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940
dist/ba_data/python/bastd/mainmenu.py
vendored
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dist/ba_data/python/bastd/mainmenu.py
vendored
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@ -0,0 +1,940 @@
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# Released under the MIT License. See LICENSE for details.
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#
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"""Session and Activity for displaying the main menu bg."""
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|
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from __future__ import annotations
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import random
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import time
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import weakref
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from typing import TYPE_CHECKING
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import ba
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import _ba
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if TYPE_CHECKING:
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from typing import Any, List, Optional
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# FIXME: Clean this up if I ever revisit it.
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# pylint: disable=attribute-defined-outside-init
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# pylint: disable=too-many-branches
|
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# pylint: disable=too-many-statements
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# pylint: disable=too-many-locals
|
||||
# noinspection PyUnreachableCode
|
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# noinspection PyAttributeOutsideInit
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|
||||
|
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class MainMenuActivity(ba.Activity[ba.Player, ba.Team]):
|
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"""Activity showing the rotating main menu bg stuff."""
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|
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_stdassets = ba.Dependency(ba.AssetPackage, 'stdassets@1')
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def on_transition_in(self) -> None:
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super().on_transition_in()
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random.seed(123)
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self._logo_node: Optional[ba.Node] = None
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self._custom_logo_tex_name: Optional[str] = None
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self._word_actors: List[ba.Actor] = []
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app = ba.app
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|
||||
# 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
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||||
|
||||
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(
|
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ba.newnode('text',
|
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attrs={
|
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'v_attach': 'bottom',
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'h_align': 'center',
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'color': color,
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'flatness': 1.0,
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'shadow': 1.0 if vr_mode else 0.5,
|
||||
'scale': scale,
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'position': (0, 10),
|
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'vr_depth': -10,
|
||||
'text': '\xa9 2011-2020 Eric Froemling'
|
||||
}))
|
||||
|
||||
# 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.
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tval = ba.Lstr(resource='hostIsNavigatingMenusText',
|
||||
subs=[('${HOST}', _ba.get_account_display_string())])
|
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self._host_is_navigating_text = ba.NodeActor(
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ba.newnode('text',
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||||
attrs={
|
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'text': tval,
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'client_only': True,
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||||
'position': (0, -200),
|
||||
'flatness': 1.0,
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||||
'h_align': 'center'
|
||||
}))
|
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if not ba.app.main_menu_did_initial_transition and hasattr(
|
||||
self, 'my_name'):
|
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assert self.my_name.node
|
||||
ba.animate(self.my_name.node, 'opacity', {2.3: 0, 3.0: 1.0})
|
||||
|
||||
# FIXME: We shouldn't be doing things conditionally based on whether
|
||||
# the host is vr mode or not (clients may not be or vice versa).
|
||||
# Any differences need to happen at the engine level so everyone sees
|
||||
# things in their own optimal way.
|
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vr_mode = app.vr_mode
|
||||
uiscale = app.ui.uiscale
|
||||
|
||||
# In cases where we're doing lots of dev work lets always show the
|
||||
# build number.
|
||||
force_show_build_number = False
|
||||
|
||||
if not ba.app.toolbar_test:
|
||||
if app.debug_build or app.test_build or force_show_build_number:
|
||||
if app.debug_build:
|
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text = ba.Lstr(value='${V} (${B}) (${D})',
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||||
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
|
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color = (1, 1, 1, 1) if vr_mode else (0.5, 0.6, 0.5, 0.7)
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self.version = ba.NodeActor(
|
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ba.newnode(
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'text',
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attrs={
|
||||
'v_attach': 'bottom',
|
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'h_attach': 'right',
|
||||
'h_align': 'right',
|
||||
'flatness': 1.0,
|
||||
'vr_depth': -10,
|
||||
'shadow': 1.0 if vr_mode else 0.5,
|
||||
'color': color,
|
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'scale': scale,
|
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'position': (-260, 10) if vr_mode else (-10, 10),
|
||||
'text': text
|
||||
}))
|
||||
if not ba.app.main_menu_did_initial_transition:
|
||||
assert self.version.node
|
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ba.animate(self.version.node, 'opacity', {2.3: 0, 3.0: 1.0})
|
||||
|
||||
# Show the iircade logo on our iircade build.
|
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if app.iircade_mode:
|
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img = ba.NodeActor(
|
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ba.newnode('image',
|
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attrs={
|
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'texture': ba.gettexture('iircadeLogo'),
|
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'attach': 'center',
|
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'scale': (250, 250),
|
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'position': (0, 0),
|
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'tilt_translate': 0.21,
|
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'absolute_scale': True
|
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})).autoretain()
|
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imgdelay = 0.0 if app.main_menu_did_initial_transition else 1.0
|
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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',
|
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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')
|
||||
}))
|
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if not ba.app.main_menu_did_initial_transition:
|
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assert self.beta_info.node
|
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ba.animate(self.beta_info.node, 'opacity', {1.3: 0, 1.8: 1.0})
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|
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model = ba.getmodel('thePadLevel')
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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')
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|
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# Load these last since most platforms don't use them.
|
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vr_bottom_fill_model = ba.getmodel('thePadVRFillBottom')
|
||||
vr_top_fill_model = ba.getmodel('thePadVRFillTop')
|
||||
|
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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
|
||||
|
||||
self._language: Optional[str] = None
|
||||
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
|
||||
self._text: Optional[ba.NodeActor] = None
|
||||
self._activity = weakref.ref(activity)
|
||||
|
||||
# If we're signed in, fetch news immediately.
|
||||
# Otherwise wait until we are signed in.
|
||||
self._fetch_timer: Optional[ba.Timer] = ba.Timer(
|
||||
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:
|
||||
if _ba.get_account_state() == 'signed_in':
|
||||
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.
|
||||
news = _ba.get_account_misc_read_val('n', None)
|
||||
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] = []
|
||||
|
||||
# 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:
|
||||
cmb: Optional[ba.Node]
|
||||
cmb2: Optional[ba.Node]
|
||||
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
|
||||
})
|
||||
|
||||
def _get_custom_logo_tex_name(self) -> Optional[str]:
|
||||
if _ba.get_account_misc_read_val('easter', False):
|
||||
return 'logoEaster'
|
||||
return None
|
||||
|
||||
# Pop the logo and menu in.
|
||||
def _make_logo(self,
|
||||
x: float,
|
||||
y: float,
|
||||
scale: float,
|
||||
delay: float,
|
||||
custom_texture: str = None,
|
||||
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
|
||||
Loading…
Add table
Add a link
Reference in a new issue