Exemple #1
0
    def onBegin(self):
        bs.TeamGameActivity.onBegin(self)
        self._updateScoreBoard()

        self._targets = []

        # number of targets is based on player count
        numTargets = min(5,len(self.initialPlayerInfo)+2)
        for i in range(numTargets):
            bs.gameTimer(5000+i*1000,self._spawnTarget)
        
        
        # this wrangles our bots
        self._bots = bs.BotSet()

        # start some timers to spawn bots
        bs.gameTimer(1000,bs.Call(self._bots.spawnBot,bs.ToughGuyBot,pos=(3,3,-2),spawnTime=3000))
        #bs.gameTimer(2000,bs.Call(self._bots.spawnBot,bs.ToughGuyBot,pos=(-3,3,-2),spawnTime=3000))
        #bs.gameTimer(3000,bs.Call(self._bots.spawnBot,bs.NinjaBot,pos=(5,3,-2),spawnTime=3000))
        #bs.gameTimer(4000,bs.Call(self._bots.spawnBot,bs.NinjaBot,pos=(-5,3,-2),spawnTime=3000))

        # add a few extras for multiplayer
        if len(self.initialPlayerInfo) > 2:
            bs.gameTimer(5000,bs.Call(self._bots.spawnBot,bs.ToughGuyBot,pos=(0,3,-5),spawnTime=3000))
        if len(self.initialPlayerInfo) > 3:
            bs.gameTimer(6000,bs.Call(self._bots.spawnBot,bs.ToughGuyBot,pos=(0,3,1),spawnTime=3000))

        # note: if spawns were spread out more we'd probably want to set some sort of flag on the
        # last spawn to ensure we don't inadvertantly allow a 'win' before every bot is spawned.
        # (ie: if bot 1, 2, and 3 got killed but 4 hadn't spawned yet, the game might end because
        # it sees no remaining bots.
        self._updateTimer = bs.Timer(1000,self._update,repeat=True)

        self._countdown = bs.OnScreenCountdown(150,endCall=self.endGame)
        bs.gameTimer(4000,self._countdown.start)
 def onBegin(self):
     bs.TeamGameActivity.onBegin(self)
     # End the game in a minute
     bs.gameTimer(60000, bs.WeakCall(self.endGame))
     bs.OnScreenCountdown(60).start()
     # Call the method to spawn our kronks
     bs.gameTimer(1000, bs.WeakCall(self.spawnBots))
     self._gamescore = 0
     # Set up a scoreboard
     self._scoredis = bs.ScoreBoard()
     self._scoredis.setTeamValue(self.teams[0], self._gamescore)
     # Enable powerups with TNT
     self.setupStandardPowerupDrops(enableTNT=True)
    def onBegin(self):
        bs.TeamGameActivity.onBegin(self)
        self._updateScoreBoard()

        self._targets = []

        # number of targets is based on player count
        #numTargets = min(5,len(self.initialPlayerInfo)+2)
        numTargets = self.settings['Target Count']
        for i in range(numTargets):
            bs.gameTimer(5000 + i * 1000, self._spawnTarget)

        self._updateTimer = bs.Timer(1000, self._update, repeat=True)

        self._countdown = bs.OnScreenCountdown(60, endCall=self.endGame)
        bs.gameTimer(4000, self._countdown.start)
Exemple #4
0
    def onBegin(self):

        # there's a player-wall on the tower-d level to prevent
        # players from getting up on the stairs.. we wanna kill that
        self.setupStandardPowerupDrops()
        bs.TeamGameActivity.onBegin(self)
        self._updateScoreBoard()
        self._updateTimer = bs.Timer(250, self._update, repeat=True)

        self._countdown = bs.OnScreenCountdown(3600, endCall=self.endGame)
        bs.gameTimer(4000, self._countdown.start)

        self._bots = bs.BotSet()
        # spawn evil bunny in co-op only
        if isinstance(self.getSession(), bs.CoopSession):
            self._spawnBigMommy()
    def onBegin(self):

        # there's a player-wall on the tower-d level to prevent
        # players from getting up on the stairs.. we wanna kill that
        self.getMap().playerWall.delete()

        bs.TeamGameActivity.onBegin(self)
        self._updateScoreBoard()

        self._updateTimer = bs.Timer(250, self._update, repeat=True)

        self._countdown = bs.OnScreenCountdown(60, endCall=self.endGame)
        bs.gameTimer(4000, self._countdown.start)

        self._bots = bs.BotSet()
        # spawn evil bunny in co-op only
        if isinstance(self.getSession(), bs.CoopSession) and self._proMode:
            self._spawnEvilBunny()
Exemple #6
0
 def __init__(self, settings):
     bs.TeamGameActivity.__init__(self, settings)
     self.called = False
     if self.settings['Epic Mode']: self._isSlowMotion = True
     self.info = bs.NodeActor(
         bs.newNode('text',
                    attrs={
                        'vAttach': 'bottom',
                        'hAlign': 'center',
                        'vrDepth': 0,
                        'color': (0, .2, 0),
                        'shadow': 1.0,
                        'flatness': 1.0,
                        'position': (0, 0),
                        'scale': 0.8,
                        'text': "Created by MattZ45986 on Github",
                    }))
     self._scoredis = bs.ScoreBoard()
     self.timer = bs.OnScreenCountdown(30, self.endGame)
 def onBegin(self):
     self.timer = bs.OnScreenCountdown(self.settings['Time Limit'],
                                       endCall=self.endGame)
     self.timer.start()
     self.ended = False
     self.roundNum = 0
     self.numPickedUp = 0
     self.nodes = []
     self.flags = []
     bs.screenMessage(str(len(self.flags)))
     self.spawned = []
     self.leftPlayers = 0
     self.scores = {}
     for player in self.players:
         self.scores[player] = 0
         player.gameData['survived'] = True
         player.gameData['done'] = False
         player.gameData['score'] = 0
     bs.TeamGameActivity.onBegin(self)
     self.makeRound()