Exemple #1
0
    def _updateBots(self):
        self._botUpdateInterval = max(500,self._botUpdateInterval * 0.98)
        self._botUpdateTimer = bs.Timer(int(self._botUpdateInterval),bs.WeakCall(self._updateBots))

        botSpawnPoints = [[-5,5.5,-4.14],[0,5.5,-4.14],[5,5.5,-4.14]]
        dists = [0,0,0]
        playerPts = []
        for player in self.players:
            try:
                if player.isAlive():
                    playerPts.append(player.actor.node.position)
            except Exception,e:
                print 'EXC in _updateBots',e
Exemple #2
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    def _dropPowerups(self,standardPoints=False,powerupType=None):
        """ Generic powerup drop """

        if standardPoints:
            pts = self.getMap().powerupSpawnPoints
            for i,pt in enumerate(pts):
                bs.gameTimer(1000+i*500,bs.WeakCall(self._dropPowerup,i,powerupType if i == 0 else None))
        else:
            pt = (self._powerupCenter[0]+random.uniform(-1.0*self._powerupSpread[0],1.0*self._powerupSpread[0]),
                  self._powerupCenter[1],self._powerupCenter[2]+random.uniform(-self._powerupSpread[1],self._powerupSpread[1]))

            # drop one random one somewhere..
            bs.Powerup(position=pt,powerupType=bs.Powerup.getFactory().getRandomPowerupType(excludeTypes=self._excludePowerups)).autoRetain()
    def _updateBots(self):
        self._botUpdateInterval = max(500, self._botUpdateInterval * 0.98)
        self._botUpdateTimer = bs.Timer(int(self._botUpdateInterval),
                                        bs.WeakCall(self._updateBots))

        botSpawnPoints = [[-5, 5.5, -4.14], [0, 5.5, -4.14], [5, 5.5, -4.14]]
        dists = [0, 0, 0]
        playerPts = []
        for player in self.players:
            try:
                if player.isAlive():
                    playerPts.append(player.actor.node.position)
            except Exception as e:
                print 'EXC in _updateBots', e
        for i in range(3):
            for p in playerPts:
                dists[i] += abs(p[0] - botSpawnPoints[i][0])
            # little random variation
            dists[i] += random.random() * 5.0
        if dists[0] > dists[1] and dists[0] > dists[2]:
            pt = botSpawnPoints[0]
        elif dists[1] > dists[2]:
            pt = botSpawnPoints[1]
        else:
            pt = botSpawnPoints[2]

        pt = (pt[0] + 3.0 * (random.random() - 0.5), pt[1],
              2.0 * (random.random() - 0.5) + pt[2])

        # normalize our bot type total and find a random number within that
        total = 0.0
        for t in self._botSpawnTypes.items():
            total += t[1][0]
        r = random.random() * total

        # now go back through and see where this value falls
        total = 0
        for t in self._botSpawnTypes.items():
            total += t[1][0]
            if r <= total:
                spazType = t[0]
                break

        spawnTime = 1000
        self._bots.spawnBot(spazType, pos=pt, spawnTime=spawnTime)

        # after every spawn we adjust our ratios slightly to get more
        # difficult..
        for t in self._botSpawnTypes.items():
            t[1][0] += t[1][1]  # increase spawn rate
            t[1][1] += t[1][2]  # increase spawn rate increase rate
Exemple #4
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 def _spawnBomb(self):
     if self._frontRaceRegion is None: return
     region = (self._frontRaceRegion + (3)) % len(self._regions)
     #print 'WOULD SPAWN BOMB AT',bs.getGameTime(),'AT REGION',region
     pt = self._regions[region]._pt
     regionScale = 0.8  # dont use the full region so we're less likely to spawn off a cliff
     xRange = (-0.5, 0.5) if pt[3] == 0 else (-regionScale * pt[3],
                                              regionScale * pt[3])
     zRange = (-0.5, 0.5) if pt[5] == 0 else (-regionScale * pt[5],
                                              regionScale * pt[5])
     pt = (pt[0] + random.uniform(*xRange), pt[1] + 1.0,
           pt[2] + random.uniform(*zRange))
     bs.gameTimer(random.randrange(2000),
                  bs.WeakCall(self._spawnBombAtPt, pt))
Exemple #5
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    def _handleDropped(self, m):
        if self.bombType == 'landMine':
            self.armTimer = bs.Timer(
                1250, bs.WeakCall(self.handleMessage, ArmMessage()))

        # once we've thrown a sticky bomb we can stick to it..
        elif self.bombType == 'sticky':

            def _safeSetAttr(node, attr, value):
                if node.exists(): setattr(node, attr, value)

            #bs.gameTimer(250,bs.Call(_safeSetAttr,self.node,'stickToOwner',True))
            bs.gameTimer(250,
                         lambda: _safeSetAttr(self.node, 'stickToOwner', True))
Exemple #6
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 def explode(self):
     """
     Blows up the bomb if it has not yet done so.
     """
     if self._exploded: return
     self._exploded = True
     activity = self.getActivity()
     if activity is not None and self.node.exists():
         blast = Blast(position=self.node.position,velocity=self.node.velocity,
                       blastRadius=self.blastRadius,blastType=self.bombType,sourcePlayer=self.sourcePlayer,hitType=self.hitType,hitSubType=self.hitSubType).autoRetain()
         for c in self._explodeCallbacks: c(self,blast)
         
     # we blew up so we need to go away
     bs.gameTimer(1 ,bs.WeakCall(self.handleMessage, bs.DieMessage()))
Exemple #7
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	def __init__(self, position, team):
		bsHockey.Puck.__init__(self, position)
		self.team = team

		self.tickrate = 100
		self._timeout = 5000 / self.tickrate
		self._count = self._timeout
		self._tickTimer = bs.Timer(self.tickrate, call=bs.WeakCall(self._tick), repeat=True)
		self._counter = bs.newNode('text', owner=self.node, attrs={'inWorld':True, 'color': (1, 1, 1, 0.7), 'scale': 0.015, 'shadow': 0.5, 'flatness': 1.0, 'hAlign':'center'})
		self.age = 0
		self.scored = False
		self.lastHoldingPlayer = None
		self.light = None
		self.movedSinceSpawn = False
 def explode(self):
     if self._exploded: return
     self._exploded = True
     activity = self.getActivity()
     if activity is not None and self.node.exists():
         blast = bs.Blast(position=self.node.position,
                          velocity=self.node.velocity,
                          blastRadius=self.blastRadius,
                          blastType=self.bombType,
                          sourcePlayer=self.sourcePlayer,
                          hitType=self.hitType,
                          hitSubType=self.hitSubType).autoRetain()
         for c in self._explodeCallbacks:
             c(self, blast)
     bs.gameTimer(1, bs.WeakCall(self.handleMessage, bs.DieMessage()))
Exemple #9
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	def explode(self):
		if self._exploded:
			return
		self._exploded = True
		size = int(self.blastRadius)
		for mod in range(-size, size+1):
			pos = self.node.position
			posX = (pos[0] + mod*1.0, pos[1], pos[2])
			posY = (pos[0], pos[1], pos[2] + mod*1.0)
			if Map.inBounds(posX):
				bs.gameTimer(abs(mod)*150, bs.Call(blast, posX, self.bombType, self.sourcePlayer, self.hitType, self.hitSubType))
			if Map.inBounds(posY):
				bs.gameTimer(abs(mod)*150, bs.Call(blast, posY, self.bombType, self.sourcePlayer, self.hitType, self.hitSubType))

		bs.gameTimer(1, bs.WeakCall(self.handleMessage, bs.DieMessage()))
Exemple #10
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    def onBegin(self):
        bs.TeamGameActivity.onBegin(self)
        self.setupStandardTimeLimit(self.settings['Time Limit'])
        self.setupStandardPowerupDrops(enableTNT=False)
        self._pow = None
        self._tntDropTimer = bs.Timer(1000 * 30,
                                      bs.WeakCall(self._dropPowBox),
                                      repeat=True)
        self._updateIcons()

        def end():
            if len(self._getLivingTeams()) < 2:
                self._roundEndTimer = bs.Timer(500, self.endGame)

        bs.gameTimer(1000, bs.Call(end), repeat=True)
Exemple #11
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 def onTransitionIn(self):
     import bsInternal
     bs.Activity.onTransitionIn(self)
     bsInternal._addCleanFrameCallback(bs.WeakCall(self._startPreloads))
     self._background = bsUtils.Background(fadeTime=500,
                                           startFaded=True,
                                           showLogo=False)
     self._part = 1
     self._image = bsUtils.Image(self._tex,
                                 transition='fadeIn',
                                 modelTransparent=bs.getModel('image4x1'),
                                 scale=(800, 200),
                                 transitionDelay=500,
                                 transitionOutDelay=self._part1Duration -
                                 1300)
     bs.gameTimer(self._part1Duration, self.end)
Exemple #12
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    def curse(self):
        if not self._cursed:
            factory = self.getFactory()
            self._cursed = True
            for attr in ['materials', 'rollerMaterials']:
                materials = getattr(self.node, attr)
                if not factory.curseMaterial in materials:
                    setattr(self.node, attr,
                            materials + (factory.curseMaterial, ))

            # -1 specifies no time limit
            if self.curseTime == -1:
                self.node.curseDeathTime = -1
            else:
                self.node.curseDeathTime = bs.getGameTime() + 15000
                bs.gameTimer(15000, bs.WeakCall(self.curseExplode))
    def __init__(self,
                 position=(0, 1, 0),
                 velocity=(5, 0, 5),
                 sourcePlayer=None,
                 owner=None):
        bs.Actor.__init__(self)

        activity = bs.getActivity()
        factory = self.getFactory()
        # spawn at the provided point
        self._spawnPos = (position[0], position[1] + 0.1, position[2])
        self.node = bs.newNode(
            "prop",
            attrs={
                'model':
                factory.doorModel,
                'body':
                'sphere',
                'colorTexture':
                factory.texColor,
                'reflection':
                'soft',
                'modelScale':
                1,
                'bodyScale':
                1,
                'density':
                1,
                'reflectionScale': [0.8],
                'shadowSize':
                0.1,
                'position':
                self._spawnPos,
                'velocity':
                velocity,
                'materials':
                [bs.getSharedObject('objectMaterial'), factory.ballMaterial]
            },
            delegate=self)
        self.sourcePlayer = sourcePlayer
        self.owner = owner
        if factory._autoDisappear:  # defaults to True.
            # Snowballs should melt after some time
            bs.gameTimer(6500, bs.WeakCall(self._disappear))
        self._hitNodes = set()
        self._used = False
        self.canUse = False
Exemple #14
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 def __init__(self,
              color=(1, 1, 1),
              highlight=(0.5, 0.5, 0.5),
              character="Spaz",
              player=None,
              powerupsExpire=True):
     bs.PlayerSpaz.__init__(self,
                            color=color,
                            highlight=highlight,
                            character=character,
                            player=player,
                            powerupsExpire=powerupsExpire)
     self.node.fly = False
     self.node.hockey = True
     self.hitPointsMax = self.hitPoints = 1500  # more HP to handle drop
     bs.gameTimer(self.getActivity().peace_time,
                  bs.WeakCall(self.safeConnectControlsToPlayer))
Exemple #15
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    def respawnPlayerZombie(self, player, respawnTime=None):
        """
        Given a bs.Player, sets up a standard respawn timer,
        along with the standard counter display, etc.
        At the end of the respawn period spawnPlayer() will
        be called if the Player still exists.
        An explicit 'respawnTime' can optionally be provided
        (in milliseconds).
        """

        if player is None or not player.exists():
            if player is None:
                bs.printError('None passed as player to respawnPlayer()')
            else:
                bs.printError(
                    'Nonexistant bs.Player passed to respawnPlayer(); call player.exists() to make sure a player is still there.'
                )
            return

        if player.getTeam() is None:
            bs.printError('player has no team in respawnPlayer()')
            return

        if respawnTime is None:
            if len(player.getTeam().players) == 1: respawnTime = 3000
            elif len(player.getTeam().players) == 2: respawnTime = 5000
            elif len(player.getTeam().players) == 3: respawnTime = 6000
            else: respawnTime = 7000

        # if this standard setting is present, factor it in
        if 'Respawn Times' in self.settings:
            respawnTime *= self.settings['Respawn Times']

        respawnTime = int(max(1000, respawnTime))
        if respawnTime % 1000 != 0:
            respawnTime -= respawnTime % 1000  # we want whole seconds

        if player.actor and not self.hasEnded():
            import bsSpaz
            player.gameData['respawnTimer'] = bs.Timer(
                respawnTime,
                bs.WeakCall(self.spawnPlayerIfExistsAsZombie, player))
            player.gameData['respawnIcon'] = bsSpaz.RespawnIcon(
                player, respawnTime)
Exemple #16
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    def activateArea(self):
        mineOK = False
        if self.exists():
            r = self.defRad
            fudge = self.getActivity().minOverlap #This is the minimum overlap to join owner's territory (not used to check enemy overlap)
            p1 = self.node.position
            self.node.maxSpeed = 0.0 #We don't want mines moving around. They could leave their zone.
            self.damping = 100
        #First, confirm that this mine "touches" owner's mines
        if self.sourcePlayer.exists():
            for m in self.sourcePlayer.gameData['mines']:
                if m.exists() and not m.died:
                    if m.rad != 0: #Don't check un-activated mines
                        p2 = m.node.position
                        diff = (bs.Vector(p1[0]-p2[0],0.0,p1[2]-p2[2]))
                        dist = (diff.length())
                        if dist < (m.rad + r)-fudge: #We check m.rad just in case it's somehow different. However, this probably shouldn't happen. Unless I change gameplay later.
                            mineOK = True #mine adjoins owner's territory. Will set to false if it also adjoin's enemy though.
                            break #Get out of the loop
        takeovers = []
        if mineOK:
            for p in self.getActivity().players:
                if not p is self.sourcePlayer:
                    if p.exists():
                        for m in p.gameData['mines']:
                            if m.rad != 0.0: #Don't check un-activated mines
                                p2 = m.node.position
                                diff = (bs.Vector(p1[0]-p2[0],0.0,p1[2]-p2[2]))
                                dist = (diff.length())
                                if dist < m.rad + r: #We check m.rad just in case it's somehowdifferent. However, this probably shouldn't happen. Unless I change gameplay later.
                                    mineOK = False
                                    takeovers = []
                                    break

        #If we made it to here and mineOK is true, we can activate.  Otherwise, we'll flash red and die.
        self.zone = bs.newNode('locator',attrs={'shape':'circle','position':self.node.position,'color':self.sourcePlayer.color,'opacity':0.5,'drawBeauty':False,'additive':True})
        bs.animateArray(self.zone,'size',1,{0:[0.0],150:[2*r]}) #Make circle at the default radius to show players where it would go if OK
        if mineOK or self.isHome:
            self.activated = True
            self.rad = r #Immediately set this mine's radius
        else: #mine was not OK
            keys = {0:(1,0,0),49:(1,0,0),50:(1,1,1),100:(0,1,0)}
            bs.animateArray(self.zone,'color',3,keys,loop=True)
            bs.gameTimer(800, bs.WeakCall(self.handleMessage, bs.DieMessage()), repeat=False)
Exemple #17
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 def move(self):
     px = eval(self.px)
     py = eval(self.py)
     pz = eval(self.pz)
     try:
         if self.node.exists():
             pn = self.node.position
             # time = self.distance(pn[0],pn[1],pn[2],px,py,pz)*2000
             dist = self.distance(pn[0], pn[1], pn[2], px, py, pz)
     except:
         time = 1000
         print 'Floater Time Error'
     if self.node.exists():
         # bsUtils.animateArray(self.node,'position',3,{0:self.node.position,time:(px,py,pz)})
         # bs.gameTimer(int(round(time)),bs.WeakCall(self.move))
         self.node.velocity = ((px - pn[0]) / dist, (py - pn[1]) / dist,
                               (pz - pn[2]) / dist)
         if not self.controlled:
             bs.gameTimer(int(round(dist * 1000)), bs.WeakCall(self.move))
Exemple #18
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 def onJumpPress(self):
     """
     Called to 'press jump' on this spaz;
     used for player or AI connections.
     """
     if not self.node.exists() or self.frozen or self.node.knockout > 0.0:
         return
     if self.punchCallback is not None:
         self.punchCallback(self)
     t = bs.getGameTime()
     self._punchedNodes = set()  # reset this..
     if (t - self.lastPunchTime) / 0.3 > self._punchCooldown:
         self.lastPunchTime = t
         self.node.punchPressed = True
         self.landMineCount = 1
         if not self.node.holdNode.exists():
             bs.gameTimer(
                 1,
                 bs.WeakCall(self._safePlaySound,
                             self.getFactory().swishSound, 0.8))
    def spawnPlayerSpaz(self, player, position=(0, 5, -3), angle=None):
        s = self.settings
        name = player.getName()
        color = player.color
        highlight = player.highlight
        players = self.players

        spaz = PlagueSpaz(color=color,
                          highlight=highlight,
                          character=player.character,
                          sourcePlayer=player)
        spaz.connectControlsToPlayer(enablePunch=False,
                                     enablePickUp=s["Enable Picking Up"],
                                     enableRun=s["Enable Running"],
                                     enableJump=s["Enable Jumping"])
        player.setActor(spaz)
        spaz.node.addDeathAction(
            bs.WeakCall(self.handleMessage, PlagueSpazDeathMessage()))
        spaz.handleMessage(
            bs.StandMessage(self.getMap().getFFAStartPosition(self.players),
                            90))
 def dropBomb(self):
     if (self.landMineCount <= 0 and self.bombCount <= 0) or self.frozen:
         return
     p = self.node.positionForward
     v = self.node.velocity
     droppingBomb = True
     bombType = self.bombType
     bomb = PlagueBomb(position=(p[0], p[1] - 0.0, p[2]),
                       velocity=(v[0], v[1], v[2]),
                       bombType='plague',
                       blastRadius=self.blastRadius,
                       sourcePlayer=self.sourcePlayer,
                       owner=self.node).autoRetain()
     if droppingBomb:
         self.bombCount -= 1
         bomb.node.addDeathAction(
             bs.WeakCall(self.handleMessage, _BombDiedMessage()))
     self._pickUp(bomb.node)
     for c in self._droppedBombCallbacks:
         c(self, bomb)
     return bomb
    def endGame(self):

        self._timer.stop()
        results = bs.TeamGameResults()

        if self._won:
            bs.playMusic('Victory')
            self._awardAchievement(
                self.settings.get("preset") + " Boss Fight completed")
            elapsedTime = bs.getGameTime() - self._timer.getStartTime()
            self.cameraFlash()
            bs.playSound(self._winSound)
            for team in self.teams:
                team.celebrate()  # woooo! par-tay!
                results.setTeamScore(team, elapsedTime)
        else:
            self._boss.finalCelebrate()
            self.fadeToRed()
            bs.playMusic(None)

        bs.netTimer(3000, bs.WeakCall(self.end, results))
Exemple #22
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    def __init__(self,position=(0,1,0),color=(1,1,1),materials=[],touchable=True,droppedTimeout=None):
        """
        Instantiate a flag.

        If 'touchable' is False, the flag will only touch terrain;
        useful for things like king-of-the-hill where players should
        not be moving the flag around.

        'materials is a list of extra bs.Materials to apply to the flag.

        If 'droppedTimeout' is provided (in seconds), the flag will die
        after remaining untouched for that long once it has been moved
        from its initial position.
        """
        bs.Actor.__init__(self)

        self._initialPosition = None
        self._hasMoved = False

        factory = self.getFactory()

        if type(materials) is not list: materials = list(materials) # in case they passed a tuple or whatnot..
        if not touchable: materials = [factory.noHitMaterial]+materials

        self.node = bs.newNode("flag",
                               attrs={'position':(position[0],position[1]+0.75,position[2]),
                                      'colorTexture':factory.flagTexture,
                                      'color':color,
                                      'materials':[bs.getSharedObject('objectMaterial'),factory.flagMaterial]+materials},
                               delegate=self)

        self._droppedTimeout = droppedTimeout
        if self._droppedTimeout is not None:
            self._count = self._droppedTimeout
            self._tickTimer = bs.Timer(1000,call=bs.WeakCall(self._tick),repeat=True)
            self._counter = bs.newNode('text',owner=self.node,attrs={'inWorld':True,'color':(1,1,1,0.7),'scale':0.015,'shadow':0.5,'flatness':1.0,'hAlign':'center'})
        else:
            self._counter = None

        self._heldCount = 0
Exemple #23
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    def __init__(self, color=(1, 1, 1), highlight=(0.5, 0.5, 0.5), character="Spaz", player=None, force_fly=False,
                 allowAim=False):
        if player is None: return
        bs.PlayerSpaz.__init__(self,
                               color=color,
                               highlight=highlight,
                               character=character,
                               player=player)
        self.extras = {}
        self.archerCoolDown = 0
        self.lastDropTime = -10000
        self.hitPointsMax = self.hitPoints = 3000

        self.shotAngle = 40
        self.isUpPressing = False
        self.isDownPressing = False
        self.allowAim = allowAim

        if force_fly:
            self.node.fly = True

        self.updateShotAngleTimer = bs.Timer(20, bs.WeakCall(self.updateShotAngle), repeat=True)
Exemple #24
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 def doBust(self):
     if self.exists():
         if not self._exploded:
             self._exploded = True
             bs.emitBGDynamics(
                 position=self.node.position,
                 velocity=[v * 0.1 for v in self.node.velocity],
                 count=10,
                 spread=0.1,
                 scale=0.4,
                 chunkType='ice')
             #Do a muffled punch sound
             sound = self.getFactory().impactSound
             bs.playSound(sound, 1.0, position=self.node.position)
             scl = self.node.modelScale
             bsUtils.animate(self.node, "modelScale", {
                 0: scl * 1.0,
                 20: scl * 0.5,
                 50: 0.0
             })
             bs.gameTimer(80,
                          bs.WeakCall(self.handleMessage, bs.DieMessage()))
 def handleMessage(self, m):
     if isinstance(m, bs.OutOfBoundsMessage):
         self.getActivity().respawnBall((not self.getActivity().possession))
         bs.Bomb.handleMessage(self, m)
     elif isinstance(m, bs.PickedUpMessage):
         self.heldLast = m.node.getDelegate().getPlayer()
         self.getActivity().heldLast = self.heldLast
         if self.heldLast in self.getActivity().teams[0].players:
             self.getActivity().possession = True
         else:
             self.getActivity().possession = False
         bs.Bomb.handleMessage(self, m)
         if self.up == True:
             activity = self.getActivity()
             bs.gameTimer(3000, bs.WeakCall(activity.jumpBall))
         self.up = True
     elif isinstance(m, ImpactMessage):
         self.getActivity().handleShot(self)
     elif isinstance(m, bs.DroppedMessage):
         self.up = False
     else:
         bs.Bomb.handleMessage(self, m)
Exemple #26
0
    def spawnPlayer(self, player):
        #Overloaded for this game to respawn at home instead of random FFA spots
        if not player.exists():
            bs.printError('spawnPlayer() called for nonexistant player')
            return
        if player.gameData['home'] is None:
            pos = self.getMap().getFFAStartPosition(self.players)
            bomb = myMine(pos,
                           (0.0,0.0,0.0),
                           0.0,
                           player,
                           None).autoRetain()
            bomb.isHome = True
            bomb.handleMessage(bsBomb.ArmMessage())
            position = [pos[0],pos[1]+0.3,pos[2]]
            player.gameData['home'] = position
            player.gameData['mines'].append(bomb)
        else:
            position = player.gameData['home']
        spaz = self.spawnPlayerSpaz(player, position)

        # lets reconnect this player's controls to this
        # spaz but *without* the ability to attack or pick stuff up
        spaz.connectControlsToPlayer(enablePunch=True,
                                     enableBomb=True,
                                     enablePickUp=True)
        #Wire up the spaz with mines
        spaz.landMineCount = 1
        spaz.node.billboardTexture = self._mineIconTex
        bs.animate(spaz.node,"billboardOpacity",{0:0.0,100:1.0,400:1.0})
        t = bs.getGameTime()
        if t - spaz.lastMine < spaz.mineTimeout:
            spaz.node.billboardCrossOut = True
            bs.gameTimer((spaz.mineTimeout-t+spaz.lastMine),bs.WeakCall(spaz.unCrossBillboard))
        spaz.dropEggs = self.settings['Eggs Not Bombs']
        spaz.eggsHatch = self.settings['Snowman Eggs']

        # also lets have them make some noise when they die..
        spaz.playBigDeathSound = True  
Exemple #27
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    def dropBomb(self):
        """
		Tell the spaz to drop one of his bombs, and returns
		the resulting bomb object.
		If the spaz has no bombs or is otherwise unable to
		drop a bomb, returns None.
		"""

        if (self.landMineCount <= 0 and self.bombCount <= 0) or self.frozen:
            return
        p = self.node.positionForward
        v = self.node.velocity

        if self.landMineCount > 0:
            droppingBomb = False
            self.setLandMineCount(self.landMineCount - 1)
            bombType = 'landMine'
        else:
            droppingBomb = True
            bombType = self.bombType

        bomb = Bomb(position=(p[0], p[1] - 0.0, p[2]),
                    velocity=(v[0], v[1], v[2]),
                    bombType=bombType,
                    blastRadius=self.blastRadius,
                    sourcePlayer=self.sourcePlayer,
                    owner=self.node).autoRetain()

        if droppingBomb:
            self.bombCount -= 1
            bomb.node.addDeathAction(
                bs.WeakCall(self.handleMessage, bsSpaz._BombDiedMessage()))

        self._pickUp(bomb.node)

        for c in self._droppedBombCallbacks:
            c(self, bomb)

        return bomb
 def spawn_hold_node(self):
     if self.node is None or not self.node.exists(): return
     self.delete_hold_node()
     t = self.node.position
     t = (t[0], t[1]+1, t[2])
     self.hold_node = bs.newNode('prop', owner=self.node,
         delegate=self, attrs={
             'position': t,
             'body': 'box',
             'bodyScale': 0.000001,
             'model': None,
             'modelScale': 0.000001,
             'colorTexture': None,
             'maxSpeed': 0,
             'sticky': True,
             'stickToOwner': True,
             'owner': self.node,
             'materials': []})
     self._c = c = bs.newNode('combine', owner=self.hold_node, attrs={'size': 3})
     self._c_move = [0, 0, 0]
     c.input0, c.input1, c.input2 = t
     self._c.connectAttr('output', self.hold_node, 'position')
     self._fly_timer = bs.Timer(100, bs.WeakCall(self.move_hold_node, 'all'), repeat=True)
Exemple #29
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    def onBegin(self):

        bs.TeamGameActivity.onBegin(self)

        # bs.gameTimer(t,self._decrementMeteorTime,repeat=True)

        # kick off the first wave in a few seconds
        t = self.settings[JungleHunterLanguage.spawnDelay] * 1000
        if self.settings['Epic Mode']: t /= 4
        # bs.gameTimer(t,self._setMeteorTimer)

        self._timer = bs.OnScreenTimer()
        self._timer.start()
        self._updateScoreBoard()

        bs.gameTimer(4000, self._checkEndGame)  # 4秒之后检测一波

        self._bots = bs.BotSet()
        bs.gameTimer(1000,
                     bs.Call(self._bots.spawnBot, NinjaPrey, pos=self.getMap().getFFAStartPosition(self.players),
                             spawnTime=100), repeat=False)

        bs.gameTimer(t, bs.WeakCall(self.botsGener), repeat=True)
Exemple #30
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 def setScoreText(self, text):
     """
     Utility func to show a message over the flag; handy for scores.
     """
     if not self.node.exists():
         return
     try:
         exists = self._scoreText.exists()
     except Exception:
         exists = False
     if not exists:
         startScale = 0.0
         math = bs.newNode('math',
                           owner=self.node,
                           attrs={
                               'input1': (0, 1.4, 0),
                               'operation': 'add'
                           })
         self.node.connectAttr('position', math, 'input2')
         self._scoreText = bs.newNode('text',
                                      owner=self.node,
                                      attrs={
                                          'text': text,
                                          'inWorld': True,
                                          'scale': 0.02,
                                          'shadow': 0.5,
                                          'flatness': 1.0,
                                          'hAlign': 'center'
                                      })
         math.connectAttr('output', self._scoreText, 'position')
     else:
         startScale = self._scoreText.scale
         self._scoreText.text = text
     self._scoreText.color = bs.getSafeColor(self.node.color)
     bs.animate(self._scoreText, 'scale', {0: startScale, 200: 0.02})
     self._scoreTextHideTimer = bs.Timer(1000,
                                         bs.WeakCall(self._hideScoreText))