Exemple #1
0
    def _print_lives(self, player: ba.Player) -> None:
        from bastd.actor import popuptext
        assert player  # Shouldn't be passing invalid refs around.
        if not player or not player.is_alive() or not player.node:
            return

        popuptext.PopupText('x' + str(player.gamedata['lives'] - 1),
                            color=(1, 1, 0, 1),
                            offset=(0, -0.8, 0),
                            random_offset=0.0,
                            scale=1.8,
                            position=player.node.position).autoretain()
Exemple #2
0
    def _print_lives(self, player: Player) -> None:
        from bastd.actor import popuptext

        # We get called in a timer so it's possible our player has left/etc.
        if not player or not player.is_alive() or not player.node:
            return

        popuptext.PopupText('x' + str(player.lives - 1),
                            color=(1, 1, 0, 1),
                            offset=(0, -0.8, 0),
                            random_offset=0.0,
                            scale=1.8,
                            position=player.node.position).autoretain()
    def do_hit_at_position(self, pos: Sequence[float],
                           player: ba.Player) -> bool:
        """Handle a bomb hit at the given position."""
        # pylint: disable=too-many-statements
        from bastd.actor import popuptext
        activity = self.activity

        # Ignore hits if the game is over or if we've already been hit
        if activity.has_ended() or self._hit or not self._nodes:
            return False

        diff = (ba.Vec3(pos) - self._position)

        # Disregard Y difference. Our target point probably isn't exactly
        # on the ground anyway.
        diff[1] = 0.0
        dist = diff.length()

        bullseye = False
        if dist <= self._r3 + self._rfudge:
            # Inform our activity that we were hit
            self._hit = True
            activity.handlemessage(self.TargetHitMessage())
            keys: Dict[float, Sequence[float]] = {
                0.0: (1.0, 0.0, 0.0),
                0.049: (1.0, 0.0, 0.0),
                0.05: (1.0, 1.0, 1.0),
                0.1: (0.0, 1.0, 0.0)
            }
            cdull = (0.3, 0.3, 0.3)
            popupcolor: Sequence[float]
            if dist <= self._r1 + self._rfudge:
                bullseye = True
                self._nodes[1].color = cdull
                self._nodes[2].color = cdull
                ba.animate_array(self._nodes[0], 'color', 3, keys, loop=True)
                popupscale = 1.8
                popupcolor = (1, 1, 0, 1)
                streak = player.gamedata['streak']
                points = 10 + min(20, streak * 2)
                ba.playsound(ba.getsound('bellHigh'))
                if streak > 0:
                    ba.playsound(
                        ba.getsound(
                            'orchestraHit4' if streak > 3 else
                            'orchestraHit3' if streak > 2 else
                            'orchestraHit2' if streak > 1 else 'orchestraHit'))
            elif dist <= self._r2 + self._rfudge:
                self._nodes[0].color = cdull
                self._nodes[2].color = cdull
                ba.animate_array(self._nodes[1], 'color', 3, keys, loop=True)
                popupscale = 1.25
                popupcolor = (1, 0.5, 0.2, 1)
                points = 4
                ba.playsound(ba.getsound('bellMed'))
            else:
                self._nodes[0].color = cdull
                self._nodes[1].color = cdull
                ba.animate_array(self._nodes[2], 'color', 3, keys, loop=True)
                popupscale = 1.0
                popupcolor = (0.8, 0.3, 0.3, 1)
                points = 2
                ba.playsound(ba.getsound('bellLow'))

            # Award points/etc.. (technically should probably leave this up
            # to the activity).
            popupstr = '+' + str(points)

            # If there's more than 1 player in the game, include their
            # names and colors so they know who got the hit.
            if len(activity.players) > 1:
                popupcolor = ba.safecolor(player.color, target_intensity=0.75)
                popupstr += ' ' + player.get_name()
            popuptext.PopupText(popupstr,
                                position=self._position,
                                color=popupcolor,
                                scale=popupscale).autoretain()

            # Give this player's team points and update the score-board.
            player.team.gamedata['score'] += points
            assert isinstance(activity, TargetPracticeGame)
            activity.update_scoreboard()

            # Also give this individual player points
            # (only applies in teams mode).
            assert activity.stats is not None
            activity.stats.player_scored(player,
                                         points,
                                         showpoints=False,
                                         screenmessage=False)

            ba.animate_array(self._nodes[0], 'size', 1, {
                0.8: self._nodes[0].size,
                1.0: [0.0]
            })
            ba.animate_array(self._nodes[1], 'size', 1, {
                0.85: self._nodes[1].size,
                1.05: [0.0]
            })
            ba.animate_array(self._nodes[2], 'size', 1, {
                0.9: self._nodes[2].size,
                1.1: [0.0]
            })
            ba.timer(1.1, ba.Call(self.handlemessage, ba.DieMessage()))

        return bullseye