Exemplo n.º 1
0
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)
Exemplo n.º 2
0
    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()))
Exemplo n.º 3
0
    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