def handleMessage(self, m): if isinstance(m, bs.PlayerSpazDeathMessage): bs.TeamGameActivity.handleMessage(self, m) # (augment standard behavior) deathTime = bs.getGameTime() # record the player's moment of death m.spaz.getPlayer().gameData['deathTime'] = deathTime # in co-op mode, end the game the instant everyone dies (more accurate looking) # in teams/ffa, allow a one-second fudge-factor so we can get more draws if isinstance(self.getSession(), bs.CoopSession): # teams will still show up if we check now.. check in the next cycle bs.pushCall(self._checkEndGame) self._lastPlayerDeathTime = deathTime # also record this for a final setting of the clock.. else: bs.gameTimer(1000, self._checkEndGame) elif isinstance(m, KillerGetScoreMessage): bs.screenMessage(m.text, top=True, color=m.killer.color, image=m.killer.getIcon()) m.killer.getTeam().gameData['arrows'] = min( m.killer.getTeam().gameData['arrows'] + m.score, self._maxArrows) self._updateScoreBoard() else: # default handler: bs.TeamGameActivity.handleMessage(self, m)
def handleMessage(self, m): if isinstance(m, bs.PlayerSpazDeathMessage): bs.TeamGameActivity.handleMessage(self, m) # (augment standard behavior) deathTime = bs.getGameTime() # record the player's moment of death m.spaz.getPlayer().gameData['deathTime'] = deathTime # in co-op mode, end the game the instant everyone dies (more accurate looking) # in teams/ffa, allow a one-second fudge-factor so we can get more draws if isinstance(self.getSession(), bs.CoopSession): # teams will still show up if we check now.. check in the next cycle bs.pushCall(self._checkEndGame) self._lastPlayerDeathTime = deathTime # also record this for a final setting of the clock.. else: bs.gameTimer(1000, self._checkEndGame) elif isinstance(m, CheckNeedNewMadMessage): self._checkNeedMad() else: # default handler: bs.TeamGameActivity.handleMessage(self, m)
def handleMessage(self, m): # a player has died if isinstance(m, bs.PlayerSpazDeathMessage): bs.TeamGameActivity.handleMessage(self, m) # do standard stuff self.respawnPlayer(m.spaz.getPlayer()) # kick off a respawn # One of bases were destroyed elif isinstance(m, BaseDestroyedMessage): bs.pushCall(self._checkIfWon)
def onPlayerLeave(self, player): # augment default behavior... bs.TeamGameActivity.onPlayerLeave(self, player) #end the game if everyone left the party. deathTime = bs.getGameTime() if isinstance(self.getSession(), bs.FreeForAllSession): bs.pushCall(self._checkEndGame) self._lastPlayerDeathTime = deathTime # also record this for a final setting of the clock.. else: bs.gameTimer(1000, self._checkEndGame)
def handleMessage(self, m): if isinstance(m, bs.PlayerSpazDeathMessage): deathTime = bs.getGameTime() bs.TeamGameActivity.handleMessage(self, m) # (augment standard behavior) m.spaz.getPlayer().gameData['deathTime'] = deathTime if isinstance(self.getSession(), bs.FreeForAllSession): bs.pushCall(self._checkEndGame) self._lastPlayerDeathTime = deathTime # also record this for a final setting of the clock.. else: bs.gameTimer(1000, self._checkEndGame) else: bs.TeamGameActivity.handleMessage(self, m)
def handleMessage(self, m): # a player has died if isinstance(m, bs.PlayerSpazDeathMessage): bs.TeamGameActivity.handleMessage(self, m) # do standard stuff self.respawnPlayer(m.spaz.getPlayer()) # kick off a respawn # a spaz-bot has died elif isinstance(m, bs.SpazBotDeathMessage): # unfortunately the bot-set will always tell us there are living # bots if we ask here (the currently-dying bot isn't officially marked dead yet) # ..so lets push a call into the event loop to check once this guy has finished dying. bs.pushCall(self._checkIfWon) else: # let the base class handle anything we don't.. bs.TeamGameActivity.handleMessage(self, m)
def handleMessage(self,m): # a player has died if isinstance(m,bs.PlayerSpazDeathMessage): bs.TeamGameActivity.handleMessage(self,m) # do standard stuff self.respawnPlayer(m.spaz.getPlayer()) # kick off a respawn # a spaz-bot has died elif isinstance(m,bs.SpazBotDeathMessage): # unfortunately the bot-set will always tell us there are living # bots if we ask here (the currently-dying bot isn't officially marked dead yet) # ..so lets push a call into the event loop to check once this guy has finished dying. bs.pushCall(self._checkIfWon) else: # let the base class handle anything we don't.. bs.TeamGameActivity.handleMessage(self,m)
def handleMessage(self, m): if isinstance(m, bs.PlayerSpazDeathMessage): bs.TeamGameActivity.handleMessage(self, m) deathTime = bs.getGameTime() m.spaz.getPlayer().gameData['deathTime'] = deathTime if isinstance(self.getSession(), bs.CoopSession): bs.pushCall(self._checkEndGame) self._lastPlayerDeathTime = deathTime else: bs.gameTimer(1000, self._checkEndGame) else: bs.TeamGameActivity.handleMessage(self, m)
def handleMessage(self,m): if isinstance(m, bs.PlayerSpazDeathMessage): super(self.__class__, self).handleMessage(m)#bs.TeamGameActivity.handleMessage(self,m) # (augment standard behavior) deathTime = bs.getGameTime() # record the player's moment of death m.spaz.getPlayer().gameData['deathTime'] = deathTime # in co-op mode, end the game the instant everyone dies (more accurate looking) # in teams/ffa, allow a one-second fudge-factor so we can get more draws if isinstance(self.getSession(), bs.CoopSession): # teams will still show up if we check now.. check in the next cycle bs.pushCall(self._checkEndGame) self._lastPlayerDeathTime = deathTime # also record this for a final setting of the clock.. else: bs.gameTimer(1000, self._checkEndGame) else: # default handler: super(self.__class__, self).handleMessage(m)#bs.TeamGameActivity.handleMessage(self,m)