def lightning_bolt(position, radius=1): ba.camerashake(4) vignette_outer = self.activity.globalsnode.vignette_outer # if ba.getactivity().tint is None: # ba.getactivity().std_tint = ba.sharedobj('globals').vignette_outer # vignette_outer = ba.sharedobj('globals').vignette_outer # else: # vignette_outer = ba.getactivity().tint light = ba.newnode('light', attrs={ 'position': position, 'color': (0.4, 0.4, 0.8), 'volume_intensity_scale': 1.0, 'radius': radius }) ba.animate(light, 'intensity', { 0: 1, 50: radius, 150: radius / 2, 250: 0, 260: radius, 410: radius / 2, 510: 0 }, timeformat=ba.TimeFormat.MILLISECONDS, suppress_format_warning=True) ba.animate_array(self.activity.globalsnode, 'vignette_outer', 3, { 0: vignette_outer, 0.2: (0.2, 0.2, 0.2), 0.51: vignette_outer })
def __init__(self, position=(0, 5, 0), velocity=(1, 0, 0), source_player=None, owner=None, color=(1.0, 0.2, 0.2)) -> None: super().__init__() self.source_player = source_player self.owner = owner self._color = color factory = RocketFactory.get() self.node = ba.newnode('prop', delegate=self, attrs={ 'position': position, 'velocity': velocity, 'model': ba.getmodel('impactBomb'), 'body': 'sphere', 'color_texture': ba.gettexture( 'bunnyColor'), 'model_scale': 0.2, 'is_area_of_interest': True, 'body_scale': 0.8, 'materials': [ SharedObjects.get().object_material, factory.ball_material] }) # yapf: disable self.node.extra_acceleration = (self.node.velocity[0] * 200, 0, self.node.velocity[2] * 200) self._life_timer = ba.Timer( 5, ba.WeakCall(self.handlemessage, ba.DieMessage())) self._emit_timer = ba.Timer(0.001, ba.WeakCall(self.emit), repeat=True) self.base_pos_y = self.node.position[1] ba.camerashake(5.0)
def lucky_block_callback(self: stdspaz.Spaz, msg: ba.PowerupMessage): event_number = random.randint(1, 15) if event_number in (1, 2, 3): powerup_type = stdpowerup.PowerupBoxFactory().get_random_powerup_type() self.node.handlemessage(ba.PowerupMessage(poweruptype=powerup_type)) elif event_number == 4: ba.camerashake(1) ba.emitfx(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), velocity=(0, 0, 0), count=700, spread=0.7, chunk_type='spark') powerup_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() stdpowerup.PowerupBox(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), poweruptype=powerup_type, expire=True).autoretain() powerup_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() stdpowerup.PowerupBox(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), poweruptype=powerup_type, expire=True).autoretain() powerup_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() stdpowerup.PowerupBox(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), poweruptype=powerup_type, expire=True).autoretain() elif event_number == 5: stdbomb.Bomb(position=(self.node.position[0], self.node.position[1] + 3, self.node.position[2]), source_player=self.source_player, owner=self.node, blast_radius=6).autoretain() elif event_number == 6: self.node.handlemessage(ba.FreezeMessage()) elif event_number == 7: chunk_type = ('ice', 'rock', 'metal', 'spark', 'splinter', 'slime') ba.emitfx(position=self.node.position, velocity=(random.random() * 2, random.random() * 2, random.random() * 2), count=600, spread=random.random(), chunk_type=random.choice(chunk_type)) ba.camerashake(1) ba.playsound(ba.getsound('corkPop')) # position=self.node.position? elif event_number == 8: position = self.node.position def rain_wrapper(): p_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() new_position = (-10 + position[0] + random.random() * 20, position[1] + 6, -10 + position[2] + random.random() * 20) stdpowerup.PowerupBox(poweruptype=p_type, position=new_position).autoretain() if random.random() > 0.04: ba.timer(0.1, rain_wrapper) rain_wrapper() elif event_number == 9: stdbomb.Blast(position=self.node.position, velocity=self.node.velocity, blast_radius=1.0, blast_type='normal', source_player=None, hit_type='punch', hit_subtype='normal') elif event_number == 10: def blast(x: int, y: int, z: int) -> None: # add sound ba.NodeActor(node=ba.newnode('scorch', attrs={ 'position': (x, z, y), 'size': 0.2, 'big': False, })).autoretain() def smoke(x: int, y: int, z: int) -> None: ba.emitfx(position=(x, z, y), velocity=(0, 2, 0), count=1, emit_type='tendrils', tendril_type='smoke') ba.emitfx(position=(x, z, y), velocity=(0, 2, 0), count=int(1.0 + random.random() * 2), scale=0.8, spread=1.5, chunk_type='spark') star_positions = [ (2, 0), (0, 2), (-1.2, -1.6), (1.82, 0.83), (-1.83, 0.82), (1.23, -1.57), (-1.25, 1.56), (-0.65, 1.89), (0.82, 1.82), (1.27, 1.55), (1.82, -0.84), (0.31, -1.98), (-0.42, -1.96), (-1.75, -0.96), (-2, -0.14), (-0.69, -0.07), (-0.39, 0.82), (0.41, 0.82), (0.71, -0.06), (0.01, -0.62), (-0.99, 0.82), (-1.26, 0.37), (-0.89, -0.65), (-0.52, -1.05), (0.59, -1.07), (0.96, -0.8), (1.22, 0.35), (1.07, 0.82), (0.21, 1.39), (-0.17, 1.48), # --- (-1.94, 0.47), (-1.51, 1.31), (-0.95, 1.76), (-0.38, 1.96), (0.45, 1.95), (1.05, 1.7), (1.57, 1.24), (1.94, 0.49), (1.96, -0.42), (1.62, -1.17), (0.84, -1.82), (-0.78, -1.84), (-1.5, -1.33), (-1.91, -0.59), (-1.99, 0.17), (-1, 0.17), (-0.7, 0.82), (-0.27, 1.19), (0.29, 1.15), (0.77, 0.82), (1, 0.17), (0.84, -0.42), (0.31, -0.85), (-0.8, -1.27), (-1, -1), (-0.56, 0.33), (-0.47, 0.61), (0.52, 0.51), (-0.1, 0.82), (0.13, 0.82), (0.6, 0.27), (0.46, -0.27), (0.29, -0.4), (-0.44, -0.27), (-0.24, -0.42), (-1.36, 0.82), (-1.53, 0.59), (1.35, 0.83), (1.55, 0.61), (0.85, -1.28), (1.08, -1.13), (0.78, -0.34), (-0.21, -0.8), (0.11, 1.68) ] class Sparkling(ba.Actor): def __init__(self, position: Sequence[float], target: ba.Node): super().__init__() # nah; nodes not needed self.position = position self.position = (self.position[0], self.position[1] + 0.5, self.position[2]) self.target = target ba.timer(0.001, ba.WeakCall(self._update)) def _sparkle(self): ba.emitfx(position=self.position, velocity=(0, 1, 0), count=int(random.random() * 5 + 5), scale=0.8, spread=0.3, chunk_type='spark') def _blast(self): stdbomb.Blast(position=self.position, velocity=self.target.velocity, blast_radius=2, blast_type='normal', source_player=None, hit_type='punch', hit_subtype='normal').autoretain() def _update(self): if not self.target: del self # commit suicide because we have no goal in our existing :( return d = ba.Vec3(self.target.position) - ba.Vec3(self.position) if d.length() < 0.1: self._blast() del self return d = d.normalized() * 0.04 from math import sin, cos self.position = (self.position[0] + d.x + sin(ba.time() * 2) * 0.03, self.position[1] + d.y, self.position[2] + d.z + cos(ba.time() * 2) * 0.03) self._sparkle() ba.timer(0.001, ba.WeakCall(self._update)) def sparkling(x, y, z): Sparkling(position=(x, z, y), target=self.node).autoretain() def summon_tnt(x, y, z): stdbomb.Bomb(bomb_type='tnt', blast_radius=3, position=(x, z + 4, y), velocity=(0, -10, 0)).autoretain() scale = 1 delta = 0.02 op = self.node.position for i, (x, y) in enumerate(star_positions): ba.timer( i * delta, ba.Call(blast, self.node.position[0] + x * scale, self.node.position[2] + y * scale, self.node.position[1])) for i in range(4): ba.timer((len(star_positions)) * delta + i * 0.2, ba.Call(summon_tnt, op[0], op[2], op[1])) ba.timer((len(star_positions)) * delta + 1.0, ba.Call(sparkling, self.node.position[0], self.node.position[2], self.node.position[1])) def last_blast(): stdbomb.Blast(position=self.node.position, velocity=(self.node.velocity[0], self.node.velocity[1] + 10, self.node.velocity[2]), blast_radius=2, blast_type='normal', source_player=None, hit_type='punch', hit_subtype='normal').autoretain() # ba.timer( # 2 * len(star_positions) * delta + 0.2, # last_blast) elif event_number == 11: offset = -15 case = 1 if random.random() < 0.5 else -1 while offset < 15: velocity = (case * (12 + 8 * random.random()), -0.1, 0) stdbomb.Bomb(bomb_type='tnt', position=(self.node.position[0] - case * 10, self.node.position[1] + 3, self.node.position[2] + offset), velocity=velocity).autoretain() offset += 1.5 elif event_number == 12: color = { 0.0: (0, 0, 3), 0.5: (0, 3, 0), 1.0: (3, 0, 0), 1.5: (0, 0, 3) } # FIXME # ba.animate_array(self.node, 'color', 3, color, True) # self.node.handlemessage('celebrate', 100000000) elif event_number == 13: CompanionCube(position=(self.node.position[0], self.node.position[1] + 1, self.node.position[2]), velocity=(0, 10, 0)).autoretain() elif event_number == 14: ba.emitfx(position=self.node.position, count=100, emit_type='tendrils', tendril_type='smoke') elif event_number == 15: def drop_man(): botset: stdbot.SpazBotSet activity = ba.getactivity() if not hasattr(activity, 'botset'): activity.botset = botset = stdbot.SpazBotSet() botset = activity.botset aoi_bounds = self.activity.globalsnode.area_of_interest_bounds botset.spawn_bot( stdbot.BrawlerBotLite, (random.randrange(int(aoi_bounds[0]), int(aoi_bounds[3]) + 1), aoi_bounds[4] - 1, random.randrange(int(aoi_bounds[2]), int(aoi_bounds[5]) + 1)), spawn_time=0.001) def lightning_bolt(position, radius=1): ba.camerashake(4) vignette_outer = self.activity.globalsnode.vignette_outer # if ba.getactivity().tint is None: # ba.getactivity().std_tint = ba.sharedobj('globals').vignette_outer # vignette_outer = ba.sharedobj('globals').vignette_outer # else: # vignette_outer = ba.getactivity().tint light = ba.newnode('light', attrs={ 'position': position, 'color': (0.4, 0.4, 0.8), 'volume_intensity_scale': 1.0, 'radius': radius }) ba.animate(light, 'intensity', { 0: 1, 50: radius, 150: radius / 2, 250: 0, 260: radius, 410: radius / 2, 510: 0 }, timeformat=ba.TimeFormat.MILLISECONDS, suppress_format_warning=True) ba.animate_array(self.activity.globalsnode, 'vignette_outer', 3, { 0: vignette_outer, 0.2: (0.2, 0.2, 0.2), 0.51: vignette_outer }) # ba.playsound( # ba.getsound('grom'), # volume=10, # position=(0, 10, 0)) lightning_bolt(self.node.position) for time in range(15): ba.timer(time, drop_man)
def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0), velocity: Sequence[float] = (0.0, 0.0, 0.0), blast_radius: float = 2.0, blast_type: str = 'normal', source_player: ba.Player = None, hit_type: str = 'explosion', hit_subtype: str = 'normal'): """Instantiate with given values.""" # bah; get off my lawn! # pylint: disable=too-many-locals # pylint: disable=too-many-statements super().__init__() factory = get_factory() self.blast_type = blast_type self.source_player = source_player self.hit_type = hit_type self.hit_subtype = hit_subtype self.radius = blast_radius # set our position a bit lower so we throw more things upward rmats = (factory.blast_material, ba.sharedobj('attack_material')) self.node = ba.newnode('region', delegate=self, attrs={ 'position': (position[0], position[1] - 0.1, position[2]), 'scale': (self.radius, self.radius, self.radius), 'type': 'sphere', 'materials': rmats }) ba.timer(0.05, self.node.delete) # throw in an explosion and flash evel = (velocity[0], max(-1.0, velocity[1]), velocity[2]) explosion = ba.newnode('explosion', attrs={ 'position': position, 'velocity': evel, 'radius': self.radius, 'big': (self.blast_type == 'tnt') }) if self.blast_type == 'ice': explosion.color = (0, 0.05, 0.4) ba.timer(1.0, explosion.delete) if self.blast_type != 'ice': ba.emitfx(position=position, velocity=velocity, count=int(1.0 + random.random() * 4), emit_type='tendrils', tendril_type='thin_smoke') ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 4), emit_type='tendrils', tendril_type='ice' if self.blast_type == 'ice' else 'smoke') ba.emitfx(position=position, emit_type='distortion', spread=1.0 if self.blast_type == 'tnt' else 2.0) # and emit some shrapnel.. if self.blast_type == 'ice': def emit() -> None: ba.emitfx(position=position, velocity=velocity, count=30, spread=2.0, scale=0.4, chunk_type='ice', emit_type='stickers') # looks better if we delay a bit ba.timer(0.05, emit) elif self.blast_type == 'sticky': def emit() -> None: ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 8), spread=0.7, chunk_type='slime') ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 8), scale=0.5, spread=0.7, chunk_type='slime') ba.emitfx(position=position, velocity=velocity, count=15, scale=0.6, chunk_type='slime', emit_type='stickers') ba.emitfx(position=position, velocity=velocity, count=20, scale=0.7, chunk_type='spark', emit_type='stickers') ba.emitfx(position=position, velocity=velocity, count=int(6.0 + random.random() * 12), scale=0.8, spread=1.5, chunk_type='spark') # looks better if we delay a bit ba.timer(0.05, emit) elif self.blast_type == 'impact': # regular bomb shrapnel def emit() -> None: ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 8), scale=0.8, chunk_type='metal') ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 8), scale=0.4, chunk_type='metal') ba.emitfx(position=position, velocity=velocity, count=20, scale=0.7, chunk_type='spark', emit_type='stickers') ba.emitfx(position=position, velocity=velocity, count=int(8.0 + random.random() * 15), scale=0.8, spread=1.5, chunk_type='spark') # looks better if we delay a bit ba.timer(0.05, emit) else: # regular or land mine bomb shrapnel def emit() -> None: if self.blast_type != 'tnt': ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 8), chunk_type='rock') ba.emitfx(position=position, velocity=velocity, count=int(4.0 + random.random() * 8), scale=0.5, chunk_type='rock') ba.emitfx(position=position, velocity=velocity, count=30, scale=1.0 if self.blast_type == 'tnt' else 0.7, chunk_type='spark', emit_type='stickers') ba.emitfx(position=position, velocity=velocity, count=int(18.0 + random.random() * 20), scale=1.0 if self.blast_type == 'tnt' else 0.8, spread=1.5, chunk_type='spark') # tnt throws splintery chunks if self.blast_type == 'tnt': def emit_splinters() -> None: ba.emitfx(position=position, velocity=velocity, count=int(20.0 + random.random() * 25), scale=0.8, spread=1.0, chunk_type='splinter') ba.timer(0.01, emit_splinters) # every now and then do a sparky one if self.blast_type == 'tnt' or random.random() < 0.1: def emit_extra_sparks() -> None: ba.emitfx(position=position, velocity=velocity, count=int(10.0 + random.random() * 20), scale=0.8, spread=1.5, chunk_type='spark') ba.timer(0.02, emit_extra_sparks) # looks better if we delay a bit ba.timer(0.05, emit) lcolor = ((0.6, 0.6, 1.0) if self.blast_type == 'ice' else (1, 0.3, 0.1)) light = ba.newnode('light', attrs={ 'position': position, 'volume_intensity_scale': 10.0, 'color': lcolor }) scl = random.uniform(0.6, 0.9) scorch_radius = light_radius = self.radius if self.blast_type == 'tnt': light_radius *= 1.4 scorch_radius *= 1.15 scl *= 3.0 iscale = 1.6 ba.animate( light, 'intensity', { 0: 2.0 * iscale, scl * 0.02: 0.1 * iscale, scl * 0.025: 0.2 * iscale, scl * 0.05: 17.0 * iscale, scl * 0.06: 5.0 * iscale, scl * 0.08: 4.0 * iscale, scl * 0.2: 0.6 * iscale, scl * 2.0: 0.00 * iscale, scl * 3.0: 0.0 }) ba.animate( light, 'radius', { 0: light_radius * 0.2, scl * 0.05: light_radius * 0.55, scl * 0.1: light_radius * 0.3, scl * 0.3: light_radius * 0.15, scl * 1.0: light_radius * 0.05 }) ba.timer(scl * 3.0, light.delete) # make a scorch that fades over time scorch = ba.newnode('scorch', attrs={ 'position': position, 'size': scorch_radius * 0.5, 'big': (self.blast_type == 'tnt') }) if self.blast_type == 'ice': scorch.color = (1, 1, 1.5) ba.animate(scorch, 'presence', {3.000: 1, 13.000: 0}) ba.timer(13.0, scorch.delete) if self.blast_type == 'ice': ba.playsound(factory.hiss_sound, position=light.position) lpos = light.position ba.playsound(factory.random_explode_sound(), position=lpos) ba.playsound(factory.debris_fall_sound, position=lpos) ba.camerashake(intensity=5.0 if self.blast_type == 'tnt' else 1.0) # tnt is more epic.. if self.blast_type == 'tnt': ba.playsound(factory.random_explode_sound(), position=lpos) def _extra_boom() -> None: ba.playsound(factory.random_explode_sound(), position=lpos) ba.timer(0.25, _extra_boom) def _extra_debris_sound() -> None: ba.playsound(factory.debris_fall_sound, position=lpos) ba.playsound(factory.wood_debris_fall_sound, position=lpos) ba.timer(0.4, _extra_debris_sound)
def lucky_block_callback(self: stdspaz.Spaz, msg: ba.PowerupMessage): event_number = random.randint(1, 15) if event_number in (1, 2, 3): powerup_type = stdpowerup.PowerupBoxFactory().get_random_powerup_type() self.node.handlemessage(ba.PowerupMessage(poweruptype=powerup_type)) elif event_number == 4: ba.camerashake(1) ba.emitfx(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), velocity=(0, 0, 0), count=700, spread=0.7, chunk_type='spark') powerup_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() stdpowerup.PowerupBox(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), poweruptype=powerup_type, expire=True).autoretain() powerup_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() stdpowerup.PowerupBox(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), poweruptype=powerup_type, expire=True).autoretain() powerup_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() stdpowerup.PowerupBox(position=(self.node.position[0], self.node.position[1] + 4, self.node.position[2]), poweruptype=powerup_type, expire=True).autoretain() elif event_number == 5: stdbomb.Bomb(position=(self.node.position[0], self.node.position[1] + 3, self.node.position[2]), source_player=self.source_player, owner=self.node, blast_radius=6).autoretain() elif event_number == 6: self.node.handlemessage(ba.FreezeMessage()) elif event_number == 7: chunk_type = ('ice', 'rock', 'metal', 'spark', 'splinter', 'slime') ba.emitfx(position=self.node.position, velocity=(random.random() * 2, random.random() * 2, random.random() * 2), count=600, spread=random.random(), chunk_type=random.choice(chunk_type)) ba.camerashake(1) ba.playsound(ba.getsound('corkPop')) # position=self.node.position? elif event_number == 8: position = self.node.position def rain_wrapper(): p_type = stdpowerup.PowerupBoxFactory.get( ).get_random_powerup_type() new_position = (-10 + position[0] + random.random() * 20, position[1] + 6, -10 + position[2] + random.random() * 20) stdpowerup.PowerupBox(poweruptype=p_type, position=new_position).autoretain() if random.random() > 0.04: ba.timer(0.1, rain_wrapper) rain_wrapper() elif event_number == 9: stdbomb.Blast(position=self.node.position, velocity=self.node.velocity, blast_radius=1.0, blast_type='normal', source_player=None, hit_type='punch', hit_subtype='normal') elif event_number == 10: # Blast-square under spaz x = self.node.position[0] - 2 while x < self.node.position[0] + 2: y = self.node.position[2] - 2 while y < self.node.position[2] + 2: stdbomb.Blast(position=(x, self.node.position[1], y), velocity=(self.node.velocity[0], self.node.velocity[1] + 10, self.node.velocity[2]), blast_radius=0.5, blast_type='normal', source_player=None, hit_type='punch', hit_subtype='normal') y += 1 x += 1 elif event_number == 11: offset = -15 case = 1 if random.random() < 0.5 else -1 while offset < 15: velocity = (case * (12 + 8 * random.random()), -0.1, 0) stdbomb.Bomb(bomb_type='tnt', position=(self.node.position[0] - case * 10, self.node.position[1] + 3, self.node.position[2] + offset), velocity=velocity).autoretain() offset += 1.5 elif event_number == 12: color = { 0.0: (0, 0, 3), 0.5: (0, 3, 0), 1.0: (3, 0, 0), 1.5: (0, 0, 3) } # FIXME # ba.animate_array(self.node, 'color', 3, color, True) # self.node.handlemessage('celebrate', 100000000) elif event_number == 13: CompanionCube(position=(self.node.position[0], self.node.position[1] + 1, self.node.position[2]), velocity=(0, 10, 0)).autoretain() elif event_number == 14: ba.emitfx(position=self.node.position, count=100, emit_type='tendrils', tendril_type='smoke') elif event_number == 15: def drop_man(): botset: stdbot.SpazBotSet activity = ba.getactivity() if not hasattr(activity, 'botset'): activity.botset = botset = stdbot.SpazBotSet() botset = activity.botset aoi_bounds = self.activity.globalsnode.area_of_interest_bounds botset.spawn_bot( stdbot.BrawlerBotLite, (random.randrange(int(aoi_bounds[0]), int(aoi_bounds[3]) + 1), aoi_bounds[4] - 1, random.randrange(int(aoi_bounds[2]), int(aoi_bounds[5]) + 1)), spawn_time=0.001) def lightning_bolt(position, radius=1): ba.camerashake(4) vignette_outer = self.activity.globalsnode.vignette_outer # if ba.getactivity().tint is None: # ba.getactivity().std_tint = ba.sharedobj('globals').vignette_outer # vignette_outer = ba.sharedobj('globals').vignette_outer # else: # vignette_outer = ba.getactivity().tint light = ba.newnode('light', attrs={ 'position': position, 'color': (0.4, 0.4, 0.8), 'volume_intensity_scale': 1.0, 'radius': radius }) ba.animate(light, 'intensity', { 0: 1, 50: radius, 150: radius / 2, 250: 0, 260: radius, 410: radius / 2, 510: 0 }, timeformat=ba.TimeFormat.MILLISECONDS, suppress_format_warning=True) ba.animate_array(self.activity.globalsnode, 'vignette_outer', 3, { 0: vignette_outer, 0.2: (0.2, 0.2, 0.2), 0.51: vignette_outer }) # ba.playsound( # ba.getsound('grom'), # volume=10, # position=(0, 10, 0)) lightning_bolt(self.node.position) for time in range(15): ba.timer(time, drop_man)
def __init__(self, old_function: Callable, position: Sequence[float] = (0.0, 1.0, 0.0), velocity: Sequence[float] = (0.0, 0.0, 0.0), blast_radius: float = 2.0, blast_type: str = 'normal', source_player: ba.Player = None, hit_type: str = 'explosion', hit_subtype: str = 'normal'): meblast = _blasts.get(blast_type) if meblast is None: old_function(self, position=position, velocity=velocity, blast_radius=blast_radius, blast_type=blast_type, source_player=source_player, hit_type=hit_type, hit_subtype=hit_subtype) return """Instantiate with given values.""" # bah; get off my lawn! # pylint: disable=too-many-locals # pylint: disable=too-many-statements ba.Actor.__init__(self) factory = BombFactory.get() self.blast_type = blast_type self._source_player = source_player self.hit_type = hit_type self.hit_subtype = hit_subtype self.radius = blast_radius # Do we need to light? # lcolor = ((0.6, 0.6, 1.0) if self.blast_type == 'ice' else # (1, 0.3, 0.1)) # light = ba.newnode('light', # attrs={ # 'position': position, # 'volume_intensity_scale': 10.0, # 'color': lcolor # }) # scl = random.uniform(0.6, 0.9) # scorch_radius = light_radius = self.radius # if self.blast_type == 'tnt': # light_radius *= 1.4 # scorch_radius *= 1.15 # scl *= 3.0 # # iscale = 1.6 # ba.animate( # light, 'intensity', { # 0: 2.0 * iscale, # scl * 0.02: 0.1 * iscale, # scl * 0.025: 0.2 * iscale, # scl * 0.05: 17.0 * iscale, # scl * 0.06: 5.0 * iscale, # scl * 0.08: 4.0 * iscale, # scl * 0.2: 0.6 * iscale, # scl * 2.0: 0.00 * iscale, # scl * 3.0: 0.0 # }) # ba.animate( # light, 'radius', { # 0: light_radius * 0.2, # scl * 0.05: light_radius * 0.55, # scl * 0.1: light_radius * 0.3, # scl * 0.3: light_radius * 0.15, # scl * 1.0: light_radius * 0.05 # }) # ba.timer(scl * 3.0, light.delete) # make a scorch that fades over time # if self.blast_type == 'ice': # ba.playsound(factory.hiss_sound, position=light.position) # lpos = light.position # ba.playsound(factory.random_explode_sound(), position=lpos) # ba.playsound(factory.debris_fall_sound, position=lpos) ba.camerashake(intensity=5.0 if self.blast_type == 'tnt' else 1.0) _blasts[blast_type](self, position=position, velocity=velocity, blast_radius=blast_radius, hit_type=hit_type, hit_subtype=hit_subtype)