mirror of
https://github.com/imayushsaini/Bombsquad-Ballistica-Modded-Server.git
synced 2025-10-20 00:00:39 +00:00
940 lines
40 KiB
Python
940 lines
40 KiB
Python
# 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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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, 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
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# noinspection PyUnreachableCode
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# noinspection PyAttributeOutsideInit
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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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_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
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# the host is VR mode or not (clients may differ in that regard).
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# Any differences need to happen at the engine level so everyone
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# sees things in their own optimal way.
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vr_mode = ba.app.vr_mode
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if not ba.app.toolbar_test:
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color = ((1.0, 1.0, 1.0, 1.0) if vr_mode else (0.5, 0.6, 0.5, 0.6))
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# FIXME: Need a node attr for vr-specific-scale.
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scale = (0.9 if
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(app.ui.uiscale is ba.UIScale.SMALL or vr_mode) else 0.7)
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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,
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'scale': scale,
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'position': (0, 10),
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'vr_depth': -10,
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'text': '\xa9 2011-2022 Eric Froemling'
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}))
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# Throw up some text that only clients can see so they know that the
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# host is navigating menus while they're just staring at an
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# empty-ish screen.
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tval = ba.Lstr(resource='hostIsNavigatingMenusText',
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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),
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'flatness': 1.0,
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'h_align': 'center'
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}))
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if not ba.app.main_menu_did_initial_transition and hasattr(
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self, 'my_name'):
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assert self.my_name.node
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ba.animate(self.my_name.node, 'opacity', {2.3: 0, 3.0: 1.0})
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# FIXME: We shouldn't be doing things conditionally based on whether
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# the host is vr mode or not (clients may not be or vice versa).
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# Any differences need to happen at the engine level so everyone sees
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# things in their own optimal way.
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vr_mode = app.vr_mode
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uiscale = app.ui.uiscale
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# In cases where we're doing lots of dev work lets always show the
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# build number.
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force_show_build_number = False
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if not ba.app.toolbar_test:
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if app.debug_build or app.test_build or force_show_build_number:
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if app.debug_build:
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text = ba.Lstr(value='${V} (${B}) (${D})',
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subs=[
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('${V}', app.version),
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('${B}', str(app.build_number)),
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('${D}', ba.Lstr(resource='debugText')),
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])
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else:
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text = ba.Lstr(value='${V} (${B})',
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subs=[
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('${V}', app.version),
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('${B}', str(app.build_number)),
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])
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else:
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text = ba.Lstr(value='${V}', subs=[('${V}', app.version)])
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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={
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'v_attach': 'bottom',
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'h_attach': 'right',
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'h_align': 'right',
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'flatness': 1.0,
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'vr_depth': -10,
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'shadow': 1.0 if vr_mode else 0.5,
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'color': color,
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'scale': scale,
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'position': (-260, 10) if vr_mode else (-10, 10),
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'text': text
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}))
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if not ba.app.main_menu_did_initial_transition:
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assert self.version.node
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ba.animate(self.version.node, 'opacity', {2.3: 0, 3.0: 1.0})
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# 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', {
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imgdelay + 1.5: 0.0,
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imgdelay + 2.5: 1.0
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})
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# Throw in test build info.
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self.beta_info = self.beta_info_2 = None
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if app.test_build and not (app.demo_mode or app.arcade_mode):
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pos = ((230, 125) if (app.demo_mode or app.arcade_mode) else
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(230, 35))
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self.beta_info = ba.NodeActor(
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ba.newnode('text',
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attrs={
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'v_attach': 'center',
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'h_align': 'center',
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'color': (1, 1, 1, 1),
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'shadow': 0.5,
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'flatness': 0.5,
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'scale': 1,
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'vr_depth': -60,
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'position': pos,
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'text': ba.Lstr(resource='testBuildText')
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}))
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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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model = ba.getmodel('thePadLevel')
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trees_model = ba.getmodel('trees')
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bottom_model = ba.getmodel('thePadLevelBottom')
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color_texture = ba.gettexture('thePadLevelColor')
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trees_texture = ba.gettexture('treesColor')
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bgtex = ba.gettexture('menuBG')
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bgmodel = ba.getmodel('thePadBG')
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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')
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vr_top_fill_model = ba.getmodel('thePadVRFillTop')
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gnode = self.globalsnode
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gnode.camera_mode = 'rotate'
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tint = (1.14, 1.1, 1.0)
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gnode.tint = tint
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gnode.ambient_color = (1.06, 1.04, 1.03)
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gnode.vignette_outer = (0.45, 0.55, 0.54)
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gnode.vignette_inner = (0.99, 0.98, 0.98)
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self.bottom = ba.NodeActor(
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ba.newnode('terrain',
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attrs={
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'model': bottom_model,
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'lighting': False,
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'reflection': 'soft',
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'reflection_scale': [0.45],
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'color_texture': color_texture
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}))
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self.vr_bottom_fill = ba.NodeActor(
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ba.newnode('terrain',
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attrs={
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'model': vr_bottom_fill_model,
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'lighting': False,
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'vr_only': True,
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'color_texture': color_texture
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}))
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self.vr_top_fill = ba.NodeActor(
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ba.newnode('terrain',
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attrs={
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'model': vr_top_fill_model,
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'vr_only': True,
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'lighting': False,
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'color_texture': bgtex
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}))
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self.terrain = ba.NodeActor(
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ba.newnode('terrain',
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attrs={
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'model': model,
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'color_texture': color_texture,
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'reflection': 'soft',
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'reflection_scale': [0.3]
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}))
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self.trees = ba.NodeActor(
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ba.newnode('terrain',
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attrs={
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'model': trees_model,
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'lighting': False,
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'reflection': 'char',
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'reflection_scale': [0.1],
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'color_texture': trees_texture
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}))
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self.bgterrain = ba.NodeActor(
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ba.newnode('terrain',
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attrs={
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'model': bgmodel,
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'color': (0.92, 0.91, 0.9),
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'lighting': False,
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'background': True,
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'color_texture': bgtex
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}))
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self._ts = 0.86
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self._language: Optional[str] = None
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self._update_timer = ba.Timer(1.0, self._update, repeat=True)
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self._update()
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# Hopefully this won't hitch but lets space these out anyway.
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_ba.add_clean_frame_callback(ba.WeakCall(self._start_preloads))
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random.seed()
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# On the main menu, also show our news.
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class News:
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"""Wrangles news display."""
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def __init__(self, activity: ba.Activity):
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self._valid = True
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self._message_duration = 10.0
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self._message_spacing = 2.0
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self._text: Optional[ba.NodeActor] = None
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self._activity = weakref.ref(activity)
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# If we're signed in, fetch news immediately.
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# Otherwise wait until we are signed in.
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self._fetch_timer: Optional[ba.Timer] = ba.Timer(
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1.0, ba.WeakCall(self._try_fetching_news), repeat=True)
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self._try_fetching_news()
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# We now want to wait until we're signed in before fetching news.
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def _try_fetching_news(self) -> None:
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if _ba.get_account_state() == 'signed_in':
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self._fetch_news()
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self._fetch_timer = None
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def _fetch_news(self) -> None:
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ba.app.main_menu_last_news_fetch_time = time.time()
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# UPDATE - We now just pull news from MRVs.
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news = _ba.get_account_misc_read_val('n', None)
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if news is not None:
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self._got_news(news)
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def _change_phrase(self) -> None:
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from bastd.actor.text import Text
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# If our news is way out of date, lets re-request it;
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# otherwise, rotate our phrase.
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assert ba.app.main_menu_last_news_fetch_time is not None
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if time.time() - ba.app.main_menu_last_news_fetch_time > 600.0:
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self._fetch_news()
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self._text = None
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else:
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if self._text is not None:
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if not self._phrases:
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for phr in self._used_phrases:
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self._phrases.insert(0, phr)
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val = self._phrases.pop()
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if val == '__ACH__':
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vrmode = app.vr_mode
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Text(ba.Lstr(resource='nextAchievementsText'),
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color=((1, 1, 1, 1) if vrmode else
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(0.95, 0.9, 1, 0.4)),
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host_only=True,
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maxwidth=200,
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position=(-300, -35),
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h_align=Text.HAlign.RIGHT,
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transition=Text.Transition.FADE_IN,
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scale=0.9 if vrmode else 0.7,
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flatness=1.0 if vrmode else 0.6,
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shadow=1.0 if vrmode else 0.5,
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h_attach=Text.HAttach.CENTER,
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v_attach=Text.VAttach.TOP,
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transition_delay=1.0,
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transition_out_delay=self._message_duration
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).autoretain()
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achs = [
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a for a in app.ach.achievements
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if not a.complete
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]
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if achs:
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ach = achs.pop(
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random.randrange(min(4, len(achs))))
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ach.create_display(
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-180,
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-35,
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1.0,
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outdelay=self._message_duration,
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style='news')
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if achs:
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ach = achs.pop(
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random.randrange(min(8, len(achs))))
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ach.create_display(
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180,
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-35,
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1.25,
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outdelay=self._message_duration,
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style='news')
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else:
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spc = self._message_spacing
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keys = {
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spc: 0.0,
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spc + 1.0: 1.0,
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spc + self._message_duration - 1.0: 1.0,
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spc + self._message_duration: 0.0
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}
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assert self._text.node
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ba.animate(self._text.node, 'opacity', keys)
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# {k: v
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# for k, v in list(keys.items())})
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self._text.node.text = val
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def _got_news(self, news: str) -> None:
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# Run this stuff in the context of our activity since we
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# need to make nodes and stuff.. should fix the serverget
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# call so it.
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activity = self._activity()
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if activity is None or activity.expired:
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return
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with ba.Context(activity):
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self._phrases: list[str] = []
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# Show upcoming achievements in non-vr versions
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# (currently too hard to read in vr).
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self._used_phrases = (
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['__ACH__'] if not ba.app.vr_mode else
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[]) + [s for s in news.split('<br>\n') if s != '']
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self._phrase_change_timer = ba.Timer(
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(self._message_duration + self._message_spacing),
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ba.WeakCall(self._change_phrase),
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repeat=True)
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scl = 1.2 if (ba.app.ui.uiscale is ba.UIScale.SMALL
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or ba.app.vr_mode) else 0.8
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color2 = ((1, 1, 1, 1) if ba.app.vr_mode else
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(0.7, 0.65, 0.75, 1.0))
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shadow = (1.0 if ba.app.vr_mode else 0.4)
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self._text = ba.NodeActor(
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ba.newnode('text',
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attrs={
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'v_attach': 'top',
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'h_attach': 'center',
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'h_align': 'center',
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'vr_depth': -20,
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'shadow': shadow,
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'flatness': 0.8,
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'v_align': 'top',
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'color': color2,
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'scale': scl,
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'maxwidth': 900.0 / scl,
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'position': (0, -10)
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}))
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self._change_phrase()
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if not (app.demo_mode or app.arcade_mode) and not app.toolbar_test:
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self._news = News(self)
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# Bring up the last place we were, or start at the main menu otherwise.
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with ba.Context('ui'):
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from bastd.ui import specialoffer
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if bool(False):
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uicontroller = ba.app.ui.controller
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assert uicontroller is not None
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uicontroller.show_main_menu()
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else:
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main_menu_location = ba.app.ui.get_main_menu_location()
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# When coming back from a kiosk-mode game, jump to
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# the kiosk start screen.
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if ba.app.demo_mode or ba.app.arcade_mode:
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# pylint: disable=cyclic-import
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from bastd.ui.kiosk import KioskWindow
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ba.app.ui.set_main_menu_window(
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KioskWindow().get_root_widget())
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# ..or in normal cases go back to the main menu
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else:
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if main_menu_location == 'Gather':
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# pylint: disable=cyclic-import
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from bastd.ui.gather import GatherWindow
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ba.app.ui.set_main_menu_window(
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GatherWindow(transition=None).get_root_widget())
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elif main_menu_location == 'Watch':
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# pylint: disable=cyclic-import
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from bastd.ui.watch import WatchWindow
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ba.app.ui.set_main_menu_window(
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WatchWindow(transition=None).get_root_widget())
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elif main_menu_location == 'Team Game Select':
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# pylint: disable=cyclic-import
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from bastd.ui.playlist.browser import (
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PlaylistBrowserWindow)
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ba.app.ui.set_main_menu_window(
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PlaylistBrowserWindow(
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sessiontype=ba.DualTeamSession,
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transition=None).get_root_widget())
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elif main_menu_location == 'Free-for-All Game Select':
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# pylint: disable=cyclic-import
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from bastd.ui.playlist.browser import (
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PlaylistBrowserWindow)
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ba.app.ui.set_main_menu_window(
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PlaylistBrowserWindow(
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sessiontype=ba.FreeForAllSession,
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transition=None).get_root_widget())
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elif main_menu_location == 'Coop Select':
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# pylint: disable=cyclic-import
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from bastd.ui.coop.browser import CoopBrowserWindow
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ba.app.ui.set_main_menu_window(
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CoopBrowserWindow(
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transition=None).get_root_widget())
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else:
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# pylint: disable=cyclic-import
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from bastd.ui.mainmenu import MainMenuWindow
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ba.app.ui.set_main_menu_window(
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MainMenuWindow(transition=None).get_root_widget())
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# attempt to show any pending offers immediately.
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# If that doesn't work, try again in a few seconds
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# (we may not have heard back from the server)
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# ..if that doesn't work they'll just have to wait
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# until the next opportunity.
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if not specialoffer.show_offer():
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def try_again() -> None:
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if not specialoffer.show_offer():
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# Try one last time..
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ba.timer(2.0,
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specialoffer.show_offer,
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timetype=ba.TimeType.REAL)
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ba.timer(2.0, try_again, timetype=ba.TimeType.REAL)
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ba.app.main_menu_did_initial_transition = True
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def _update(self) -> None:
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app = ba.app
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# Update logo in case it changes.
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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
|