示例#1
0
 def _change_selection(self, dir):
     audio.play_sound(audio.SND_MENU_MOVE)
     self.sel_index += dir
     if self.sel_index < 0:
         self.sel_index = len(SELECTIONS) - 1
     elif self.sel_index >= len(SELECTIONS):
         self.sel_index = 0
示例#2
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 def on_triggered(self):
     self.triggered = True
     if self.triggered_sound is not None:
         audio.play_sound(self.triggered_sound)
     if self.particle_system is not None:
         self.particle_effect_start()
     return False
示例#3
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文件: game.py 项目: dungnv53/Hittie
 def resume_callback(self):
     """
     Begins the process of relinquishing control and resuming the game.
     """
     audio.play_sound(MENU_PAUSE_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.resume)
def main():
    controller = GameController()
    wechat.game_controller = controller

    controller.get_ready()
    play_sound('游戏开始')
    controller.main_loop()
示例#5
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文件: game.py 项目: dungnv53/Hittie
 def input_return(self):
     """
     Returns to the settings menu from the input menu.
     """
     audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.settings_menu)
示例#6
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文件: game.py 项目: dungnv53/Hittie
 def input_callback(self):
     """
     Closes the settings menu and goes to the input menu.
     """
     audio.play_sound(MENU_SELECT_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.input_event)
示例#7
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 def on_triggered(self):
     self.triggered = True
     if self.triggered_sound is not None:
         audio.play_sound(self.triggered_sound)
     if self.particle_system is not None:
         self.particle_effect_start()
     return False
示例#8
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文件: game.py 项目: dungnv53/Hittie
 def pause_menu_callback(self):
     """
     Destroys the current menu and goes back to the main pause one.
     """
     audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.pause_menu)
示例#9
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文件: score.py 项目: dungnv53/Hittie
 def cheater_menu(self):
     """
     A menu displayed when a gameplay session that did not use default
     gameplay settings submits a high score.
     """
     self.current_score = None
     self.current_rank = None
     audio.play_sound(MENU_ERROR_SOUND, CHANNEL_MENU)
     self.name_box = video.Textbox(FONT_FILE, (16, 120), (26, 4))
     self.name_box.write("\n".join(("SCORE NOT RECORDED".center(26),
                                      "", "PLAY WITH DEFAULT GAMEPLAY",
                                      "SETTINGS TO SAVE SCORE".center(26))),
                         color=(0xFF, 0x40, 0x40))
     self.score_background = video.RectSprite((119, 135), (0, 39))
     self.score_background.width = video.Lerp(0, 215, 15)
     self.menu = menu.MenuArray((menu.MenuEntry((120, 176), "OK",
                               lambda: (audio.play_sound(MENU_SELECT_SOUND,
                                                         CHANNEL_MENU),
                                        self.exit_score())),))
     video.add_renderer(self.score_background.render, LAYER_UI - 1)
     video.add_renderer(self.menu.render_all, LAYER_UI)
     self.event_queue.add_event(video.get_time() + 15, self.menu.ready)
     self.event_queue.add_event(video.get_time() + 15,
                            lambda: video.add_renderer(self.name_box.render,
                                                       LAYER_UI))
示例#10
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 def on_flame_rush_collided(self, player):
     effect_node = StaticEffectNode(self.sceneManager, player.world, 2)
     effect_node.position = (player.position[0], 0, player.position[1])
     effect_node.set_particle_system(
         "LavaSplash", (player.position[0], 0, player.position[1]))
     effect_node.particle_effect_start()
     audio.play_sound("ringoffire")
示例#11
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文件: player.py 项目: dungnv53/Hittie
 def generate_bomb(self):
     """
     Drops da bomb! This'll turn the player invincible and later cause lots
     of pretty explosions as the screen's cleared of bullets and enemies.
     """
     if self.bombs > 0 and self.bombing == False: # Make sure we can bomb
         self.bombs -= 1
         self.bombing = True # Prevent multiple bombs from going at once
         self.collisions = False # Invincibility frames!
         video.add_renderer(self.render_aura, LAYER_PLAYER_AURA)
         audio.play_sound("pl_bomb")
         self.parent.event_queue.add_event(video.get_time() + 60,
                                           self.bomb_destroy_on)
         # Trigger the damaging flag
         self.parent.event_queue.add_event(video.get_time() + 60,
                                           self.create_blast)
         self.parent.event_queue.add_event(video.get_time() + 68,
                                           self.create_blast)
         self.parent.event_queue.add_event(video.get_time() + 76,
                                           self.create_blast)
         self.parent.event_queue.add_event(video.get_time() + 84,
                                           self.create_blast)
         self.parent.event_queue.add_event(video.get_time() + 92,
                                           self.create_blast)
         self.parent.event_queue.add_event(video.get_time() + 100,
                                           self.create_blast)
         self.parent.event_queue.add_event(video.get_time() + 108,
                                           self.create_blast)
         # All of these are explosion effects.
         self.parent.event_queue.add_event(video.get_time() + 150,
                                           self.cancel_bomb)
示例#12
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文件: score.py 项目: dungnv53/Hittie
 def on_down(self):
     """
     Moves the cursor forward by ten spaces - see on_up() for reasons why
     no checks are involved.
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     self.position += 10
示例#13
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文件: title.py 项目: dungnv53/Hittie
 def exit_callback(self):
     """
     Quits the game.
     """
     audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, sys.exit)
示例#14
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文件: score.py 项目: dungnv53/Hittie
 def set_position(self, position):
     """
     A basic override since the number of situations where the cursor sound
     would play were far greater than when it wouldn't.
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     menu.MenuArray.set_position(self, position)
示例#15
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文件: score.py 项目: dungnv53/Hittie
 def fade_menu(self):
     """
     Menu-executed frontend to the fadeout callback so that the sound effect
     can be played.
     """
     audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
     self.fade_out()
示例#16
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    def close_eyes(self):
        '''
        Ask the player to close eyes.
        '''
        play_sound('%s请闭眼' % self.__class__.identity)

        # Clear screen
        self.message()
示例#17
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 def on_right(self):
     """
     Increases the menu entry's bar.
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     self.value = min(10, self.value + 1)
     self.edit_value()
     self.callback(self.value)
示例#18
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 def on_left(self):
     """
     Decreases the menu entry's bar.
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     self.value = max(0, self.value - 1)
     self.edit_value()
     self.callback(self.value)
示例#19
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文件: enemy.py 项目: dungnv53/Hittie
 def destroy(self):
     """
     Plays a basic explosion effect.
     """
     audio.play_sound("en_die0", channel=CHANNEL_ZAKO)
     self.parent.particles.add_particle(particle.Explosion((self.x, self.y),
                                        (self.x_velocity, self.y_velocity)))
     BaseEnemy.destroy(self)
示例#20
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文件: game.py 项目: dungnv53/Hittie
 def settings_callback(self):
     """
     Destroys the current menu and loads up the settings menu from the title
     screen.
     """
     audio.play_sound(MENU_SELECT_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.settings_menu)
示例#21
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文件: game.py 项目: dungnv53/Hittie
 def quit_menu_callback(self):
     """
     Destroys the current menu and loads up the confirmation menu for
     quitting.
     """
     audio.play_sound(MENU_SELECT_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.quit_menu)
示例#22
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文件: score.py 项目: dungnv53/Hittie
 def on_up(self):
     """
     Moves the cursor back by ten spaces - no checks are involved here
     because they're present in the menu array, owing to the need to change
     active buttons.
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     self.position -= 10
示例#23
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 def reset_controls(self):
     """
     Callback for calling the controller API's reset method, and then
     updates all of the menu entries to reflect the changes.
     """
     audio.play_sound(MENU_SELECT_SOUND, CHANNEL_MENU)
     control.reset_controls()
     for entry in self.assignments.values():
         entry.write_entries()
示例#24
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文件: score.py 项目: dungnv53/Hittie
 def on_right(self):
     """
     Moves the cursor forward a space, blah blah blah, see on_left()
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     if (self.position % 10) == 9:
         self.position -= 9
     else:
         self.position += 1
示例#25
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 def on_activate(self):
     control.detect_joystick()
     audio.play_sound(MENU_SELECT_SOUND
                      if control.control_system.joystick else
                      MENU_ERROR_SOUND, CHANNEL_MENU)
     for button, assignment in self.assignments.items():
         if button >= INPUT_FIRE:
             assignment.write_entries()
     self.ready()
示例#26
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文件: title.py 项目: dungnv53/Hittie
 def settings_return(self):
     """
     Returns to the main menu from the settings menu.
     """
     audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
     this_renderer = self.menu.render_all
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, lambda: video.remove_renderer(this_renderer))
     self.event_queue.add_event(video.get_time() + 15, lambda: self.load_main_menu(position=2))
示例#27
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文件: score.py 项目: dungnv53/Hittie
 def cancel_erase(self):
     """
     The erase operation is aborted, and the menu restored to normal state.
     """
     audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
     self.menu.entries[1].select()
     self.event_queue.add_event(0, self.controller.release)
     self.event_queue.add_event(0, self.menu.controller.acquire)
     del self.controller
示例#28
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 def _do_light_collisions(self, stage):
     for s in stage.lights:
         if rect.contains_point(s.x, s.y, 8, 8, self.x, self.y):
             if s.got_hit() == True:
                 audio.play_sound(audio.SND_HIT_TARGET)
                 if stage.is_complete():
                     self.state = STATE_STAGE_COMPLETE
                     globals.add_score(globals.SCORE_STAGE_COMPLETE)
             return
示例#29
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文件: game.py 项目: dungnv53/Hittie
 def cancel_callback(self):
     """
     Moves the cursor back to the resume button, or if it's already on it,
     goes straight to resuming.
     """
     if self.menu.position == 0:
         self.resume_callback()
     else:
         audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
         self.menu.set_position(0)
示例#30
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文件: score.py 项目: dungnv53/Hittie
 def on_left(self):
     """
     Moves the cursor back a space, unless it's on the far left column, to
     which it loops to the other side. 
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     if self.position % 10 == 0:
         self.position += 9
     else:
         self.position -= 1
示例#31
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文件: menu.py 项目: dungnv53/Hittie
 def move_up(self):
     """
     Changes which menu option is in focus - the one behind it, or the
     one at the bottom if it loops.
     """
     self.entries[self.position].deselect()
     self.position -= 1
     self.position %= len(self.entries)
     self.entries[self.position].select()
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
示例#32
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文件: menu.py 项目: dungnv53/Hittie
 def move_down(self):
     """
     Changes which menu option is in focus - the one ahead of it, or the
     one at the top if it loops.
     """
     self.entries[self.position].deselect()
     self.position += 1
     self.position %= len(self.entries)
     self.entries[self.position].select()
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
示例#33
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文件: title.py 项目: dungnv53/Hittie
 def score_callback(self):
     """
     Closes the menu and begins the process to go to the high score table.
     """
     audio.play_sound(MENU_SELECT_SOUND, CHANNEL_MENU)
     self.event_queue.add_event(video.get_time(), self.menu.destroy)
     self.event_queue.add_event(video.get_time() + 15, self.score_event)
     self.fader = video.AlphaRect((0, 0), SCREEN_SIZE)
     self.fader.a = video.Lerp(0, 255, 15)
     video.add_renderer(self.fader.render, LAYER_OVERLAY_1)
示例#34
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 def on_right(self):
     """
     Moves the value to the next in the list, looping around if it passes
     the threshold.
     """
     audio.play_sound(MENU_CURSOR_SOUND, CHANNEL_MENU)
     self.value += 1
     self.value %= len(self.value_list)
     self.edit_value()
     self.callback(self.value_list[self.value][1])
示例#35
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文件: title.py 项目: dungnv53/Hittie
 def pause_callback(self):
     """
     Changes the active cursor to the exit entry if the cancel or pause
     button's pressed on the main menu, or activates it if it's already
     there. 
     """
     if self.menu.position == 3:
         self.exit_callback()
     else:
         audio.play_sound(MENU_CANCEL_SOUND, CHANNEL_MENU)
         self.menu.set_position(3)
示例#36
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 def _pressed_select(self):
     audio.play_sound(audio.SND_MENU_SELECT)
     if self.sel_index == SEL_START_GAME:
         self.game.add_fade(palette.FADE_STEP_TICKS_DEFAULT,
                            palette.FADE_LEVEL_6, self.game.start_game)
     elif self.sel_index == SEL_PALETTE:
         self.game.add_fade(palette.FADE_STEP_TICKS_DEFAULT,
                            palette.FADE_LEVEL_6, self.game.cycle_palette)
     elif self.sel_index == SEL_EXIT_GAME:
         self.game.add_fade(palette.FADE_STEP_TICKS_DEFAULT,
                            palette.FADE_LEVEL_0, pyxel.quit)
示例#37
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文件: enemy.py 项目: dungnv53/Hittie
 def destroy(self):
     """
     Destroys the link node with a small explosion.
     """
     audio.play_sound("en_die0", channel=CHANNEL_ZAKO)
     if self.motive_state == self.forward_state:
         self.create_bullet()
     self.parent.particles.add_particle(particle.Explosion((self.x, self.y),
                                                           (self.x_velocity,
                                                           self.y_velocity)))
     BaseEnemy.destroy(self)
示例#38
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 def on_collided(self, object_collided_with):
     if self.collide_sound is not None:
         audio.play_sound(self.collide_sound)
     if self.particle_system is not None:
         self.particle_effect_stop()
         if self.secondary_particle_system is not None:
             if object_collided_with.type == "player":
                 self.set_position((object_collided_with.position[0], 0,
                                    object_collided_with.position[1]))
                 self.secondary_particle_effect_start()
             else:
                 self.secondary_particle_effect_start()
示例#39
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def engine(i, params, data):
    """
    The loop that updates the data and redraws the plots. Called from bottom of
    video.init_plots.
    """
    video.draw_animations(params, data)

    #Remove oldest data from backend.
    data['trace_win'] = np.delete(data['trace_win'], 0)
    data['trace_vis'] = np.delete(data['trace_vis'], 0)
    #Deletes col 1 of spectogram matrix.
    data['spec'] = np.delete(data['spec'], 0, 1)

    #What to append into the transform window, more signal or 0's at end.
    fill = data['the_sig'][0] if (np.size(data['the_sig']) > 0) else 0
    data['trace_win'] = np.append(data['trace_win'], fill)

    #Play audio component.
    data['tone'] = fill / data['max_sig_val']

    audio.play_sound(data)

    #Pull next element out of signal that's not yet visible, add it to the trace.
    len_non_win = params['LEN_TRACE_VIS'] - params['LEN_TRACE_WIN']
    fill = data['the_sig'][len_non_win] if (
        np.size(data['the_sig']) > len_non_win) else 0
    data['trace_vis'] = np.append(data['trace_vis'], fill)

    #Removes oldest element of the signal.
    if np.size(data['the_sig']) > 0:
        data['the_sig'] = np.delete(data['the_sig'], 0)

    #Calc rfft of the window.
    data['trace_win_fft'] = np.abs(np.fft.rfft(data['trace_win']))

    #Append the vector of fourier components to the spectrogram.
    data['spec'] = np.c_[data['spec'], data['trace_win_fft']]
    def is_game_ended(self):
        '''
        Show game result if game ends.
        '''
        # if self.nRound == 1:
        #     return

        # Count players
        villager_count = 0
        god_count = 0
        werewolf_count = 0

        for player in self.players[1:]:
            if not player.died:
                if isinstance(player, Villager):
                    villager_count += 1
                elif player.__class__.good:
                    god_count += 1
                else:
                    werewolf_count += 1

        # Check if the game ends
        if villager_count == 0:
            self.status('刀民成功,狼人胜利!', broadcast=True)
            play_sound('刀民成功')
        elif god_count == 0:
            self.status('刀神成功,狼人胜利!', broadcast=True)
            play_sound('刀神成功')
        elif werewolf_count == 0:
            self.status('逐狼成功,平民胜利!', broadcast=True)
            play_sound('逐狼成功')
        else:
            return

        # End of game
        self.status('游戏结束', broadcast=True)
        self.broadcast(self.get_history())
        exit()
示例#41
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 def player_used_weapon(self):
     audio.play_sound(audio.SND_USED_WEAPON)
     self.state = STATE_PLAYER_WEAPON
    def main_loop(self):
        self.game_started = True

        # Initialize variables
        self.nRound = 0  # Number of days elapsed
        seer, savior, witch, silencer, self.werewolves = None, None, None, None, []
        self.killed_players = []  # List of players who are killed last night

        # Find players who have special identities
        for player in self.players[1:]:
            if isinstance(player, Seer):
                seer = player
            elif isinstance(player, Witch):
                witch = player
            elif isinstance(player, Savior):
                savior = player
            elif isinstance(player, Silencer):
                silencer = player
            elif isinstance(player, WerewolfLeader):
                self.werewolves.insert(
                    0, player)  # Insert the leader to the front
            elif isinstance(player, Werewolf):
                self.werewolves.append(player)

        # Main loop
        while True:
            self.nRound += 1

            # Night
            self.status('-----第%d天晚上-----' % self.nRound, broadcast=True)

            self.broadcast('天黑请闭眼')
            play_sound('天黑请闭眼')

            self.broadcast('')

            self.move_for(savior)

            for werewolf in self.werewolves:
                if not werewolf.died:
                    self.move_for(werewolf)
                    break  # Only one werewolf needs to make a choice

            self.move_for(witch)

            if witch == None:
                self.is_game_ended()

            self.move_for(seer)

            self.move_for(silencer)

            # Day
            self.status('-----第%d天-----' % self.nRound, broadcast=True)

            self.broadcast('天亮啦')
            play_sound('天亮了')

            # Vote for Mayor
            if self.nRound == 1 and self.config('rules/have_mayor'):
                self.vote_for_mayor()

            # Remove players who resurrect
            self.killed_players = [
                player for player in self.killed_players if player.died
            ]
            random.shuffle(self.killed_players)

            # Show the result of last night
            if self.killed_players:
                self.broadcast('昨天晚上,%s 死了' %
                               self.player_list_to_str(self.killed_players))
            else:
                self.broadcast('昨天晚上是平安夜~')

            # Trigger after-dying action
            for player in self.killed_players:
                player.after_dying()

            # Trigger wake-up action
            player_list = self.survived_players()
            random.shuffle(player_list)

            for player in player_list:
                player.wake_up()

            # Vote for suspect
            self.vote_for_suspect()

            # Reset killed_players
            self.killed_players = []
示例#43
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 def player_hit_solid(self):
     audio.play_sound(audio.SND_HIT_WALL)
     self.game.add_screen_shake(5, 1, queue=False)
示例#44
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 def close_eyes(self):
     play_sound('狼人请闭眼')
     self.message('')
示例#45
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 def open_eyes(self):
     play_sound('狼人请睁眼')
示例#46
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    def on_ability_used(self, player, ability_id, ability_instance):
        if player.element.type == "earth":
            if ability_id == 101:
                # Earth : Primary
                # Play the animation with weight 100 so that it basically overrides
                # any other animations currently playing.
                # @todo: use an actual solution instead of weight hack.
                self.animation_playonce("ability_1", 100)
                audio.play_sound("weaponswing")

            elif ability_id == 102:
                # Earth : Hook
                # handled elsewhere
                audio.play_sound("hook")

            elif ability_id == 103:
                # Earth : Earthquake
                # Play the particle animation
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               2)
                effect_node.set_particle_system(
                    "Earthquake", (player.position[0], 0, player.position[1]))
                effect_node.particle_effect_start()
                # Play Sound
                audio.play_sound("earthquake")

            elif ability_id == 104:
                # Earth : Power Swing
                # Play the animation
                self.animation_playonce("ability_1", 100)
                audio.play_sound("weaponswing")

        elif player.element.type == "fire":
            if ability_id == 201:
                # Fire : Primary
                # Play the animation with weight 100 so that it basically overrides
                # any other animations currently playing.
                # @todo: use an actual solution instead of weight hack.
                self.animation_playonce("ability_1", 100)
                audio.play_sound("weaponswing")
            elif ability_id == 202:
                # Fire :  Flame Rush
                # note: this is handle elsewhere
                # Play Sound
                audio.play_sound("flamerush")
            elif ability_id == 203:
                # Fire : Lava Splash
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               2)
                effect_node.set_particle_system(
                    "LavaSplash", (player.position[0], 0, player.position[1]))
                effect_node.particle_effect_start()
                # Play Sound
                audio.play_sound("lavasplash")

            elif ability_id == 204:
                # Fire : Ring of Fire
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               3)
                effect_node.set_particle_system(
                    "RingOfFire", (player.position[0], 0, player.position[1]))
                effect_node.particle_effect_start()
                # Play Sound
                audio.play_sound("ringoffire")

        elif player.element.type == "air":
            if ability_id == 301:
                # Air : Primary

                # @note: this is why passing the ability_instance to on_ability_used is sloppy
                # but the effect_node that represents the projectile object on the ogre side of
                # things NEEDS a reference to the corresponding ProjectileObject.
                # Find a better way to do this someday.
                projectile_node = ProjectileNode(self.sceneManager,
                                                 ability_instance.projectile)
                projectile_node.set_particle_system("AirShot")
                projectile_node.set_secondary_particle_system("WaterSplash")
                projectile_node.particle_effect_start()

                # Play Sound
                audio.play_sound("airshot")
                projectile_node.set_collide_sound("impact")

            if ability_id == 302:
                # Air : Gust of Wind
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               0.5)
                effect_node.set_particle_system(
                    "GustOfWind", (player.position[0], 0, player.position[1]),
                    player.rotation)

                effect_node.particle_effect_start()
                audio.play_sound("gustofwind")

            if ability_id == 303:
                # Air : Wind Whisk
                effect_node1 = StaticEffectNode(self.sceneManager,
                                                player.world, 0.3)
                effect_node1.set_particle_system(
                    "WindWhisk",
                    (player.last_position[0], 0, player.last_position[1]))
                effect_node1.particle_effect_start()

                effect_node2 = StaticEffectNode(self.sceneManager,
                                                player.world, 0.3)
                effect_node2.set_particle_system(
                    "WindWhisk", (player.position[0], 0, player.position[1]))
                effect_node2.particle_effect_start()
                audio.play_sound("windwhisk")

            if ability_id == 304:
                # Air : Lightning Bolt
                if ability_instance.target is None:
                    # event was launched because ability was used, but there was no target in range
                    return
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               0.2)
                # @todo: come up with a particle effect for this ability

                dx = -player.position[0] + ability_instance.target.position[0]
                dz = -player.position[1] + ability_instance.target.position[1]
                distance = math.sqrt(dx * dx + dz * dz)
                rotation = math.atan2(dz, dx)
                x_offset = dx / 2
                z_offset = dz / 2

                effect_node.set_particle_system(
                    "Lightning", (player.position[0] + x_offset, 10,
                                  player.position[1] + z_offset), rotation)

                effect_node.particle_effect_start()
                effect_node.particle_system.getEmitter(0).setParameter(
                    "depth", str(distance))
                # Play Sound
                audio.play_sound("lightningbolt")

        elif player.element.type == "water":
            if ability_id == 401:
                # Water : Primary

                # @note: this is why passing the ability_instance to on_ability_used is sloppy
                # but the effect_node that represents the projectile object on the ogre side of
                # things NEEDS a reference to the corresponding ProjectileObject.
                # Find a better way to do this someday.
                projectile_node = ProjectileNode(self.sceneManager,
                                                 ability_instance.projectile)
                #@todo: make particle effects for these
                projectile_node.set_particle_system("AirShot")
                projectile_node.set_secondary_particle_system("WaterSplash")
                projectile_node.particle_effect_start()
                projectile_node.set_collide_sound("lavasplash")
                audio.play_sound("airshot")

            elif ability_id == 402:
                # Water : Water Gush
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               0.5)
                # @todo: come up with a particle effect for this ability

                dx = -player.position[0] + player.last_position[0]
                dz = -player.position[1] + player.last_position[1]
                distance = math.sqrt(dx * dx + dz * dz)
                rotation = math.atan2(dz, dx)
                x_offset = dx / 2
                z_offset = dz / 2

                effect_node.set_particle_system(
                    "WaterTrail", (player.position[0] + x_offset, 5,
                                   player.position[1] + z_offset), rotation)

                effect_node.particle_effect_start()
                effect_node.particle_system.getEmitter(0).setParameter(
                    "depth", str(distance))

                # Play Sound
                audio.play_sound("watergush")

            elif ability_id == 403:
                # Water : Tidal Wave
                effect_node = StaticEffectNode(self.sceneManager, player.world,
                                               1)
                effect_node.set_particle_system(
                    "TidalWave",
                    (player.position[0] + 10 * math.cos(player.rotation), 15,
                     player.position[1] + 10 * math.sin(player.rotation)),
                    player.rotation)
                effect_node.particle_effect_start()
                audio.play_sound("tidalwave")
            elif ability_id == 404:
                # Water : Ice Burst
                mesh_node = StaticEffectNode(self.sceneManager, player.world,
                                             1)
                mesh_node.set_mesh(
                    "iceblock.mesh",
                    (player.position[0], 0, player.position[1] + 10), 0, 15)

                explosion_node = StaticEffectNode(self.sceneManager,
                                                  player.world, 0.5, True)
                explosion_node.set_particle_system(
                    "IceBurstExplosion",
                    (player.position[0], 0, player.position[1]))
                explosion_node.set_triggered_sound("iceburst")
                mesh_node.static_node_expired += explosion_node.on_triggered
                # Play Sound
                audio.play_sound("earthquake")
示例#47
0
 def open_eyes(self):
     '''
     Ask the player to open eyes.
     '''
     play_sound('%s请睁眼' % self.__class__.identity)