Bombsquad-Ballistica-Modded.../dist/ba_data/python/bastd/mainmenu.py

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2021-03-29 03:24:13 +05:30
# Released under the MIT License. See LICENSE for details.
#
"""Session and Activity for displaying the main menu bg."""
from __future__ import annotations
import random
import time
import weakref
from typing import TYPE_CHECKING
import ba
import _ba
if TYPE_CHECKING:
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from typing import Any
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# FIXME: Clean this up if I ever revisit it.
# pylint: disable=attribute-defined-outside-init
# pylint: disable=too-many-branches
# pylint: disable=too-many-statements
# pylint: disable=too-many-locals
# noinspection PyUnreachableCode
# noinspection PyAttributeOutsideInit
class MainMenuActivity(ba.Activity[ba.Player, ba.Team]):
"""Activity showing the rotating main menu bg stuff."""
_stdassets = ba.Dependency(ba.AssetPackage, 'stdassets@1')
def on_transition_in(self) -> None:
super().on_transition_in()
random.seed(123)
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self._logo_node: ba.Node | None = None
self._custom_logo_tex_name: str | None = None
self._word_actors: list[ba.Actor] = []
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app = ba.app
# FIXME: We shouldn't be doing things conditionally based on whether
# the host is VR mode or not (clients may differ in that regard).
# Any differences need to happen at the engine level so everyone
# sees things in their own optimal way.
vr_mode = ba.app.vr_mode
if not ba.app.toolbar_test:
color = ((1.0, 1.0, 1.0, 1.0) if vr_mode else (0.5, 0.6, 0.5, 0.6))
# FIXME: Need a node attr for vr-specific-scale.
scale = (0.9 if
(app.ui.uiscale is ba.UIScale.SMALL or vr_mode) else 0.7)
self.my_name = ba.NodeActor(
ba.newnode('text',
attrs={
'v_attach': 'bottom',
'h_align': 'center',
'color': color,
'flatness': 1.0,
'shadow': 1.0 if vr_mode else 0.5,
'scale': scale,
'position': (0, 10),
'vr_depth': -10,
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'text': '\xa9 2011-2022 Eric Froemling'
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}))
# Throw up some text that only clients can see so they know that the
# host is navigating menus while they're just staring at an
# empty-ish screen.
tval = ba.Lstr(resource='hostIsNavigatingMenusText',
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subs=[('${HOST}', _ba.get_v1_account_display_string())])
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self._host_is_navigating_text = ba.NodeActor(
ba.newnode('text',
attrs={
'text': tval,
'client_only': True,
'position': (0, -200),
'flatness': 1.0,
'h_align': 'center'
}))
if not ba.app.main_menu_did_initial_transition and hasattr(
self, 'my_name'):
assert self.my_name.node
ba.animate(self.my_name.node, 'opacity', {2.3: 0, 3.0: 1.0})
# FIXME: We shouldn't be doing things conditionally based on whether
# the host is vr mode or not (clients may not be or vice versa).
# Any differences need to happen at the engine level so everyone sees
# things in their own optimal way.
vr_mode = app.vr_mode
uiscale = app.ui.uiscale
# In cases where we're doing lots of dev work lets always show the
# build number.
force_show_build_number = False
if not ba.app.toolbar_test:
if app.debug_build or app.test_build or force_show_build_number:
if app.debug_build:
text = ba.Lstr(value='${V} (${B}) (${D})',
subs=[
('${V}', app.version),
('${B}', str(app.build_number)),
('${D}', ba.Lstr(resource='debugText')),
])
else:
text = ba.Lstr(value='${V} (${B})',
subs=[
('${V}', app.version),
('${B}', str(app.build_number)),
])
else:
text = ba.Lstr(value='${V}', subs=[('${V}', app.version)])
scale = 0.9 if (uiscale is ba.UIScale.SMALL or vr_mode) else 0.7
color = (1, 1, 1, 1) if vr_mode else (0.5, 0.6, 0.5, 0.7)
self.version = ba.NodeActor(
ba.newnode(
'text',
attrs={
'v_attach': 'bottom',
'h_attach': 'right',
'h_align': 'right',
'flatness': 1.0,
'vr_depth': -10,
'shadow': 1.0 if vr_mode else 0.5,
'color': color,
'scale': scale,
'position': (-260, 10) if vr_mode else (-10, 10),
'text': text
}))
if not ba.app.main_menu_did_initial_transition:
assert self.version.node
ba.animate(self.version.node, 'opacity', {2.3: 0, 3.0: 1.0})
# Show the iircade logo on our iircade build.
if app.iircade_mode:
img = ba.NodeActor(
ba.newnode('image',
attrs={
'texture': ba.gettexture('iircadeLogo'),
'attach': 'center',
'scale': (250, 250),
'position': (0, 0),
'tilt_translate': 0.21,
'absolute_scale': True
})).autoretain()
imgdelay = 0.0 if app.main_menu_did_initial_transition else 1.0
ba.animate(img.node, 'opacity', {
imgdelay + 1.5: 0.0,
imgdelay + 2.5: 1.0
})
# Throw in test build info.
self.beta_info = self.beta_info_2 = None
if app.test_build and not (app.demo_mode or app.arcade_mode):
pos = ((230, 125) if (app.demo_mode or app.arcade_mode) else
(230, 35))
self.beta_info = ba.NodeActor(
ba.newnode('text',
attrs={
'v_attach': 'center',
'h_align': 'center',
'color': (1, 1, 1, 1),
'shadow': 0.5,
'flatness': 0.5,
'scale': 1,
'vr_depth': -60,
'position': pos,
'text': ba.Lstr(resource='testBuildText')
}))
if not ba.app.main_menu_did_initial_transition:
assert self.beta_info.node
ba.animate(self.beta_info.node, 'opacity', {1.3: 0, 1.8: 1.0})
model = ba.getmodel('thePadLevel')
trees_model = ba.getmodel('trees')
bottom_model = ba.getmodel('thePadLevelBottom')
color_texture = ba.gettexture('thePadLevelColor')
trees_texture = ba.gettexture('treesColor')
bgtex = ba.gettexture('menuBG')
bgmodel = ba.getmodel('thePadBG')
# Load these last since most platforms don't use them.
vr_bottom_fill_model = ba.getmodel('thePadVRFillBottom')
vr_top_fill_model = ba.getmodel('thePadVRFillTop')
gnode = self.globalsnode
gnode.camera_mode = 'rotate'
tint = (1.14, 1.1, 1.0)
gnode.tint = tint
gnode.ambient_color = (1.06, 1.04, 1.03)
gnode.vignette_outer = (0.45, 0.55, 0.54)
gnode.vignette_inner = (0.99, 0.98, 0.98)
self.bottom = ba.NodeActor(
ba.newnode('terrain',
attrs={
'model': bottom_model,
'lighting': False,
'reflection': 'soft',
'reflection_scale': [0.45],
'color_texture': color_texture
}))
self.vr_bottom_fill = ba.NodeActor(
ba.newnode('terrain',
attrs={
'model': vr_bottom_fill_model,
'lighting': False,
'vr_only': True,
'color_texture': color_texture
}))
self.vr_top_fill = ba.NodeActor(
ba.newnode('terrain',
attrs={
'model': vr_top_fill_model,
'vr_only': True,
'lighting': False,
'color_texture': bgtex
}))
self.terrain = ba.NodeActor(
ba.newnode('terrain',
attrs={
'model': model,
'color_texture': color_texture,
'reflection': 'soft',
'reflection_scale': [0.3]
}))
self.trees = ba.NodeActor(
ba.newnode('terrain',
attrs={
'model': trees_model,
'lighting': False,
'reflection': 'char',
'reflection_scale': [0.1],
'color_texture': trees_texture
}))
self.bgterrain = ba.NodeActor(
ba.newnode('terrain',
attrs={
'model': bgmodel,
'color': (0.92, 0.91, 0.9),
'lighting': False,
'background': True,
'color_texture': bgtex
}))
self._ts = 0.86
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self._language: str | None = None
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self._update_timer = ba.Timer(1.0, self._update, repeat=True)
self._update()
# Hopefully this won't hitch but lets space these out anyway.
_ba.add_clean_frame_callback(ba.WeakCall(self._start_preloads))
random.seed()
# On the main menu, also show our news.
class News:
"""Wrangles news display."""
def __init__(self, activity: ba.Activity):
self._valid = True
self._message_duration = 10.0
self._message_spacing = 2.0
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self._text: ba.NodeActor | None = None
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self._activity = weakref.ref(activity)
# If we're signed in, fetch news immediately.
# Otherwise wait until we are signed in.
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self._fetch_timer: ba.Timer | None = ba.Timer(
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1.0, ba.WeakCall(self._try_fetching_news), repeat=True)
self._try_fetching_news()
# We now want to wait until we're signed in before fetching news.
def _try_fetching_news(self) -> None:
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if _ba.get_v1_account_state() == 'signed_in':
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self._fetch_news()
self._fetch_timer = None
def _fetch_news(self) -> None:
ba.app.main_menu_last_news_fetch_time = time.time()
# UPDATE - We now just pull news from MRVs.
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news = _ba.get_v1_account_misc_read_val('n', None)
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if news is not None:
self._got_news(news)
def _change_phrase(self) -> None:
from bastd.actor.text import Text
# If our news is way out of date, lets re-request it;
# otherwise, rotate our phrase.
assert ba.app.main_menu_last_news_fetch_time is not None
if time.time() - ba.app.main_menu_last_news_fetch_time > 600.0:
self._fetch_news()
self._text = None
else:
if self._text is not None:
if not self._phrases:
for phr in self._used_phrases:
self._phrases.insert(0, phr)
val = self._phrases.pop()
if val == '__ACH__':
vrmode = app.vr_mode
Text(ba.Lstr(resource='nextAchievementsText'),
color=((1, 1, 1, 1) if vrmode else
(0.95, 0.9, 1, 0.4)),
host_only=True,
maxwidth=200,
position=(-300, -35),
h_align=Text.HAlign.RIGHT,
transition=Text.Transition.FADE_IN,
scale=0.9 if vrmode else 0.7,
flatness=1.0 if vrmode else 0.6,
shadow=1.0 if vrmode else 0.5,
h_attach=Text.HAttach.CENTER,
v_attach=Text.VAttach.TOP,
transition_delay=1.0,
transition_out_delay=self._message_duration
).autoretain()
achs = [
a for a in app.ach.achievements
if not a.complete
]
if achs:
ach = achs.pop(
random.randrange(min(4, len(achs))))
ach.create_display(
-180,
-35,
1.0,
outdelay=self._message_duration,
style='news')
if achs:
ach = achs.pop(
random.randrange(min(8, len(achs))))
ach.create_display(
180,
-35,
1.25,
outdelay=self._message_duration,
style='news')
else:
spc = self._message_spacing
keys = {
spc: 0.0,
spc + 1.0: 1.0,
spc + self._message_duration - 1.0: 1.0,
spc + self._message_duration: 0.0
}
assert self._text.node
ba.animate(self._text.node, 'opacity', keys)
# {k: v
# for k, v in list(keys.items())})
self._text.node.text = val
def _got_news(self, news: str) -> None:
# Run this stuff in the context of our activity since we
# need to make nodes and stuff.. should fix the serverget
# call so it.
activity = self._activity()
if activity is None or activity.expired:
return
with ba.Context(activity):
self._phrases: list[str] = []
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# Show upcoming achievements in non-vr versions
# (currently too hard to read in vr).
self._used_phrases = (
['__ACH__'] if not ba.app.vr_mode else
[]) + [s for s in news.split('<br>\n') if s != '']
self._phrase_change_timer = ba.Timer(
(self._message_duration + self._message_spacing),
ba.WeakCall(self._change_phrase),
repeat=True)
scl = 1.2 if (ba.app.ui.uiscale is ba.UIScale.SMALL
or ba.app.vr_mode) else 0.8
color2 = ((1, 1, 1, 1) if ba.app.vr_mode else
(0.7, 0.65, 0.75, 1.0))
shadow = (1.0 if ba.app.vr_mode else 0.4)
self._text = ba.NodeActor(
ba.newnode('text',
attrs={
'v_attach': 'top',
'h_attach': 'center',
'h_align': 'center',
'vr_depth': -20,
'shadow': shadow,
'flatness': 0.8,
'v_align': 'top',
'color': color2,
'scale': scl,
'maxwidth': 900.0 / scl,
'position': (0, -10)
}))
self._change_phrase()
if not (app.demo_mode or app.arcade_mode) and not app.toolbar_test:
self._news = News(self)
# Bring up the last place we were, or start at the main menu otherwise.
with ba.Context('ui'):
from bastd.ui import specialoffer
if bool(False):
uicontroller = ba.app.ui.controller
assert uicontroller is not None
uicontroller.show_main_menu()
else:
main_menu_location = ba.app.ui.get_main_menu_location()
# When coming back from a kiosk-mode game, jump to
# the kiosk start screen.
if ba.app.demo_mode or ba.app.arcade_mode:
# pylint: disable=cyclic-import
from bastd.ui.kiosk import KioskWindow
ba.app.ui.set_main_menu_window(
KioskWindow().get_root_widget())
# ..or in normal cases go back to the main menu
else:
if main_menu_location == 'Gather':
# pylint: disable=cyclic-import
from bastd.ui.gather import GatherWindow
ba.app.ui.set_main_menu_window(
GatherWindow(transition=None).get_root_widget())
elif main_menu_location == 'Watch':
# pylint: disable=cyclic-import
from bastd.ui.watch import WatchWindow
ba.app.ui.set_main_menu_window(
WatchWindow(transition=None).get_root_widget())
elif main_menu_location == 'Team Game Select':
# pylint: disable=cyclic-import
from bastd.ui.playlist.browser import (
PlaylistBrowserWindow)
ba.app.ui.set_main_menu_window(
PlaylistBrowserWindow(
sessiontype=ba.DualTeamSession,
transition=None).get_root_widget())
elif main_menu_location == 'Free-for-All Game Select':
# pylint: disable=cyclic-import
from bastd.ui.playlist.browser import (
PlaylistBrowserWindow)
ba.app.ui.set_main_menu_window(
PlaylistBrowserWindow(
sessiontype=ba.FreeForAllSession,
transition=None).get_root_widget())
elif main_menu_location == 'Coop Select':
# pylint: disable=cyclic-import
from bastd.ui.coop.browser import CoopBrowserWindow
ba.app.ui.set_main_menu_window(
CoopBrowserWindow(
transition=None).get_root_widget())
else:
# pylint: disable=cyclic-import
from bastd.ui.mainmenu import MainMenuWindow
ba.app.ui.set_main_menu_window(
MainMenuWindow(transition=None).get_root_widget())
# attempt to show any pending offers immediately.
# If that doesn't work, try again in a few seconds
# (we may not have heard back from the server)
# ..if that doesn't work they'll just have to wait
# until the next opportunity.
if not specialoffer.show_offer():
def try_again() -> None:
if not specialoffer.show_offer():
# Try one last time..
ba.timer(2.0,
specialoffer.show_offer,
timetype=ba.TimeType.REAL)
ba.timer(2.0, try_again, timetype=ba.TimeType.REAL)
ba.app.main_menu_did_initial_transition = True
def _update(self) -> None:
app = ba.app
# Update logo in case it changes.
if self._logo_node:
custom_texture = self._get_custom_logo_tex_name()
if custom_texture != self._custom_logo_tex_name:
self._custom_logo_tex_name = custom_texture
self._logo_node.texture = ba.gettexture(
custom_texture if custom_texture is not None else 'logo')
self._logo_node.model_opaque = (None
if custom_texture is not None
else ba.getmodel('logo'))
self._logo_node.model_transparent = (
None if custom_texture is not None else
ba.getmodel('logoTransparent'))
# If language has changed, recreate our logo text/graphics.
lang = app.lang.language
if lang != self._language:
self._language = lang
y = 20
base_scale = 1.1
self._word_actors = []
base_delay = 1.0
delay = base_delay
delay_inc = 0.02
# Come on faster after the first time.
if app.main_menu_did_initial_transition:
base_delay = 0.0
delay = base_delay
delay_inc = 0.02
# We draw higher in kiosk mode (make sure to test this
# when making adjustments) for now we're hard-coded for
# a few languages.. should maybe look into generalizing this?..
if app.lang.language == 'Chinese':
base_x = -270.0
x = base_x - 20.0
spacing = 85.0 * base_scale
y_extra = 0.0 if (app.demo_mode or app.arcade_mode) else 0.0
self._make_logo(x - 110 + 50,
113 + y + 1.2 * y_extra,
0.34 * base_scale,
delay=base_delay + 0.1,
custom_texture='chTitleChar1',
jitter_scale=2.0,
vr_depth_offset=-30)
x += spacing
delay += delay_inc
self._make_logo(x - 10 + 50,
110 + y + 1.2 * y_extra,
0.31 * base_scale,
delay=base_delay + 0.15,
custom_texture='chTitleChar2',
jitter_scale=2.0,
vr_depth_offset=-30)
x += 2.0 * spacing
delay += delay_inc
self._make_logo(x + 180 - 140,
110 + y + 1.2 * y_extra,
0.3 * base_scale,
delay=base_delay + 0.25,
custom_texture='chTitleChar3',
jitter_scale=2.0,
vr_depth_offset=-30)
x += spacing
delay += delay_inc
self._make_logo(x + 241 - 120,
110 + y + 1.2 * y_extra,
0.31 * base_scale,
delay=base_delay + 0.3,
custom_texture='chTitleChar4',
jitter_scale=2.0,
vr_depth_offset=-30)
x += spacing
delay += delay_inc
self._make_logo(x + 300 - 90,
105 + y + 1.2 * y_extra,
0.34 * base_scale,
delay=base_delay + 0.35,
custom_texture='chTitleChar5',
jitter_scale=2.0,
vr_depth_offset=-30)
self._make_logo(base_x + 155,
146 + y + 1.2 * y_extra,
0.28 * base_scale,
delay=base_delay + 0.2,
rotate=-7)
else:
base_x = -170
x = base_x - 20
spacing = 55 * base_scale
y_extra = 0 if (app.demo_mode or app.arcade_mode) else 0
xv1 = x
delay1 = delay
for shadow in (True, False):
x = xv1
delay = delay1
self._make_word('B',
x - 50,
y - 23 + 0.8 * y_extra,
scale=1.3 * base_scale,
delay=delay,
vr_depth_offset=3,
shadow=shadow)
x += spacing
delay += delay_inc
self._make_word('m',
x,
y + y_extra,
delay=delay,
scale=base_scale,
shadow=shadow)
x += spacing * 1.25
delay += delay_inc
self._make_word('b',
x,
y + y_extra - 10,
delay=delay,
scale=1.1 * base_scale,
vr_depth_offset=5,
shadow=shadow)
x += spacing * 0.85
delay += delay_inc
self._make_word('S',
x,
y - 25 + 0.8 * y_extra,
scale=1.35 * base_scale,
delay=delay,
vr_depth_offset=14,
shadow=shadow)
x += spacing
delay += delay_inc
self._make_word('q',
x,
y + y_extra,
delay=delay,
scale=base_scale,
shadow=shadow)
x += spacing * 0.9
delay += delay_inc
self._make_word('u',
x,
y + y_extra,
delay=delay,
scale=base_scale,
vr_depth_offset=7,
shadow=shadow)
x += spacing * 0.9
delay += delay_inc
self._make_word('a',
x,
y + y_extra,
delay=delay,
scale=base_scale,
shadow=shadow)
x += spacing * 0.64
delay += delay_inc
self._make_word('d',
x,
y + y_extra - 10,
delay=delay,
scale=1.1 * base_scale,
vr_depth_offset=6,
shadow=shadow)
self._make_logo(base_x - 28,
125 + y + 1.2 * y_extra,
0.32 * base_scale,
delay=base_delay)
def _make_word(self,
word: str,
x: float,
y: float,
scale: float = 1.0,
delay: float = 0.0,
vr_depth_offset: float = 0.0,
shadow: bool = False) -> None:
if shadow:
word_obj = ba.NodeActor(
ba.newnode('text',
attrs={
'position': (x, y),
'big': True,
'color': (0.0, 0.0, 0.2, 0.08),
'tilt_translate': 0.09,
'opacity_scales_shadow': False,
'shadow': 0.2,
'vr_depth': -130,
'v_align': 'center',
'project_scale': 0.97 * scale,
'scale': 1.0,
'text': word
}))
self._word_actors.append(word_obj)
else:
word_obj = ba.NodeActor(
ba.newnode('text',
attrs={
'position': (x, y),
'big': True,
'color': (1.2, 1.15, 1.15, 1.0),
'tilt_translate': 0.11,
'shadow': 0.2,
'vr_depth': -40 + vr_depth_offset,
'v_align': 'center',
'project_scale': scale,
'scale': 1.0,
'text': word
}))
self._word_actors.append(word_obj)
# Add a bit of stop-motion-y jitter to the logo
# (unless we're in VR mode in which case its best to
# leave things still).
if not ba.app.vr_mode:
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cmb: ba.Node | None
cmb2: ba.Node | None
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if not shadow:
cmb = ba.newnode('combine',
owner=word_obj.node,
attrs={'size': 2})
else:
cmb = None
if shadow:
cmb2 = ba.newnode('combine',
owner=word_obj.node,
attrs={'size': 2})
else:
cmb2 = None
if not shadow:
assert cmb and word_obj.node
cmb.connectattr('output', word_obj.node, 'position')
if shadow:
assert cmb2 and word_obj.node
cmb2.connectattr('output', word_obj.node, 'position')
keys = {}
keys2 = {}
time_v = 0.0
for _i in range(10):
val = x + (random.random() - 0.5) * 0.8
val2 = x + (random.random() - 0.5) * 0.8
keys[time_v * self._ts] = val
keys2[time_v * self._ts] = val2 + 5
time_v += random.random() * 0.1
if cmb is not None:
ba.animate(cmb, 'input0', keys, loop=True)
if cmb2 is not None:
ba.animate(cmb2, 'input0', keys2, loop=True)
keys = {}
keys2 = {}
time_v = 0
for _i in range(10):
val = y + (random.random() - 0.5) * 0.8
val2 = y + (random.random() - 0.5) * 0.8
keys[time_v * self._ts] = val
keys2[time_v * self._ts] = val2 - 9
time_v += random.random() * 0.1
if cmb is not None:
ba.animate(cmb, 'input1', keys, loop=True)
if cmb2 is not None:
ba.animate(cmb2, 'input1', keys2, loop=True)
if not shadow:
assert word_obj.node
ba.animate(word_obj.node, 'project_scale', {
delay: 0.0,
delay + 0.1: scale * 1.1,
delay + 0.2: scale
})
else:
assert word_obj.node
ba.animate(word_obj.node, 'project_scale', {
delay: 0.0,
delay + 0.1: scale * 1.1,
delay + 0.2: scale
})
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def _get_custom_logo_tex_name(self) -> str | None:
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if _ba.get_v1_account_misc_read_val('easter', False):
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return 'logoEaster'
return None
# Pop the logo and menu in.
def _make_logo(self,
x: float,
y: float,
scale: float,
delay: float,
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custom_texture: str | None = None,
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jitter_scale: float = 1.0,
rotate: float = 0.0,
vr_depth_offset: float = 0.0) -> None:
# Temp easter goodness.
if custom_texture is None:
custom_texture = self._get_custom_logo_tex_name()
self._custom_logo_tex_name = custom_texture
ltex = ba.gettexture(
custom_texture if custom_texture is not None else 'logo')
mopaque = (None if custom_texture is not None else ba.getmodel('logo'))
mtrans = (None if custom_texture is not None else
ba.getmodel('logoTransparent'))
logo = ba.NodeActor(
ba.newnode('image',
attrs={
'texture': ltex,
'model_opaque': mopaque,
'model_transparent': mtrans,
'vr_depth': -10 + vr_depth_offset,
'rotate': rotate,
'attach': 'center',
'tilt_translate': 0.21,
'absolute_scale': True
}))
self._logo_node = logo.node
self._word_actors.append(logo)
# Add a bit of stop-motion-y jitter to the logo
# (unless we're in VR mode in which case its best to
# leave things still).
assert logo.node
if not ba.app.vr_mode:
cmb = ba.newnode('combine', owner=logo.node, attrs={'size': 2})
cmb.connectattr('output', logo.node, 'position')
keys = {}
time_v = 0.0
# Gen some random keys for that stop-motion-y look
for _i in range(10):
keys[time_v] = x + (random.random() - 0.5) * 0.7 * jitter_scale
time_v += random.random() * 0.1
ba.animate(cmb, 'input0', keys, loop=True)
keys = {}
time_v = 0.0
for _i in range(10):
keys[time_v * self._ts] = y + (random.random() -
0.5) * 0.7 * jitter_scale
time_v += random.random() * 0.1
ba.animate(cmb, 'input1', keys, loop=True)
else:
logo.node.position = (x, y)
cmb = ba.newnode('combine', owner=logo.node, attrs={'size': 2})
keys = {
delay: 0.0,
delay + 0.1: 700.0 * scale,
delay + 0.2: 600.0 * scale
}
ba.animate(cmb, 'input0', keys)
ba.animate(cmb, 'input1', keys)
cmb.connectattr('output', logo.node, 'scale')
def _start_preloads(self) -> None:
# FIXME: The func that calls us back doesn't save/restore state
# or check for a dead activity so we have to do that ourself.
if self.expired:
return
with ba.Context(self):
_preload1()
ba.timer(0.5, lambda: ba.setmusic(ba.MusicType.MENU))
def _preload1() -> None:
"""Pre-load some assets a second or two into the main menu.
Helps avoid hitches later on.
"""
for mname in [
'plasticEyesTransparent', 'playerLineup1Transparent',
'playerLineup2Transparent', 'playerLineup3Transparent',
'playerLineup4Transparent', 'angryComputerTransparent',
'scrollWidgetShort', 'windowBGBlotch'
]:
ba.getmodel(mname)
for tname in ['playerLineup', 'lock']:
ba.gettexture(tname)
for tex in [
'iconRunaround', 'iconOnslaught', 'medalComplete', 'medalBronze',
'medalSilver', 'medalGold', 'characterIconMask'
]:
ba.gettexture(tex)
ba.gettexture('bg')
from bastd.actor.powerupbox import PowerupBoxFactory
PowerupBoxFactory.get()
ba.timer(0.1, _preload2)
def _preload2() -> None:
# FIXME: Could integrate these loads with the classes that use them
# so they don't have to redundantly call the load
# (even if the actual result is cached).
for mname in ['powerup', 'powerupSimple']:
ba.getmodel(mname)
for tname in [
'powerupBomb', 'powerupSpeed', 'powerupPunch', 'powerupIceBombs',
'powerupStickyBombs', 'powerupShield', 'powerupImpactBombs',
'powerupHealth'
]:
ba.gettexture(tname)
for sname in [
'powerup01', 'boxDrop', 'boxingBell', 'scoreHit01', 'scoreHit02',
'dripity', 'spawn', 'gong'
]:
ba.getsound(sname)
from bastd.actor.bomb import BombFactory
BombFactory.get()
ba.timer(0.1, _preload3)
def _preload3() -> None:
from bastd.actor.spazfactory import SpazFactory
for mname in ['bomb', 'bombSticky', 'impactBomb']:
ba.getmodel(mname)
for tname in [
'bombColor', 'bombColorIce', 'bombStickyColor', 'impactBombColor',
'impactBombColorLit'
]:
ba.gettexture(tname)
for sname in ['freeze', 'fuse01', 'activateBeep', 'warnBeep']:
ba.getsound(sname)
SpazFactory.get()
ba.timer(0.2, _preload4)
def _preload4() -> None:
for tname in ['bar', 'meter', 'null', 'flagColor', 'achievementOutline']:
ba.gettexture(tname)
for mname in ['frameInset', 'meterTransparent', 'achievementOutline']:
ba.getmodel(mname)
for sname in ['metalHit', 'metalSkid', 'refWhistle', 'achievement']:
ba.getsound(sname)
from bastd.actor.flag import FlagFactory
FlagFactory.get()
class MainMenuSession(ba.Session):
"""Session that runs the main menu environment."""
def __init__(self) -> None:
# Gather dependencies we'll need (just our activity).
self._activity_deps = ba.DependencySet(ba.Dependency(MainMenuActivity))
super().__init__([self._activity_deps])
self._locked = False
self.setactivity(ba.newactivity(MainMenuActivity))
def on_activity_end(self, activity: ba.Activity, results: Any) -> None:
if self._locked:
_ba.unlock_all_input()
# Any ending activity leads us into the main menu one.
self.setactivity(ba.newactivity(MainMenuActivity))
def on_player_request(self, player: ba.SessionPlayer) -> bool:
# Reject all player requests.
return False