def __init__(self): self._lastPowerupType = None self.model = bs.getModel("powerup") self.modelSimple = bs.getModel("powerupSimple") self.texBomb = bs.getTexture("powerupBomb") self.texPunch = bs.getTexture("powerupPunch") self.texIceBombs = bs.getTexture("powerupIceBombs") self.texStickyBombs = bs.getTexture("powerupStickyBombs") self.texShield = bs.getTexture("powerupShield") self.texImpactBombs = bs.getTexture("powerupImpactBombs") self.texHealth = bs.getTexture("powerupHealth") self.texLandMines = bs.getTexture("powerupLandMines") self.texCurse = bs.getTexture("powerupCurse") # Add for Bunnybot: self.eggModel = bs.getModel('egg') self.texEgg = bs.getTexture('eggTex1') # Add for snoBalls: self.texSno = bs.getTexture( "bunnyColor") # Bunny is most uniform plain white color. self.snoModel = bs.getModel( "frostyPelvis") # Frosty pelvis is very nice and round... # Add for randomDoor: self.texDoor = bs.getTexture("cyborgColor") self.doorModel = bs.getModel("frostyPelvis") self.healthPowerupSound = bs.getSound("healthPowerup") self.powerupSound = bs.getSound("powerup01") self.powerdownSound = bs.getSound("powerdown01") self.dropSound = bs.getSound("boxDrop") # material for powerups self.powerupMaterial = bs.Material() # material for anyone wanting to accept powerups self.powerupAcceptMaterial = bs.Material() # pass a powerup-touched message to applicable stuff self.powerupMaterial.addActions( conditions=(("theyHaveMaterial", self.powerupAcceptMaterial)), actions=(("modifyPartCollision", "collide", True), ("modifyPartCollision", "physical", False), ("message", "ourNode", "atConnect", _TouchedMessage()))) # we dont wanna be picked up self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('pickupMaterial')), actions=(("modifyPartCollision", "collide", False))) self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('footingMaterial')), actions=(("impactSound", self.dropSound, 0.5, 0.1))) self._powerupDist = [] for p, freq in getDefaultPowerupDistribution(): for i in range(int(freq)): self._powerupDist.append(p)
def __init__(self): self._lastPowerupType = None self.model = bs.getModel("powerup") self.modelSimple = bs.getModel("powerupSimple") self.texBomb = bs.getTexture("powerupBomb") self.texPunch = bs.getTexture("powerupPunch") self.texIceBombs = bs.getTexture("powerupIceBombs") self.texStickyBombs = bs.getTexture("powerupStickyBombs") self.texShield = bs.getTexture("powerupShield") self.texImpactBombs = bs.getTexture("powerupImpactBombs") self.texHealth = bs.getTexture("powerupHealth") self.texLandMines = bs.getTexture("powerupLandMines") self.texCurse = bs.getTexture("powerupCurse") self.texBlast = bs.getTexture("tnt") self.texMix = bs.getTexture("eggTex1") self.healthPowerupSound = bs.getSound("healthPowerup") self.powerupSound = bs.getSound("powerup01") self.powerdownSound = bs.getSound("powerdown01") self.dropSound = bs.getSound("boxDrop") self.powerupMaterial = bs.Material() self.powerupAcceptMaterial = bs.Material() self.powerupMaterial.addActions( conditions=(("theyHaveMaterial", self.powerupAcceptMaterial)), actions=(("modifyPartCollision", "collide", True), ("modifyPartCollision", "physical", False), ("message", "ourNode", "atConnect", _TouchedMessage()))) self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('pickupMaterial')), actions=(("modifyPartCollision", "collide", False))) self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('footingMaterial')), actions=(("impactSound", self.dropSound, 0.5, 0.1))) self._powerupDist = [] for p, freq in getDefaultPowerupDistribution(): for i in range(int(freq)): self._powerupDist.append(p)
def __init__(self, settings): bs.TeamGameActivity.__init__(self, settings) if self.settings['Epic Mode']: self._isSlowMotion = True # show messages when players die since it's meaningful here self.announcePlayerDeaths = True try: self._soloMode = settings['Solo Mode'] except Exception: self._soloMode = False self._scoreBoard = bs.ScoreBoard() self.totBoxes = [] #Create a special powerup material for our boxes that allows pickup. self.fpowerupMaterial = bs.Material() # pass a powerup-touched message to applicable stuff pam = bs.Powerup.getFactory().powerupAcceptMaterial self.fpowerupMaterial.addActions( conditions=(("theyHaveMaterial", pam)), actions=(("modifyPartCollision", "collide", True), ("modifyPartCollision", "physical", False), ("message", "ourNode", "atConnect", bsPowerup._TouchedMessage()))) # we DO wanna be picked up #self.powerupMaterial.addActions( # conditions=("theyHaveMaterial",bs.getSharedObject('pickupMaterial')), # actions=( ("modifyPartCollision","collide",False))) self.fpowerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('footingMaterial')), actions=(("impactSound", bs.Powerup.getFactory().dropSound, 0.5, 0.1))) #Create a material to prevent TNT box pickup self.noPickMat = bs.Material() self.noPickMat.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('pickupMaterial')), actions=(("modifyPartCollision", "collide", False)))
def __init__(self): """ Instantiate a PowerupFactory. You shouldn't need to do this; call bs.Powerup.getFactory() to get a shared instance. """ self._lastPowerupType = None self.model = bs.getModel("powerup") self.modelSimple = bs.getModel("powerupSimple") self.texBomb = bs.getTexture("powerupBomb") self.texPunch = bs.getTexture("powerupPunch") self.texIceBombs = bs.getTexture("powerupIceBombs") self.texStickyBombs = bs.getTexture("powerupStickyBombs") self.texShield = bs.getTexture("powerupShield") self.texImpactBombs = bs.getTexture("powerupImpactBombs") self.texPortal = bs.getTexture("coin") self.texRainbow = bs.getTexture("achievementFlawlessVictory") self.texHealth = bs.getTexture("powerupHealth") self.texLandMines = bs.getTexture("powerupLandMines") self.texcurseBomb = bs.getTexture("powerupCurse") self.texHeatSeeker = bs.getTexture("landMineLit") self.texQuake = bs.getTexture("levelIcon") self.texCurse = random.choice( (bs.getTexture("powerupHealth"), bs.getTexture("powerupShield"))) self.texDroneStrike = bs.getTexture("sparks") self.texAim = bs.getTexture("ouyaAButton") self.texBubblePower = bs.getTexture("light") self.texTriggerBombs = bs.getTexture("egg4") self.texClusterBombs = bs.getTexture("menuIcon") self.healthPowerupSound = bs.getSound("healthPowerup") self.powerupSound = bs.getSound("powerup01") self.powerdownSound = bs.getSound("powerdown01") self.dropSound = bs.getSound("boxDrop") # material for powerups self.powerupMaterial = bs.Material() # material for anyone wanting to accept powerups self.powerupAcceptMaterial = bs.Material() # pass a powerup-touched message to applicable stuff self.powerupMaterial.addActions( conditions=(("theyHaveMaterial", self.powerupAcceptMaterial)), actions=(("modifyPartCollision", "collide", True), ("modifyPartCollision", "physical", False), ("message", "ourNode", "atConnect", _TouchedMessage()))) # we dont wanna be picked up if not some.interactive_powerups: self.powerupMaterial.addActions( conditions=("theyHaveMaterial",bs.getSharedObject('pickupMaterial')), actions=( ("modifyPartCollision","collide",False))) self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('footingMaterial')), actions=(("impactSound", self.dropSound, 0.5, 0.1))) self._powerupDist = [] for p, freq in getDefaultPowerupDistribution(): for i in range(int(freq)): self._powerupDist.append(p)
def __init__(self): """ Instantiate a PowerupFactory. You shouldn't need to do this; call bs.Powerup.getFactory() to get a shared instance. """ self._lastPowerupType = None self.model = bs.getModel("powerup") self.modelSimple = bs.getModel("powerupSimple") self.texBomb = bs.getTexture("powerupBomb") self.texPunch = bs.getTexture("powerupPunch") self.texIceBombs = bs.getTexture("powerupIceBombs") self.texStickyBombs = bs.getTexture("powerupStickyBombs") self.texShield = bs.getTexture("powerupShield") self.texImpactBombs = bs.getTexture("powerupImpactBombs") self.texHealth = bs.getTexture("powerupHealth") self.texLandMines = bs.getTexture("powerupLandMines") self.texCurse = bs.getTexture("powerupCurse") self.texSloMo = bs.getTexture("achievementFlawlessVictory") self.texTNT = bs.getTexture("achievementTNT") self.texStrongICE = bs.getTexture("menuButton") self.texSpeedBoots = bs.getTexture("achievementGotTheMoves") self.texChamp = bs.getTexture("achievementBoxer") self.texTroll = bs.getTexture("achievementOffYouGo") self.texSpazColor = bs.getTexture("crossOutMask") self.texCharacter = bs.getTexture("wizardIcon") self.texInvisible = bs.getTexture("ouyaOButton") self.healthPowerupSound = bs.getSound("healthPowerup") self.powerupSound = bs.getSound("powerup01") self.powerdownSound = bs.getSound("powerdown01") self.dropSound = bs.getSound("boxDrop") # material for powerups self.powerupMaterial = bs.Material() # material for anyone wanting to accept powerups self.powerupAcceptMaterial = bs.Material() # pass a powerup-touched message to applicable stuff self.powerupMaterial.addActions( conditions=(("theyHaveMaterial", self.powerupAcceptMaterial)), actions=(("modifyPartCollision", "collide", True), ("modifyPartCollision", "physical", False), ("message", "ourNode", "atConnect", _TouchedMessage()))) # we dont wanna be picked up self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('pickupMaterial')), actions=(("modifyPartCollision", "collide", False))) self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('footingMaterial')), actions=(("impactSound", self.dropSound, 0.5, 0.1))) self._powerupDist = [] for p, freq in getDefaultPowerupDistribution(): for i in range(int(freq)): self._powerupDist.append(p)
def __init__(self): self._lastPowerupType = None self.model = bs.getModel("powerup") self.modelSimple = bs.getModel("powerupSimple") self.texBomb = bs.getTexture("powerupBomb") self.texPunch = bs.getTexture("powerupPunch") self.texIceBombs = bs.getTexture("powerupIceBombs") self.texStickyBombs = bs.getTexture("powerupStickyBombs") self.texShield = bs.getTexture("powerupShield") self.texImpactBombs = bs.getTexture("powerupImpactBombs") self.texHealth = bs.getTexture("powerupHealth") self.texLandMines = bs.getTexture("powerupLandMines") self.texCurse = bs.getTexture("powerupCurse") self.texSuperStar = bs.getTexture("levelIcon") #for superStar powerup self.texSpeed = bs.getTexture("powerupSpeed") #for speed powerup self.texIceCube = bs.getTexture("tipTopBGColor") #for iceCube powerup self.texSurprise = bs.getTexture( "powerupHealth") #for surprise powerup self.texMartyrdom = bs.getTexture( "achievementCrossHair") #for martyrdom self.healthPowerupSound = bs.getSound("healthPowerup") self.powerupSound = bs.getSound("powerup01") self.powerdownSound = bs.getSound("powerdown01") self.dropSound = bs.getSound("boxDrop") self.superStarSound = bs.getSound("ooh") #for superstar self.speedSound = bs.getSound("shieldUp") #for speed self.surpriseSound = bs.getSound("hiss") #for surprise self.iceCubeSound = bs.getSound("freeze") #for iceCube self.martyrdomSound = bs.getSound("activateBeep") #for martyrdom drop self.martyrdomPickSound = bs.getSound( "gunCocking") #for martyrdom pick self.blockSound = bs.getSound('block') #for blocking # material for powerups self.powerupMaterial = bs.Material() # material for anyone wanting to accept powerups self.powerupAcceptMaterial = bs.Material() # pass a powerup-touched message to applicable stuff self.powerupMaterial.addActions( conditions=(("theyHaveMaterial", self.powerupAcceptMaterial)), actions=(("modifyPartCollision", "collide", True), ("modifyPartCollision", "physical", False), ("message", "ourNode", "atConnect", _TouchedMessage()))) # we dont wanna be picked up self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('pickupMaterial')), actions=(("modifyPartCollision", "collide", False))) self.powerupMaterial.addActions( conditions=("theyHaveMaterial", bs.getSharedObject('footingMaterial')), actions=(("impactSound", self.dropSound, 0.5, 0.1))) self._powerupDist = [] for p, freq in getDefaultPowerupDistribution(): for i in range(int(freq)): self._powerupDist.append(p)