def get_player_icon(sessionplayer: ba.SessionPlayer) -> dict[str, Any]: info = sessionplayer.get_icon_info() return { 'texture': _ba.gettexture(info['texture']), 'tint_texture': _ba.gettexture(info['tint_texture']), 'tint_color': info['tint_color'], 'tint2_color': info['tint2_color'] }
def _get_player_icon(self, player: ba.Player) -> Dict[str, Any]: # Do we want to cache these somehow? info = player.get_icon_info() return { 'texture': _ba.gettexture(info['texture']), 'tint_texture': _ba.gettexture(info['tint_texture']), 'tint_color': info['tint_color'], 'tint2_color': info['tint2_color'] }
def preload_map_preview_media() -> None: """Preload media needed for map preview UIs. Category: Asset Functions """ _ba.getmodel('level_select_button_opaque') _ba.getmodel('level_select_button_transparent') for maptype in list(_ba.app.maps.values()): map_tex_name = maptype.get_preview_texture_name() if map_tex_name is not None: _ba.gettexture(map_tex_name)
def _update_icon(self) -> None: from ba import _gameutils if self._profilenames[self._profileindex] == '_edit': tex = _ba.gettexture('black') tint_tex = _ba.gettexture('black') self.icon.color = (1, 1, 1) self.icon.texture = tex self.icon.tint_texture = tint_tex self.icon.tint_color = (0, 1, 0) return try: tex_name = (_ba.app.spaz_appearances[self.character_names[ self.character_index]].icon_texture) tint_tex_name = (_ba.app.spaz_appearances[self.character_names[ self.character_index]].icon_mask_texture) except Exception: from ba import _error _error.print_exception('Error updating char icon list') tex_name = 'neoSpazIcon' tint_tex_name = 'neoSpazIconColorMask' tex = _ba.gettexture(tex_name) tint_tex = _ba.gettexture(tint_tex_name) self.icon.color = (1, 1, 1) self.icon.texture = tex self.icon.tint_texture = tint_tex clr = self.get_color() clr2 = self.get_highlight() can_switch_teams = len(self.lobby.teams) > 1 # If we're initing, flash. if not self._inited: _gameutils.animate_array(self.icon, 'color', 3, { 0.15: (1, 1, 1), 0.25: (2, 2, 2), 0.35: (1, 1, 1) }) # Blend in teams mode; switch instantly in ffa-mode. if can_switch_teams: _gameutils.animate_array(self.icon, 'tint_color', 3, { 0: self.icon.tint_color, 0.1: clr }) else: self.icon.tint_color = clr self.icon.tint2_color = clr2 # Store the icon info the the player. self._player.set_icon_info(tex_name, tint_tex_name, clr, clr2)
def __init__(self, vpos: float, sessionplayer: _ba.SessionPlayer, lobby: 'Lobby') -> None: self._deek_sound = _ba.getsound('deek') self._click_sound = _ba.getsound('click01') self._punchsound = _ba.getsound('punch01') self._swish_sound = _ba.getsound('punchSwish') self._errorsound = _ba.getsound('error') self._mask_texture = _ba.gettexture('characterIconMask') self._vpos = vpos self._lobby = weakref.ref(lobby) self._sessionplayer = sessionplayer self._inited = False self._dead = False self._text_node: Optional[ba.Node] = None self._profilename = '' self._profilenames: List[str] = [] self._ready: bool = False self._character_names: List[str] = [] self._last_change: Sequence[Union[float, int]] = (0, 0) self._profiles: Dict[str, Dict[str, Any]] = {} app = _ba.app # Load available player profiles either from the local config or # from the remote device. self.reload_profiles() # Note: this is just our local index out of available teams; *not* # the team-id! self._selected_team_index: int = self.lobby.next_add_team # Store a persistent random character index and colors; we'll use this # for the '_random' profile. Let's use their input_device id to seed # it. This will give a persistent character for them between games # and will distribute characters nicely if everyone is random. self._random_color, self._random_highlight = ( get_player_profile_colors(None)) # To calc our random character we pick a random one out of our # unlocked list and then locate that character's index in the full # list. char_index_offset = app.lobby_random_char_index_offset self._random_character_index = ( (sessionplayer.inputdevice.id + char_index_offset) % len(self._character_names)) # Attempt to set an initial profile based on what was used previously # for this input-device, etc. self._profileindex = self._select_initial_profile() self._profilename = self._profilenames[self._profileindex] self._text_node = _ba.newnode('text', delegate=self, attrs={ 'position': (-100, self._vpos), 'maxwidth': 160, 'shadow': 0.5, 'vr_depth': -20, 'h_align': 'left', 'v_align': 'center', 'v_attach': 'top' }) animate(self._text_node, 'scale', {0: 0, 0.1: 1.0}) self.icon = _ba.newnode('image', owner=self._text_node, attrs={ 'position': (-130, self._vpos + 20), 'mask_texture': self._mask_texture, 'vr_depth': -10, 'attach': 'topCenter' }) animate_array(self.icon, 'scale', 2, {0: (0, 0), 0.1: (45, 45)}) # Set our initial name to '<choosing player>' in case anyone asks. self._sessionplayer.setname( Lstr(resource='choosingPlayerText').evaluate(), real=False) # Init these to our rando but they should get switched to the # selected profile (if any) right after. self._character_index = self._random_character_index self._color = self._random_color self._highlight = self._random_highlight self.update_from_profile() self.update_position() self._inited = True self._set_ready(False)
def show_completion_banner(self, sound: bool = True) -> None: """Create the banner/sound for an acquired achievement announcement.""" from ba import _account from ba import _gameutils from bastd.actor.text import Text from bastd.actor.image import Image from ba._general import WeakCall from ba._lang import Lstr from ba._messages import DieMessage from ba._enums import TimeType, SpecialChar app = _ba.app app.last_achievement_display_time = _ba.time(TimeType.REAL) # Just piggy-back onto any current activity # (should we use the session instead?..) activity = _ba.getactivity(doraise=False) # If this gets called while this achievement is occupying a slot # already, ignore it. (probably should never happen in real # life but whatevs). if self._completion_banner_slot is not None: return if activity is None: print('show_completion_banner() called with no current activity!') return if sound: _ba.playsound(_ba.getsound('achievement'), host_only=True) else: _ba.timer( 0.5, lambda: _ba.playsound(_ba.getsound('ding'), host_only=True)) in_time = 0.300 out_time = 3.5 base_vr_depth = 200 # Find the first free slot. i = 0 while True: if i not in app.achievement_completion_banner_slots: app.achievement_completion_banner_slots.add(i) self._completion_banner_slot = i # Remove us from that slot when we close. # Use a real-timer in the UI context so the removal runs even # if our activity/session dies. with _ba.Context('ui'): _ba.timer(in_time + out_time, self._remove_banner_slot, timetype=TimeType.REAL) break i += 1 assert self._completion_banner_slot is not None y_offs = 110 * self._completion_banner_slot objs: List[ba.Actor] = [] obj = Image(_ba.gettexture('shadow'), position=(-30, 30 + y_offs), front=True, attach=Image.Attach.BOTTOM_CENTER, transition=Image.Transition.IN_BOTTOM, vr_depth=base_vr_depth - 100, transition_delay=in_time, transition_out_delay=out_time, color=(0.0, 0.1, 0, 1), scale=(1000, 300)).autoretain() objs.append(obj) assert obj.node obj.node.host_only = True obj = Image(_ba.gettexture('light'), position=(-180, 60 + y_offs), front=True, attach=Image.Attach.BOTTOM_CENTER, vr_depth=base_vr_depth, transition=Image.Transition.IN_BOTTOM, transition_delay=in_time, transition_out_delay=out_time, color=(1.8, 1.8, 1.0, 0.0), scale=(40, 300)).autoretain() objs.append(obj) assert obj.node obj.node.host_only = True obj.node.premultiplied = True combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 2}) _gameutils.animate( combine, 'input0', { in_time: 0, in_time + 0.4: 30, in_time + 0.5: 40, in_time + 0.6: 30, in_time + 2.0: 0 }) _gameutils.animate( combine, 'input1', { in_time: 0, in_time + 0.4: 200, in_time + 0.5: 500, in_time + 0.6: 200, in_time + 2.0: 0 }) combine.connectattr('output', obj.node, 'scale') _gameutils.animate(obj.node, 'rotate', { 0: 0.0, 0.35: 360.0 }, loop=True) obj = Image(self.get_icon_texture(True), position=(-180, 60 + y_offs), attach=Image.Attach.BOTTOM_CENTER, front=True, vr_depth=base_vr_depth - 10, transition=Image.Transition.IN_BOTTOM, transition_delay=in_time, transition_out_delay=out_time, scale=(100, 100)).autoretain() objs.append(obj) assert obj.node obj.node.host_only = True # Flash. color = self.get_icon_color(True) combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3}) keys = { in_time: 1.0 * color[0], in_time + 0.4: 1.5 * color[0], in_time + 0.5: 6.0 * color[0], in_time + 0.6: 1.5 * color[0], in_time + 2.0: 1.0 * color[0] } _gameutils.animate(combine, 'input0', keys) keys = { in_time: 1.0 * color[1], in_time + 0.4: 1.5 * color[1], in_time + 0.5: 6.0 * color[1], in_time + 0.6: 1.5 * color[1], in_time + 2.0: 1.0 * color[1] } _gameutils.animate(combine, 'input1', keys) keys = { in_time: 1.0 * color[2], in_time + 0.4: 1.5 * color[2], in_time + 0.5: 6.0 * color[2], in_time + 0.6: 1.5 * color[2], in_time + 2.0: 1.0 * color[2] } _gameutils.animate(combine, 'input2', keys) combine.connectattr('output', obj.node, 'color') obj = Image(_ba.gettexture('achievementOutline'), model_transparent=_ba.getmodel('achievementOutline'), position=(-180, 60 + y_offs), front=True, attach=Image.Attach.BOTTOM_CENTER, vr_depth=base_vr_depth, transition=Image.Transition.IN_BOTTOM, transition_delay=in_time, transition_out_delay=out_time, scale=(100, 100)).autoretain() assert obj.node obj.node.host_only = True # Flash. color = (2, 1.4, 0.4, 1) combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3}) keys = { in_time: 1.0 * color[0], in_time + 0.4: 1.5 * color[0], in_time + 0.5: 6.0 * color[0], in_time + 0.6: 1.5 * color[0], in_time + 2.0: 1.0 * color[0] } _gameutils.animate(combine, 'input0', keys) keys = { in_time: 1.0 * color[1], in_time + 0.4: 1.5 * color[1], in_time + 0.5: 6.0 * color[1], in_time + 0.6: 1.5 * color[1], in_time + 2.0: 1.0 * color[1] } _gameutils.animate(combine, 'input1', keys) keys = { in_time: 1.0 * color[2], in_time + 0.4: 1.5 * color[2], in_time + 0.5: 6.0 * color[2], in_time + 0.6: 1.5 * color[2], in_time + 2.0: 1.0 * color[2] } _gameutils.animate(combine, 'input2', keys) combine.connectattr('output', obj.node, 'color') objs.append(obj) objt = Text(Lstr(value='${A}:', subs=[('${A}', Lstr(resource='achievementText'))]), position=(-120, 91 + y_offs), front=True, v_attach=Text.VAttach.BOTTOM, vr_depth=base_vr_depth - 10, transition=Text.Transition.IN_BOTTOM, flatness=0.5, transition_delay=in_time, transition_out_delay=out_time, color=(1, 1, 1, 0.8), scale=0.65).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text(self.display_name, position=(-120, 50 + y_offs), front=True, v_attach=Text.VAttach.BOTTOM, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, flatness=0.5, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(1, 0.8, 0, 1.0), scale=1.5).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text(_ba.charstr(SpecialChar.TICKET), position=(-120 - 170 + 5, 75 + y_offs - 20), front=True, v_attach=Text.VAttach.BOTTOM, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(0.5, 0.5, 0.5, 1), scale=3.0).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text('+' + str(self.get_award_ticket_value()), position=(-120 - 180 + 5, 80 + y_offs - 20), v_attach=Text.VAttach.BOTTOM, front=True, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, flatness=0.5, shadow=1.0, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(0, 1, 0, 1), scale=1.5).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True # Add the 'x 2' if we've got pro. if _account.have_pro(): objt = Text('x 2', position=(-120 - 180 + 45, 80 + y_offs - 50), v_attach=Text.VAttach.BOTTOM, front=True, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, flatness=0.5, shadow=1.0, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(0.4, 0, 1, 1), scale=0.9).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text(self.description_complete, position=(-120, 30 + y_offs), front=True, v_attach=Text.VAttach.BOTTOM, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth - 10, flatness=0.5, transition_delay=in_time, transition_out_delay=out_time, color=(1.0, 0.7, 0.5, 1.0), scale=0.8).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True for actor in objs: _ba.timer(out_time + 1.000, WeakCall(actor.handlemessage, DieMessage()))
def create_display(self, x: float, y: float, delay: float, outdelay: float = None, color: Sequence[float] = None, style: str = 'post_game') -> List[ba.Actor]: """Create a display for the Achievement. Shows the Achievement icon, name, and description. """ # pylint: disable=cyclic-import from ba._lang import Lstr from ba._enums import SpecialChar from ba._coopsession import CoopSession from bastd.actor.image import Image from bastd.actor.text import Text # Yeah this needs cleaning up. if style == 'post_game': in_game_colors = False in_main_menu = False h_attach = Text.HAttach.CENTER v_attach = Text.VAttach.CENTER attach = Image.Attach.CENTER elif style == 'in_game': in_game_colors = True in_main_menu = False h_attach = Text.HAttach.LEFT v_attach = Text.VAttach.TOP attach = Image.Attach.TOP_LEFT elif style == 'news': in_game_colors = True in_main_menu = True h_attach = Text.HAttach.CENTER v_attach = Text.VAttach.TOP attach = Image.Attach.TOP_CENTER else: raise ValueError('invalid style "' + style + '"') # Attempt to determine what campaign we're in # (so we know whether to show "hard mode only"). if in_main_menu: hmo = False else: try: session = _ba.getsession() if isinstance(session, CoopSession): campaign = session.campaign assert campaign is not None hmo = (self._hard_mode_only and campaign.name == 'Easy') else: hmo = False except Exception: from ba import _error _error.print_exception('Error determining campaign') hmo = False objs: List[ba.Actor] if in_game_colors: objs = [] out_delay_fin = (delay + outdelay) if outdelay is not None else None if color is not None: cl1 = (2.0 * color[0], 2.0 * color[1], 2.0 * color[2], color[3]) cl2 = color else: cl1 = (1.5, 1.5, 2, 1.0) cl2 = (0.8, 0.8, 1.0, 1.0) if hmo: cl1 = (cl1[0], cl1[1], cl1[2], cl1[3] * 0.6) cl2 = (cl2[0], cl2[1], cl2[2], cl2[3] * 0.2) objs.append( Image(self.get_icon_texture(False), host_only=True, color=cl1, position=(x - 25, y + 5), attach=attach, transition=Image.Transition.FADE_IN, transition_delay=delay, vr_depth=4, transition_out_delay=out_delay_fin, scale=(40, 40)).autoretain()) txt = self.display_name txt_s = 0.85 txt_max_w = 300 objs.append( Text(txt, host_only=True, maxwidth=txt_max_w, position=(x, y + 2), transition=Text.Transition.FADE_IN, scale=txt_s, flatness=0.6, shadow=0.5, h_attach=h_attach, v_attach=v_attach, color=cl2, transition_delay=delay + 0.05, transition_out_delay=out_delay_fin).autoretain()) txt2_s = 0.62 txt2_max_w = 400 objs.append( Text(self.description_full if in_main_menu else self.description, host_only=True, maxwidth=txt2_max_w, position=(x, y - 14), transition=Text.Transition.FADE_IN, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, scale=txt2_s, flatness=1.0, shadow=0.5, color=cl2, transition_delay=delay + 0.1, transition_out_delay=out_delay_fin).autoretain()) if hmo: txtactor = Text( Lstr(resource='difficultyHardOnlyText'), host_only=True, maxwidth=txt2_max_w * 0.7, position=(x + 60, y + 5), transition=Text.Transition.FADE_IN, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, scale=txt_s * 0.8, flatness=1.0, shadow=0.5, color=(1, 1, 0.6, 1), transition_delay=delay + 0.1, transition_out_delay=out_delay_fin).autoretain() txtactor.node.rotate = 10 objs.append(txtactor) # Ticket-award. award_x = -100 objs.append( Text(_ba.charstr(SpecialChar.TICKET), host_only=True, position=(x + award_x + 33, y + 7), transition=Text.Transition.FADE_IN, scale=1.5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=(1, 1, 1, 0.2 if hmo else 0.4), transition_delay=delay + 0.05, transition_out_delay=out_delay_fin).autoretain()) objs.append( Text('+' + str(self.get_award_ticket_value()), host_only=True, position=(x + award_x + 28, y + 16), transition=Text.Transition.FADE_IN, scale=0.7, flatness=1, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=cl2, transition_delay=delay + 0.05, transition_out_delay=out_delay_fin).autoretain()) else: complete = self.complete objs = [] c_icon = self.get_icon_color(complete) if hmo and not complete: c_icon = (c_icon[0], c_icon[1], c_icon[2], c_icon[3] * 0.3) objs.append( Image(self.get_icon_texture(complete), host_only=True, color=c_icon, position=(x - 25, y + 5), attach=attach, vr_depth=4, transition=Image.Transition.IN_RIGHT, transition_delay=delay, transition_out_delay=None, scale=(40, 40)).autoretain()) if complete: objs.append( Image(_ba.gettexture('achievementOutline'), host_only=True, model_transparent=_ba.getmodel('achievementOutline'), color=(2, 1.4, 0.4, 1), vr_depth=8, position=(x - 25, y + 5), attach=attach, transition=Image.Transition.IN_RIGHT, transition_delay=delay, transition_out_delay=None, scale=(40, 40)).autoretain()) else: if not complete: award_x = -100 objs.append( Text(_ba.charstr(SpecialChar.TICKET), host_only=True, position=(x + award_x + 33, y + 7), transition=Text.Transition.IN_RIGHT, scale=1.5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=(1, 1, 1, 0.4) if complete else (1, 1, 1, (0.1 if hmo else 0.2)), transition_delay=delay + 0.05, transition_out_delay=None).autoretain()) objs.append( Text('+' + str(self.get_award_ticket_value()), host_only=True, position=(x + award_x + 28, y + 16), transition=Text.Transition.IN_RIGHT, scale=0.7, flatness=1, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=((0.8, 0.93, 0.8, 1.0) if complete else (0.6, 0.6, 0.6, (0.2 if hmo else 0.4))), transition_delay=delay + 0.05, transition_out_delay=None).autoretain()) # Show 'hard-mode-only' only over incomplete achievements # when that's the case. if hmo: txtactor = Text( Lstr(resource='difficultyHardOnlyText'), host_only=True, maxwidth=300 * 0.7, position=(x + 60, y + 5), transition=Text.Transition.FADE_IN, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, scale=0.85 * 0.8, flatness=1.0, shadow=0.5, color=(1, 1, 0.6, 1), transition_delay=delay + 0.05, transition_out_delay=None).autoretain() assert txtactor.node txtactor.node.rotate = 10 objs.append(txtactor) objs.append( Text(self.display_name, host_only=True, maxwidth=300, position=(x, y + 2), transition=Text.Transition.IN_RIGHT, scale=0.85, flatness=0.6, h_attach=h_attach, v_attach=v_attach, color=((0.8, 0.93, 0.8, 1.0) if complete else (0.6, 0.6, 0.6, (0.2 if hmo else 0.4))), transition_delay=delay + 0.05, transition_out_delay=None).autoretain()) objs.append( Text(self.description_complete if complete else self.description, host_only=True, maxwidth=400, position=(x, y - 14), transition=Text.Transition.IN_RIGHT, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, scale=0.62, flatness=1.0, color=((0.6, 0.6, 0.6, 1.0) if complete else (0.6, 0.6, 0.6, (0.2 if hmo else 0.4))), transition_delay=delay + 0.1, transition_out_delay=None).autoretain()) return objs
def get_icon_texture(self, complete: bool) -> ba.Texture: """Return the icon texture to display for this achievement""" return _ba.gettexture( self._icon_name if complete else 'achievementEmpty')
def __init__(self, vpos: float, player: _ba.SessionPlayer, lobby: 'Lobby') -> None: # FIXME: Tidy up around here. # pylint: disable=too-many-branches # pylint: disable=too-many-statements from ba import _gameutils from ba import _profile from ba import _lang app = _ba.app self._deek_sound = _ba.getsound('deek') self._click_sound = _ba.getsound('click01') self._punchsound = _ba.getsound('punch01') self._swish_sound = _ba.getsound('punchSwish') self._errorsound = _ba.getsound('error') self._mask_texture = _ba.gettexture('characterIconMask') self._vpos = vpos self._lobby = weakref.ref(lobby) self._player = player self._inited = False self._dead = False self._text_node: Optional[ba.Node] = None self._profilename = '' self._profilenames: List[str] = [] self._ready: bool = False self.character_names: List[str] = [] self.last_change: Sequence[Union[float, int]] = (0, 0) # Hmm does this need to be public? self.profiles: Dict[str, Dict[str, Any]] = {} # Load available profiles either from the local config or from the # remote device. self.reload_profiles() # Note: this is just our local index out of available teams; *not* # the team-id! self._selected_team_index: int = self.lobby.next_add_team # Store a persistent random character index; we'll use this for the # '_random' profile. Let's use their input_device id to seed it. This # will give a persistent character for them between games and will # distribute characters nicely if everyone is random. try: input_device_id = self._player.get_input_device().id except Exception: from ba import _error _error.print_exception('Error getting device-id on chooser create') input_device_id = 0 if app.lobby_random_char_index_offset is None: # We want the first device that asks for a chooser to always get # spaz as a random character.. # scratch that.. we now kinda accomplish the same thing with # account profiles so lets just be fully random here. app.lobby_random_char_index_offset = (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. char_index_offset = app.lobby_random_char_index_offset assert char_index_offset is not None self._random_character_index = ((input_device_id + char_index_offset) % len(self.character_names)) self._random_color, self._random_highlight = ( _profile.get_player_profile_colors(None)) # Attempt to pick an initial profile based on what's been stored # for this input device. input_device = self._player.get_input_device() try: name = input_device.name unique_id = input_device.unique_identifier self._profilename = ( app.config['Default Player Profiles'][name + ' ' + unique_id]) self._profileindex = self._profilenames.index(self._profilename) # If this one is __account__ and is local and we haven'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 input_device.is_remote_client and app.lobby_account_profile_device_id is None): app.lobby_account_profile_device_id = input_device_id # 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 input_device.is_remote_client and not input_device.is_controller_app): if (app.lobby_account_profile_device_id is None and '__account__' in profilenames): app.lobby_account_profile_device_id = input_device_id # If this is the designated account-profile-device, try to default # to the account profile. if (input_device_id == app.lobby_account_profile_device_id 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 input_device.is_controller_app: 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 on remote servers that do not already know them). if (input_device.is_remote_client and '__account__' in profilenames): self._profileindex = profilenames.index('__account__') else: # Cycle through our non-random profiles once; after # that, everyone gets random. while (app.lobby_random_profile_index < len(profilenames) and profilenames[app.lobby_random_profile_index] in ('_random', '__account__', '_edit')): app.lobby_random_profile_index += 1 if (app.lobby_random_profile_index < len(profilenames)): self._profileindex = ( app.lobby_random_profile_index) app.lobby_random_profile_index += 1 else: self._profileindex = profilenames.index('_random') self._profilename = profilenames[self._profileindex] self.character_index = self._random_character_index self._color = self._random_color self._highlight = self._random_highlight self._text_node = _ba.newnode('text', delegate=self, attrs={ 'position': (-100, self._vpos), 'maxwidth': 160, 'shadow': 0.5, 'vr_depth': -20, 'h_align': 'left', 'v_align': 'center', 'v_attach': 'top' }) _gameutils.animate(self._text_node, 'scale', {0: 0, 0.1: 1.0}) self.icon = _ba.newnode('image', owner=self._text_node, attrs={ 'position': (-130, self._vpos + 20), 'mask_texture': self._mask_texture, 'vr_depth': -10, 'attach': 'topCenter' }) _gameutils.animate_array(self.icon, 'scale', 2, { 0: (0, 0), 0.1: (45, 45) }) self._set_ready(False) # Set our initial name to '<choosing player>' in case anyone asks. self._player.set_name( _lang.Lstr(resource='choosingPlayerText').evaluate(), real=False) self.update_from_player_profiles() self.update_position() self._inited = True
def get_preview_texture(self) -> ba.Texture: """Load/return the preview Texture for this Level.""" return _ba.gettexture(self._preview_texture_name)