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https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
synced 2025-10-20 00:00:39 +00:00
added flappy bird mini game
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417
dist/ba_root/mods/games/flappy_bird.py
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417
dist/ba_root/mods/games/flappy_bird.py
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# Released under the MIT License. See LICENSE for details.
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#
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"""Defines a bomb-dodging mini-game."""
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# ba_meta require api 8
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# (see https://ballistica.net/wiki/meta-tag-system)
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from __future__ import annotations
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import random
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from typing import TYPE_CHECKING
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import babase
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import bascenev1 as bs
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from bascenev1lib.actor.bomb import Bomb
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from bascenev1lib.actor.bomb import BombFactory
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from bascenev1lib.actor.bomb import Blast
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from bascenev1lib.gameutils import SharedObjects
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from bascenev1lib.actor.onscreentimer import OnScreenTimer
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from bascenev1lib.game.meteorshower import MeteorShowerGame, Player, Team
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import random
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if TYPE_CHECKING:
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from typing import Any, Sequence, Optional
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# ba_meta export bascenev1.GameActivity
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class FlappyBirdGame(MeteorShowerGame):
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"""."""
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name = 'Flappy Bird'
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description = 'Be Alive'
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available_settings = [bs.BoolSetting('Epic Mode', default=False)]
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scoreconfig = bs.ScoreConfig(label='Survived',
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scoretype=bs.ScoreType.MILLISECONDS,
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version='B')
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# Print messages when players die (since its meaningful in this game).
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announce_player_deaths = True
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# Don't allow joining after we start
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# (would enable leave/rejoin tomfoolery).
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allow_mid_activity_joins = False
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# We're currently hard-coded for one map.
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@classmethod
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def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
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return ['Creative Thoughts']
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# We support teams, free-for-all, and co-op sessions.
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@classmethod
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def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
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return (issubclass(sessiontype, bs.DualTeamSession)
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or issubclass(sessiontype, bs.FreeForAllSession)
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or issubclass(sessiontype, bs.CoopSession))
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def __init__(self, settings: dict):
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super().__init__(settings)
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self._epic_mode = settings.get('Epic Mode', False)
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self._last_player_death_time: Optional[float] = None
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self._meteor_time = 2.0
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self._timer: Optional[OnScreenTimer] = None
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# Some base class overrides:
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self.default_music = (bs.MusicType.EPIC
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if self._epic_mode else bs.MusicType.SURVIVAL)
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if self._epic_mode:
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self.slow_motion = True
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shared = SharedObjects.get()
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self._real_wall_material = bs.Material()
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self._real_wall_material.add_actions(
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conditions=('they_have_material', shared.player_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True)
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))
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self._fake_wall_material = bs.Material()
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self._fake_wall_material.add_actions(
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conditions=(('they_are_younger_than', 9000), 'and',
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('they_have_material', shared.player_material)),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True)
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))
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self.blocksLeft = bs.newnode('region', attrs={'position': (-11.75152479, 6.057427485, -5.52), 'scale': (
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9, 3, 6), 'type': 'box', 'materials': [shared.footing_material, self._fake_wall_material]})
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self.blocksRight = bs.newnode('region', attrs={'position': (5.75152479, 6.057427485, -5.52), 'scale': (
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9, 3, 6), 'type': 'box', 'materials': [shared.footing_material, self._fake_wall_material]})
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factory = BombFactory.get()
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self.bomb_material = (factory.impact_blast_material)
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self.collide_with_bomb_material = bs.Material()
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self.collide_with_bomb_material.add_actions(
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conditions=('they_have_material', factory.impact_blast_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True),
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('call', 'at_connect', babase.Call(self._handle_impact))
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),
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)
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self.left_region_material = bs.Material()
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self.left_region_material.add_actions(
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conditions=('they_have_material', factory.impact_blast_material),
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actions=(
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('modify_part_collision', 'collide', True),
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('modify_part_collision', 'physical', True),
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('call', 'at_connect', babase.Call(self._handle_impact_with_wall))
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),
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)
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self.left_end_Region = bs.newnode('region', attrs={'position': (-18.75152479, 21.057427485, -5.52), 'scale': (
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2, 42, 6), 'type': 'box', 'materials': [self.left_region_material]})
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self.wtindex = 0
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self.wttimer = bs.timer(5, babase.Call(self.wt_), repeat=True)
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self.wthighlights = ["Created by Mr.Smoothy",
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"hey smoothy youtube", "smoothy#multiverse"]
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def wt_(self):
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node = bs.newnode('text',
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attrs={
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'text': self.wthighlights[self.wtindex],
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'flatness': 1.0,
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'h_align': 'center',
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'v_attach': 'bottom',
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'scale': 0.7,
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'position': (0, 20),
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'color': (0.5, 0.5, 0.5)
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})
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self.delt = bs.timer(4, node.delete)
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self.wtindex = int((self.wtindex+1) % len(self.wthighlights))
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def on_begin(self) -> None:
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super().on_begin()
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# Drop a wave every few seconds.. and every so often drop the time
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# between waves ..lets have things increase faster if we have fewer
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# players.
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# delay = 5.0 if len(self.players) > 2 else 2.5
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# if self._epic_mode:
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# delay *= 0.25
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# bs.timer(delay, self._decrement_meteor_time, repeat=True)
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# # Kick off the first wave in a few seconds.
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# delay = 3.0
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# if self._epic_mode:
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# delay *= 0.25
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self._meteor_time = 3
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self._set_meteor_timer()
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# self.spawn_meteors()
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# self.spawn_meteors()
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# self.spawn_meteors()
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bs.get_foreground_host_activity().globalsnode.tint = (0.5, 0.7, 1.0)
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self._timer = OnScreenTimer()
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self._timer.start()
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# Check for immediate end (if we've only got 1 player, etc).
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bs.timer(5.0, self._check_end_game)
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def on_player_leave(self, player: Player) -> None:
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# Augment default behavior.
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super().on_player_leave(player)
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# A departing player may trigger game-over.
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self._check_end_game()
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def spawn_player_spaz(self,
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player: Player,
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position: Sequence[float] = None,
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angle: float = None):
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"""Intercept new spazzes and add our team material for them."""
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position = (-11.35152479, 7.057427485, -5.52)
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spaz = super().spawn_player_spaz(player, position, angle)
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spaz.node.materials = list(
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spaz.node.materials) + [self.collide_with_bomb_material]
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spaz.node.roller_materials = list(
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spaz.node.roller_materials) + [self.collide_with_bomb_material]
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return spaz
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# overriding the default character spawning..
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def spawn_player(self, player: Player) -> bs.Actor:
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spaz = self.spawn_player_spaz(player)
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# Let's reconnect this player's controls to this
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# spaz but *without* the ability to attack or pick stuff up.
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spaz.connect_controls_to_player(enable_punch=False,
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enable_bomb=False,
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enable_pickup=True)
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# Also lets have them make some noise when they die.
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spaz.play_big_death_sound = True
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return spaz
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# Various high-level game events come through this method.
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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curtime = bs.time()
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# Record the player's moment of death.
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# assert isinstance(msg.spaz.player
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msg.getplayer(Player).death_time = curtime
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# In co-op mode, end the game the instant everyone dies
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# (more accurate looking).
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# In teams/ffa, allow a one-second fudge-factor so we can
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# get more draws if players die basically at the same time.
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if isinstance(self.session, bs.CoopSession):
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# Teams will still show up if we check now.. check in
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# the next cycle.
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babase.pushcall(self._check_end_game)
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# Also record this for a final setting of the clock.
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self._last_player_death_time = curtime
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else:
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bs.timer(1.0, self._check_end_game)
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else:
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# Default handler:
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return super().handlemessage(msg)
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return None
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def _check_end_game(self) -> None:
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living_team_count = 0
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for team in self.teams:
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for player in team.players:
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if player.is_alive():
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living_team_count += 1
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break
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# In co-op, we go till everyone is dead.. otherwise we go
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# until one team remains.
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if isinstance(self.session, bs.CoopSession):
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if living_team_count <= 0:
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self.end_game()
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else:
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if living_team_count <= 1:
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self.end_game()
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def _set_meteor_timer(self) -> None:
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bs.timer(self._meteor_time,
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self._drop_bomb_cluster)
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def _drop_bomb_cluster(self) -> None:
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# Random note: code like this is a handy way to plot out extents
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# and debug things.
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loc_test = False
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if loc_test:
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bs.newnode('locator', attrs={'position': (8, 6, -5.5)})
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bs.newnode('locator', attrs={'position': (8, 6, -2.3)})
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bs.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
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bs.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
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if self._meteor_time > 1:
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self._meteor_time -= 0.02
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self.spawn_meteors()
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self._set_meteor_timer()
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def _drop_bomb(self, position: Sequence[float],
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velocity: Sequence[float]) -> None:
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Bomb(position=position, velocity=velocity).autoretain()
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def _decrement_meteor_time(self) -> None:
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self._meteor_time = max(0.1, self._meteor_time * 0.9)
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def end_game(self) -> None:
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cur_time = bs.time()
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assert self._timer is not None
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start_time = self._timer.getstarttime()
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# Mark death-time as now for any still-living players
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# and award players points for how long they lasted.
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# (these per-player scores are only meaningful in team-games)
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for team in self.teams:
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for player in team.players:
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survived = False
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# Throw an extra fudge factor in so teams that
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# didn't die come out ahead of teams that did.
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if player.death_time is None:
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survived = True
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player.death_time = cur_time + 1
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# Award a per-player score depending on how many seconds
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# they lasted (per-player scores only affect teams mode;
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# everywhere else just looks at the per-team score).
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score = int(player.death_time - self._timer.getstarttime())
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if survived:
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score += 50 # A bit extra for survivors.
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self.stats.player_scored(player, score, screenmessage=False)
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# Stop updating our time text, and set the final time to match
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# exactly when our last guy died.
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self._timer.stop(endtime=self._last_player_death_time)
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# Ok now calc game results: set a score for each team and then tell
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# the game to end.
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results = bs.GameResults()
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# Remember that 'free-for-all' mode is simply a special form
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# of 'teams' mode where each player gets their own team, so we can
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# just always deal in teams and have all cases covered.
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for team in self.teams:
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# Set the team score to the max time survived by any player on
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# that team.
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longest_life = 0.0
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for player in team.players:
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assert player.death_time is not None
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longest_life = max(longest_life,
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player.death_time - start_time)
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# Submit the score value in milliseconds.
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results.set_team_score(team, int(1000.0 * longest_life))
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self.end(results=results)
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def _handle_impact(self):
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try:
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bomb = bs.getcollision().opposingnode
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pos = bomb.position
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Blast(pos)
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bomb.delete()
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except bs.NotFoundError:
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# This can happen if the flag stops touching us due to being
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# deleted; that's ok.
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return
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pass
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def _handle_impact_with_wall(self):
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try:
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bomb = bs.getcollision().opposingnode
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pos = bomb.position
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bomb.delete()
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except bs.NotFoundError:
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# This can happen if the flag stops touching us due to being
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# deleted; that's ok.
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return
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pass
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def generate_hurdles(self):
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pass
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def spawn_meteors(self):
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y = random.randrange(4, 21)
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factory = BombFactory.get()
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node1 = bs.newnode('prop',
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delegate=self,
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attrs={
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'position': (17, y, -5.506),
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'velocity': (0, 0, 0),
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'body': 'sphere',
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'body_scale': 1.0,
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'mesh': factory.impact_bomb_mesh,
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'shadow_size': 0.3,
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'color_texture': factory.impact_tex,
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'reflection': 'powerup',
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'reflection_scale': [1.5],
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'materials': [self.bomb_material,]
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})
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bs.animate_array(node1, 'position', 3, {
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0: (17, y, -5.506), 19: (-19, y, -5.506)})
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# y = random.randrange(4, 21)
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# node2 = bs.newnode('prop',
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# delegate=self,
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# attrs={
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# 'position': (17, y, -5.506),
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# 'velocity': (0, 0, 0),
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# 'body': 'sphere',
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# 'body_scale': 1.0,
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# 'mesh': factory.impact_bomb_mesh,
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# 'shadow_size': 0.3,
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# 'color_texture': factory.impact_tex,
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# 'reflection': 'powerup',
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# 'reflection_scale': [1.5],
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# 'materials': [self.bomb_material,]
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# })
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# bs.animate_array(node2, 'position', 3, {
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# 0: (17, y, -5.506), 19: (-19, y, -5.506)})
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# y = random.randrange(4, 21)
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# node3 = bs.newnode('prop',
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# delegate=self,
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# attrs={
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# 'position': (17, y, -5.506),
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# 'velocity': (0, 0, 0),
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# 'body': 'sphere',
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# 'body_scale': 1.0,
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# 'mesh': factory.impact_bomb_mesh,
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# 'shadow_size': 0.3,
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# 'color_texture': factory.impact_tex,
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# 'reflection': 'powerup',
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# 'reflection_scale': [1.5],
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# 'materials': [self.bomb_material,]
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# })
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# bs.animate_array(node3, 'position', 3, {
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# 0: (17, y, -5.506), 19: (-19, y, -5.506)})
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173
dist/ba_root/mods/maps/creative_thoughts.py
vendored
Normal file
173
dist/ba_root/mods/maps/creative_thoughts.py
vendored
Normal file
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@ -0,0 +1,173 @@
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import babase
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import bauiv1 as bui
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import bascenev1 as bs
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from bascenev1lib.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, List, Dict
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class CreativeThoughts(bs.Map):
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"""Freaking map by smoothy."""
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from bascenev1lib.mapdata import happy_thoughts as defs
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name = 'Creative Thoughts'
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@classmethod
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def get_play_types(cls) -> List[str]:
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"""Return valid play types for this map."""
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return [
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'melee', 'keep_away', 'team_flag'
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]
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@classmethod
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def get_preview_texture_name(cls) -> str:
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return 'alwaysLandPreview'
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@classmethod
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def on_preload(cls) -> Any:
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data: Dict[str, Any] = {
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'mesh': bs.getmesh('alwaysLandLevel'),
|
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'bottom_mesh': bs.getmesh('alwaysLandLevelBottom'),
|
||||
'bgmesh': bs.getmesh('alwaysLandBG'),
|
||||
'collision_mesh': bs.getcollisionmesh('alwaysLandLevelCollide'),
|
||||
'tex': bs.gettexture('alwaysLandLevelColor'),
|
||||
'bgtex': bs.gettexture('alwaysLandBGColor'),
|
||||
'vr_fill_mound_mesh': bs.getmesh('alwaysLandVRFillMound'),
|
||||
'vr_fill_mound_tex': bs.gettexture('vrFillMound')
|
||||
}
|
||||
return data
|
||||
|
||||
@classmethod
|
||||
def get_music_type(cls) -> bs.MusicType:
|
||||
return bs.MusicType.FLYING
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__(vr_overlay_offset=(0, -3.7, 2.5))
|
||||
shared = SharedObjects.get()
|
||||
self._fake_wall_material=bs.Material()
|
||||
self._real_wall_material=bs.Material()
|
||||
self._fake_wall_material.add_actions(
|
||||
conditions=(('they_are_younger_than',9000),'and',('they_have_material', shared.player_material)),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self._real_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
# self.node = bs.newnode(
|
||||
# 'terrain',
|
||||
# delegate=self,
|
||||
# attrs={
|
||||
# 'collision_mesh': self.preloaddata['collision_mesh'],
|
||||
# 'mesh': self.preloaddata['mesh'],
|
||||
# 'color_texture': self.preloaddata['tex'],
|
||||
# 'materials': [shared.footing_material,self._fake_wall_material]
|
||||
# })
|
||||
# self.bottom = bs.newnode('terrain',
|
||||
# attrs={
|
||||
# 'mesh': self.preloaddata['bottom_mesh'],
|
||||
# 'lighting': False,
|
||||
# 'color_texture': self.preloaddata['tex']
|
||||
# })
|
||||
self.background = bs.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'mesh': self.preloaddata['bgmesh'],
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color_texture': bs.gettexture("rampageBGColor")
|
||||
})
|
||||
# bs.newnode('terrain',
|
||||
# attrs={
|
||||
# 'mesh': self.preloaddata['vr_fill_mound_mesh'],
|
||||
# 'lighting': False,
|
||||
# 'vr_only': True,
|
||||
# 'color': (0.2, 0.25, 0.2),
|
||||
# 'background': True,
|
||||
# 'color_texture': self.preloaddata['vr_fill_mound_tex']
|
||||
# })
|
||||
|
||||
|
||||
|
||||
self.leftwall=bs.newnode('region',attrs={'position': (-18.75152479, 21.057427485, -5.52),'scale': (2,42,6),'type': 'box','materials': [shared.footing_material,self._real_wall_material ]})
|
||||
self.rightwall=bs.newnode('region',attrs={'position': (17.65152479, 21.057427485, -5.52),'scale': (2,42,6),'type': 'box','materials': [shared.footing_material,self._real_wall_material ]})
|
||||
self.topwall=bs.newnode('region',attrs={'position': (-18.65152479, 21.057427485, -5.52),'scale': (72,2,6),'type': 'box','materials': [shared.footing_material,self._real_wall_material ]})
|
||||
self.node_text_left = bs.newnode('text',
|
||||
attrs={
|
||||
'text': "|\n|\n|\n|\n|\n\n\n\n|\n|\n|\n|\n End here \n|\n|\n|\n|\n|\n|\n|\n\n\n\n|\n|\n",
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'scale':0.019,
|
||||
'h_align': 'center',
|
||||
'position':(-18,20,-5)
|
||||
})
|
||||
self.node_text_right = bs.newnode('text',
|
||||
attrs={
|
||||
'text': "|\n|\n|\n|\n|\n\n\n\n|\n|\n|\n|\n End here \n|\n|\n|\n|\n|\n|\n|\n\n\n\n|\n|\n",
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'scale':0.019,
|
||||
'h_align': 'center',
|
||||
'position':(17,20,-5)
|
||||
})
|
||||
self.node_text_top = bs.newnode('text',
|
||||
attrs={
|
||||
'text': "_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _",
|
||||
'in_world': True,
|
||||
'shadow': 1.0,
|
||||
'flatness': 1.0,
|
||||
'scale':0.019,
|
||||
'h_align': 'center',
|
||||
'position':(0,21,-5)
|
||||
})
|
||||
gnode = bs.getactivity().globalsnode
|
||||
gnode.happy_thoughts_mode = True
|
||||
gnode.shadow_offset = (0.0, 8.0, 5.0)
|
||||
gnode.tint = (1.3, 1.23, 1.0)
|
||||
gnode.ambient_color = (1.3, 1.23, 1.0)
|
||||
gnode.vignette_outer = (0.64, 0.59, 0.69)
|
||||
gnode.vignette_inner = (0.95, 0.95, 0.93)
|
||||
gnode.vr_near_clip = 1.0
|
||||
self.is_flying = True
|
||||
|
||||
# throw out some tips on flying
|
||||
txt = bs.newnode('text',
|
||||
attrs={
|
||||
'text': babase.Lstr(resource='pressJumpToFlyText'),
|
||||
'scale': 1.2,
|
||||
'maxwidth': 800,
|
||||
'position': (0, 200),
|
||||
'shadow': 0.5,
|
||||
'flatness': 0.5,
|
||||
'h_align': 'center',
|
||||
'v_attach': 'bottom'
|
||||
})
|
||||
cmb = bs.newnode('combine',
|
||||
owner=txt,
|
||||
attrs={
|
||||
'size': 4,
|
||||
'input0': 0.3,
|
||||
'input1': 0.9,
|
||||
'input2': 0.0
|
||||
})
|
||||
bs.animate(cmb, 'input3', {3.0: 0, 4.0: 1, 9.0: 1, 10.0: 0})
|
||||
cmb.connectattr('output', txt, 'color')
|
||||
bs.timer(10.0, txt.delete)
|
||||
|
||||
|
||||
|
||||
bs._map.register_map(CreativeThoughts)
|
||||
Loading…
Add table
Add a link
Reference in a new issue