def _print_lives(self, player: ba.Player) -> None: from bastd.actor import popuptext assert player # Shouldn't be passing invalid refs around. if not player or not player.is_alive() or not player.node: return popuptext.PopupText('x' + str(player.gamedata['lives'] - 1), color=(1, 1, 0, 1), offset=(0, -0.8, 0), random_offset=0.0, scale=1.8, position=player.node.position).autoretain()
def _print_lives(self, player: Player) -> None: from bastd.actor import popuptext # We get called in a timer so it's possible our player has left/etc. if not player or not player.is_alive() or not player.node: return popuptext.PopupText('x' + str(player.lives - 1), color=(1, 1, 0, 1), offset=(0, -0.8, 0), random_offset=0.0, scale=1.8, position=player.node.position).autoretain()
def do_hit_at_position(self, pos: Sequence[float], player: ba.Player) -> bool: """Handle a bomb hit at the given position.""" # pylint: disable=too-many-statements from bastd.actor import popuptext activity = self.activity # Ignore hits if the game is over or if we've already been hit if activity.has_ended() or self._hit or not self._nodes: return False diff = (ba.Vec3(pos) - self._position) # Disregard Y difference. Our target point probably isn't exactly # on the ground anyway. diff[1] = 0.0 dist = diff.length() bullseye = False if dist <= self._r3 + self._rfudge: # Inform our activity that we were hit self._hit = True activity.handlemessage(self.TargetHitMessage()) keys: Dict[float, Sequence[float]] = { 0.0: (1.0, 0.0, 0.0), 0.049: (1.0, 0.0, 0.0), 0.05: (1.0, 1.0, 1.0), 0.1: (0.0, 1.0, 0.0) } cdull = (0.3, 0.3, 0.3) popupcolor: Sequence[float] if dist <= self._r1 + self._rfudge: bullseye = True self._nodes[1].color = cdull self._nodes[2].color = cdull ba.animate_array(self._nodes[0], 'color', 3, keys, loop=True) popupscale = 1.8 popupcolor = (1, 1, 0, 1) streak = player.gamedata['streak'] points = 10 + min(20, streak * 2) ba.playsound(ba.getsound('bellHigh')) if streak > 0: ba.playsound( ba.getsound( 'orchestraHit4' if streak > 3 else 'orchestraHit3' if streak > 2 else 'orchestraHit2' if streak > 1 else 'orchestraHit')) elif dist <= self._r2 + self._rfudge: self._nodes[0].color = cdull self._nodes[2].color = cdull ba.animate_array(self._nodes[1], 'color', 3, keys, loop=True) popupscale = 1.25 popupcolor = (1, 0.5, 0.2, 1) points = 4 ba.playsound(ba.getsound('bellMed')) else: self._nodes[0].color = cdull self._nodes[1].color = cdull ba.animate_array(self._nodes[2], 'color', 3, keys, loop=True) popupscale = 1.0 popupcolor = (0.8, 0.3, 0.3, 1) points = 2 ba.playsound(ba.getsound('bellLow')) # Award points/etc.. (technically should probably leave this up # to the activity). popupstr = '+' + str(points) # If there's more than 1 player in the game, include their # names and colors so they know who got the hit. if len(activity.players) > 1: popupcolor = ba.safecolor(player.color, target_intensity=0.75) popupstr += ' ' + player.get_name() popuptext.PopupText(popupstr, position=self._position, color=popupcolor, scale=popupscale).autoretain() # Give this player's team points and update the score-board. player.team.gamedata['score'] += points assert isinstance(activity, TargetPracticeGame) activity.update_scoreboard() # Also give this individual player points # (only applies in teams mode). assert activity.stats is not None activity.stats.player_scored(player, points, showpoints=False, screenmessage=False) ba.animate_array(self._nodes[0], 'size', 1, { 0.8: self._nodes[0].size, 1.0: [0.0] }) ba.animate_array(self._nodes[1], 'size', 1, { 0.85: self._nodes[1].size, 1.05: [0.0] }) ba.animate_array(self._nodes[2], 'size', 1, { 0.9: self._nodes[2].size, 1.1: [0.0] }) ba.timer(1.1, ba.Call(self.handlemessage, ba.DieMessage())) return bullseye