def get_human_readable_user_scripts_path() -> str: """Return a human readable location of user-scripts. This is NOT a valid filesystem path; may be something like "(SD Card)". """ from ba import _lang app = _ba.app path: Optional[str] = app.user_scripts_directory if path is None: return '<Not Available>' # On newer versions of android, the user's external storage dir is probably # only visible to the user's processes and thus not really useful printed # in its entirety; lets print it as <External Storage>/myfilepath. if app.platform == 'android': ext_storage_path: Optional[str] = ( _ba.android_get_external_storage_path()) if (ext_storage_path is not None and app.user_scripts_directory.startswith(ext_storage_path)): path = ('<' + _lang.Lstr(resource='externalStorageText').evaluate() + '>' + app.user_scripts_directory[len(ext_storage_path):]) return path
def _on_play_folder_cb(self, result: Union[str, List[str]], error: Optional[str] = None) -> None: from ba import _lang if error is not None: rstr = (_lang.Lstr( resource='internal.errorPlayingMusicText').evaluate()) if isinstance(result, str): err_str = (rstr.replace('${MUSIC}', os.path.basename(result)) + '; ' + str(error)) else: err_str = (rstr.replace('${MUSIC}', '<multiple>') + '; ' + str(error)) _ba.screenmessage(err_str, color=(1, 0, 0)) return # There's a chance a stop could have been issued before our thread # returned. If that's the case, don't play. if not self._want_to_play: print('_on_play_folder_cb called with _want_to_play False') else: self._actually_playing = True _ba.music_player_play(result)
def _show_remaining_achievements(self) -> None: # pylint: disable=cyclic-import from ba import _achievement from ba import _lang from bastd.actor.text import Text ts_h_offs = 30 v_offs = -200 achievements = [ a for a in _achievement.get_achievements_for_coop_level( self._get_coop_level_name()) if not a.complete ] vrmode = _ba.app.vr_mode if achievements: Text(_lang.Lstr(resource='achievementsRemainingText'), host_only=True, position=(ts_h_offs - 10 + 40, v_offs - 10), transition=Text.Transition.FADE_IN, scale=1.1, h_attach=Text.HAttach.LEFT, v_attach=Text.VAttach.TOP, color=(1, 1, 1.2, 1) if vrmode else (0.8, 0.8, 1.0, 1.0), flatness=1.0 if vrmode else 0.6, shadow=1.0 if vrmode else 0.5, transition_delay=0.0, transition_out_delay=1.3 if self.slow_motion else 4.0).autoretain() hval = 70 vval = -50 tdelay = 0.0 for ach in achievements: tdelay += 0.05 ach.create_display(hval + 40, vval + v_offs, 0 + tdelay, outdelay=1.3 if self.slow_motion else 4.0, style='in_game') vval -= 55
def get_remote_app_name() -> ba.Lstr: """(internal)""" from ba import _lang return _lang.Lstr(resource='remote_app.app_name')
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