayerProfile(self):
     # set character based on profile; otherwise default to
     # our pre-picked random
     try:
         # store the name even though we usually use index (in case
         # the profile list changes)
         self.profileName = self.profileNames[self.profileIndex]
         character = self.profiles[self.profileName]['character']
         # hmmm; at the moment we're not properly pulling the list
         # of available characters from clients, so profiles might use a
         # character not in their list. for now, just go ahead and add
         # the character name to their list as long as we're aware of it
         if (character not in self.characterNames
                 and character in bsSpaz.appearances):
             self.characterNames.append(character)
         self.characterIndex = self.characterNames.index(character)
         self._color, self._highlight = \
             bsUtils.getPlayerProfileColors(self.profileName,
                                            profiles=self.profiles)
     except Exception as e:
         self.characterIndex = self._randomCharacterIndex
         self._color = self._randomColor
         self._highlight = self._randomHighlight
     self._updateIcon()
     self._updateText()
Example #3
0
    def __init__(self, vPos, player, lobby):

        import bsInternal

        self._deekSound = bs.getSound('deek')
        self._clickSound = bs.getSound('click01')
        self._punchSound = bs.getSound('punch01')
        self._swishSound = bs.getSound('punchSwish')
        self._errorSound = bs.getSound('error')
        self._maskTexture = bs.getTexture('characterIconMask')
        self._vPos = vPos
        self._lobby = weakref.ref(lobby)
        self._player = player
        self._inited = False
        self._dead = False

        # load available profiles either from the local config or from the
        # remote device..
        self.reloadProfiles()

        # note: this is just our local index out of available teams; *not*
        # the team ID!
        self._selectedTeamIndex = self.getLobby().nextAddTeam

        # store a persistent random character index; we'll use this for the
        # '_random' profile. Let's use their inputDevice id to seed it.. this
        # will give a persistent character for them between games and will
        # distribute characters nicely if everyone is random
        try:
            inputDeviceID = self._player.getInputDevice().getID()
        except Exception as e:
            print 'ERROR: exc getting inputDeviceID for chooser creation:', e
            inputDeviceID = 0
            import traceback
            traceback.print_stack()

        # we want the first device that asks for a chooser to always get
        # spaz as a random character..
        global gRandomCharIndexOffset
        if gRandomCharIndexOffset is None:
            # scratch that.. we now kinda accomplish the same thing with
            # account profiles so lets just be fully random here..
            gRandomCharIndexOffset = 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
        self._randomCharacterIndex = (
            (inputDeviceID + gRandomCharIndexOffset) %
            len(self.characterNames))
        self._randomColor, self._randomHighlight = \
            bsUtils.getPlayerProfileColors(None)
        global gAccountProfileDeviceID
        # attempt to pick an initial profile based on what's been stored
        # for this input device
        try:
            inputDevice = self._player.getInputDevice()
            name = inputDevice.getName()
            uniqueID = inputDevice.getUniqueIdentifier()
            self.profileName = (
                bs.getConfig()['Default Player Profiles'][name + ' ' +
                                                          uniqueID])
            self.profileIndex = self.profileNames.index(self.profileName)

            # if this one is __account__ and is local and we havn'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 inputDevice.isRemoteClient()
                    and gAccountProfileDeviceID is None):
                gAccountProfileDeviceID = inputDeviceID

        # 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 inputDevice.isRemoteClient()
                    and not inputDevice.isControllerApp()):
                if (gAccountProfileDeviceID is None
                        and '__account__' in profileNames):
                    gAccountProfileDeviceID = inputDeviceID

            # if this is the designated account-profile-device, try to default
            # to the account profile
            if (inputDeviceID == gAccountProfileDeviceID
                    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 inputDevice.isControllerApp():
                    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)
                    if (inputDevice.isRemoteClient()
                            and '__account__' in profileNames):
                        self.profileIndex = profileNames.index('__account__')
                    else:
                        global gRandProfileIndex
                        # cycle through our non-random profiles once; after
                        # that, everyone gets random.
                        while (gRandProfileIndex < len(profileNames)
                               and profileNames[gRandProfileIndex]
                               in ('_random', '__account__', '_edit')):
                            gRandProfileIndex += 1
                        if gRandProfileIndex < len(profileNames):
                            self.profileIndex = gRandProfileIndex
                            gRandProfileIndex += 1
                        else:
                            self.profileIndex = profileNames.index('_random')

            self.profileName = profileNames[self.profileIndex]

        self.characterIndex = self._randomCharacterIndex
        self._color = self._randomColor
        self._highlight = self._randomHighlight
        self.ready = False
        self._textNode = bs.newNode('text',
                                    delegate=self,
                                    attrs={
                                        'position': (-100, self._vPos),
                                        'maxWidth': 160,
                                        'shadow': 0.5,
                                        'vrDepth': -20,
                                        'hAlign': 'left',
                                        'vAlign': 'center',
                                        'vAttach': 'top'
                                    })

        bsUtils.animate(self._textNode, 'scale', {0: 0, 100: 1.0})
        self.icon = bs.newNode('image',
                               owner=self._textNode,
                               attrs={
                                   'position': (-130, self._vPos + 20),
                                   'maskTexture': self._maskTexture,
                                   'vrDepth': -10,
                                   'attach': 'topCenter'
                               })

        bsUtils.animateArray(self.icon, 'scale', 2, {0: (0, 0), 100: (45, 45)})

        self._setReady(False)

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

        self.updateFromPlayerProfile()
        self.updatePosition()
        self._inited = True
Example #4
0
    def updateFromPlayerProfile(self):
        # set character based on profile; otherwise default to
        # our pre-picked random
        try:
            # store the name even though we usually use index (in case
            # the profile list changes)
            self.profileName = self.profileNames[self.profileIndex]
            character = self.profiles[self.profileName]['character']
            # hmmm; at the moment we're not properly pulling the list
            # of available characters from clients, so profiles might use a
            # character not in their list. for now, just go ahead and add
            # the character name to their list as long as we're aware of it
            if (character not in self.characterNames
                    and character in bsSpaz.appearances):
                self.characterNames.append(character)
            self.characterIndex = self.characterNames.index(character)

            # well, actually the glowing profiles
            if self.profileName.encode('utf-8')[0] in self.glowDict:

                cM = self.glowDict[self.profileName.encode('utf-8')[0]][0]
                if cM >= 25.0: cM = 25.0
                hM = float(
                    self.glowDict[self.profileName.encode('utf-8')[0]][1])
                if hM >= 25.0: hM = 25.0
                stabilizeC = int(
                    self.glowDict[self.profileName.encode('utf-8')[0]][2]) > 0
                stabilizeH = int(
                    self.glowDict[self.profileName.encode('utf-8')[0]][3]) > 0
                self._color, self._highlight = bsUtils.getPlayerProfileColors(
                    self.profileName, profiles=self.profiles)

                if not stabilizeC:
                    self._color = (self._color[0] * cM, self._color[1] * cM,
                                   self._color[2] * cM)
                else:
                    m = max(self._color)
                    self._color = list(self._color)

                    if self._color[0] == m:
                        self._color[0] = self._color[0] * cM
                    if self._color[1] == m:
                        self._color[1] = self._color[1] * cM
                    if self._color[2] == m:
                        self._color[2] = self._color[2] * cM

                    self._color = tuple(self._color)

                if not stabilizeH:
                    self._highlight = (self._highlight[0] * hM,
                                       self._highlight[1] * hM,
                                       self._highlight[2] * hM)
                else:
                    m = max(self._highlight)
                    self._highlight = list(self._highlight)

                    if self._highlight[0] == m:
                        self._highlight[0] = self._highlight[0] * hM
                    if self._highlight[1] == m:
                        self._highlight[1] = self._highlight[1] * hM
                    if self._highlight[2] == m:
                        self._highlight[2] = self._highlight[2] * hM

                    self._highlight = tuple(self._highlight)
            else:
                self._color, self._highlight = \
                    bsUtils.getPlayerProfileColors(self.profileName,
                                                   profiles=self.profiles)
        except:
            self.characterIndex = self._randomCharacterIndex
            self._color = self._randomColor
            self._highlight = self._randomHighlight

        self._updateIcon()
        self._updateText()