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Gamemodes/IcyEmits16.py
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282
Gamemodes/IcyEmits16.py
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#Icy Emits 1.6
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#Made by your friend: @[Just] Freak#4999 / Freaku
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"""Defines dodging icybombs mini-game which spawns below your feet"""
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# ba_meta require api 6
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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 ba
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from bastd.actor.bomb import Bomb
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from bastd.actor.onscreentimer import OnScreenTimer
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if TYPE_CHECKING:
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from typing import Any, Sequence, Optional, List, Dict, Type, Type
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## MoreMinigames.py support ##
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randomPic = ['lakeFrigidPreview','hockeyStadiumPreview']
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def ba_get_api_version():
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return 6
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def ba_get_levels():
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return [ba._level.Level(
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'Icy Emits',gametype=IcyEmitsGame,
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settings={},
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preview_texture_name = random.choice(randomPic))]
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## MoreMinigames.py support ##
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class Player(ba.Player['Team']):
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"""Our player type for this game."""
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def __init__(self) -> None:
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super().__init__()
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self.death_time: Optional[float] = None
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class Team(ba.Team[Player]):
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"""Our team type for this game."""
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# ba_meta export game
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class IcyEmitsGame(ba.TeamGameActivity[Player, Team]):
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"""Minigame involving dodging icy bombs"""
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name = 'Icy Emits'
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description = 'Beware of the cold platform'
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available_settings = [ba.BoolSetting('Epic Mode', default=False)]
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scoreconfig = ba.ScoreConfig(label='Survived',
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scoretype=ba.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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# we're currently hard-coded for one map..
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@classmethod
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def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
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return ['Lake Frigid','Hockey Stadium']
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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[ba.Session]) -> bool:
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return (issubclass(sessiontype, ba.DualTeamSession)
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or issubclass(sessiontype, ba.FreeForAllSession)
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or issubclass(sessiontype, ba.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 = (ba.MusicType.EPIC
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if self._epic_mode else ba.MusicType.SURVIVAL)
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if self._epic_mode:
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self.slow_motion = True
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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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ba.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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ba.timer(delay, self._set_meteor_timer)
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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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ba.timer(5.0, self._check_end_game)
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def on_player_join(self, player: Player) -> None:
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# Don't allow joining after we start
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# (would enable leave/rejoin tomfoolery).
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if self.has_begun():
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ba.screenmessage(
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ba.Lstr(resource='playerDelayedJoinText',
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subs=[('${PLAYER}', player.getname(full=True))]),
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color=(0, 1, 0),
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)
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# For score purposes, mark them as having died right as the
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# game started.
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assert self._timer is not None
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player.death_time = self._timer.getstarttime()
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return
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self.spawn_player(player)
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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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# overriding the default character spawning..
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def spawn_player(self, player: Player) -> ba.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=False)
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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, ba.PlayerDiedMessage):
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# Augment standard behavior.
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super().handlemessage(msg)
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curtime = ba.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, ba.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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ba.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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ba.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 += 2
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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, ba.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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ba.timer((1.0 + 0.2 * random.random()) * 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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ba.newnode('locator', attrs={'position': (8, 6, -5.5)})
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ba.newnode('locator', attrs={'position': (8, 6, -2.3)})
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ba.newnode('locator', attrs={'position': (-7.3, 6, -5.5)})
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ba.newnode('locator', attrs={'position': (-7.3, 6, -2.3)})
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# Drop several bombs in series.
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delay = 0.0
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for _i in range(random.randrange(1, 3)):
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# Drop them somewhere within our bounds with velocity pointing
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# toward the opposite side.
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pos = (-7.3 + 15.3 * random.random(), 5.3,
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-5.5 + 2.1 * random.random())
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dropdir = (-1.0 if pos[0] > 0 else 1.0)
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vel = (0,10,0)
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ba.timer(delay, ba.Call(self._drop_bomb, pos, vel))
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delay += 0.1
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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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random_xpositions = [-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10]
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random_zpositions = [-5,-4.5,-4,-3.5,-3,-2.5,-2,-1.5,-1,-0.5,0,0.5,1,1.5,2,2.5,3,3.5,4,4.5,5]
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bomb_position = (random.choice(random_xpositions), 0.2,random.choice(random_zpositions))
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Bomb(position=bomb_position, velocity=velocity, bomb_type = 'ice').autoretain()
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def _decrement_meteor_time(self) -> None:
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self._meteor_time = max(0.01, self._meteor_time * 0.9)
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def end_game(self) -> None:
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cur_time = ba.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 = ba.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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866
Gamemodes/VolleyBall.py
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866
Gamemodes/VolleyBall.py
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from __future__ import annotations
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#Volley Ball (updated)
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#Made for 1.6 by your friend: @[Just] Freak#4999 / Freaku
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"""Defines Volley Ball mini-game"""
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## This thing was originally made for 1.4 by someone (but had errors/bugs/missing features) so I edited/ported to 1.6/added all useful features :D
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## I suggest to join this discord servers:
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## https://discord.gg/ucyaesh
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## https://discord.gg/NCvfPG2N9A
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## Made on Android with the help of Terminal.py
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## https://github.com/Freaku17/BombSquad-Mods-byFreaku/blob/main/Utilities/Terminal.py
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## MY (Freak's) comments are double-tagged btw ##
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## UPDATED:
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"""
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- Fixed Puck's mass/size/positions/texture/effects
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- Fixed Goal positions
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- Better center wall
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- Added 1 more map
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- Added more customisable options
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- Map lights locators are now looped (thus reducing the size of the file and lengthy work...)
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- Merged map & minigame in one file
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- Puck spawns according to scored team (if right team scored, ball will spawn on left side)
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- Also puck now spawns in airrr
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- Server support added :)
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- Fixed **LOTS** of errors/bugs
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"""
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# ba_meta require api 6
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from typing import TYPE_CHECKING
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import bastd, _ba, ba, random
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from bastd.actor.playerspaz import PlayerSpaz
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from bastd.actor.scoreboard import Scoreboard
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from bastd.actor.powerupbox import PowerupBoxFactory
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from bastd.gameutils import SharedObjects
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if TYPE_CHECKING:
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from typing import Any, Sequence, Dict, Type, List, Optional, Union
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class PuckDiedMessage:
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"""Inform something that a puck has died."""
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def __init__(self, puck: Puck):
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self.puck = puck
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class Puck(ba.Actor):
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"""A lovely giant hockey puck."""
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def __init__(self, position: Sequence[float] = (0.0, 1.0, 0.0)):
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super().__init__()
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shared = SharedObjects.get()
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activity = self.getactivity()
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# Spawn just above the provided point.
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self._spawn_pos = (position[0], position[1] + 1.8, position[2])
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self.last_players_to_touch: Dict[int, Player] = {}
|
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self.scored = False
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assert activity is not None
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assert isinstance(activity, VolleyBallGame)
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pmats = [shared.object_material, activity.puck_material]
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self.node = ba.newnode('prop',
|
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delegate=self,
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attrs={
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'model': activity.puck_model,
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'color_texture': activity.puck_tex,
|
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'body': 'sphere',
|
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'reflection': 'soft',
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'reflection_scale': [0.2],
|
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'shadow_size': 0.6,
|
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'model_scale': 0.4,
|
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'body_scale': 1.07,
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'is_area_of_interest': True,
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'position': self._spawn_pos,
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'materials': pmats
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})
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|
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## Since it rolls on spawn, lets make gravity
|
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## to 0, and when another node (bomb/spaz)
|
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## touches it. It'll act back as our normie puck!
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ba.animate(self.node, 'gravity_scale', {0:-0.1, 2:1}, False)
|
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## When other node touches, it realises its new gravity_scale
|
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## Jugad for now...
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|
||||
|
||||
|
||||
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def handlemessage(self, msg: Any) -> Any:
|
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if isinstance(msg, ba.DieMessage):
|
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assert self.node
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self.node.delete()
|
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activity = self._activity()
|
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if activity and not msg.immediate:
|
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activity.handlemessage(PuckDiedMessage(self))
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||||
# If we go out of bounds, move back to where we started.
|
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elif isinstance(msg, ba.OutOfBoundsMessage):
|
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assert self.node
|
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self.node.position = self._spawn_pos
|
||||
|
||||
elif isinstance(msg, ba.HitMessage):
|
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assert self.node
|
||||
assert msg.force_direction is not None
|
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self.node.handlemessage(
|
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'impulse', msg.pos[0], msg.pos[1], msg.pos[2], msg.velocity[0],
|
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msg.velocity[1], msg.velocity[2], 1.0 * msg.magnitude,
|
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1.0 * msg.velocity_magnitude, msg.radius, 0,
|
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msg.force_direction[0], msg.force_direction[1],
|
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msg.force_direction[2])
|
||||
|
||||
# If this hit came from a player, log them as the last to touch us.
|
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s_player = msg.get_source_player(Player)
|
||||
if s_player is not None:
|
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activity = self._activity()
|
||||
if activity:
|
||||
if s_player in activity.players:
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self.last_players_to_touch[s_player.team.id] = s_player
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
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||||
|
||||
class Player(ba.Player['Team']):
|
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"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export game
|
||||
class VolleyBallGame(ba.TeamGameActivity[Player, Team]):
|
||||
"""Volley Ball game."""
|
||||
|
||||
name = 'Volley Ball'
|
||||
description = 'Score some goals.\nbyFREAK'
|
||||
available_settings = [
|
||||
ba.IntSetting(
|
||||
'Score to Win',
|
||||
min_value=1,
|
||||
default=1,
|
||||
increment=1,
|
||||
),
|
||||
ba.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
ba.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
ba.BoolSetting('Epic Mode', True),
|
||||
ba.BoolSetting('Night Mode', False),
|
||||
ba.BoolSetting('Icy Floor', True),
|
||||
ba.BoolSetting('Disable Punch', False),
|
||||
ba.BoolSetting('Disable Bombs', False),
|
||||
ba.BoolSetting('Enable Bottom Credits', True),
|
||||
]
|
||||
default_music = ba.MusicType.HOCKEY
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: Type[ba.Session]) -> bool:
|
||||
return issubclass(sessiontype, ba.DualTeamSession)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: Type[ba.Session]) -> List[str]:
|
||||
return ['Open Field','Closed Arena']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._cheer_sound = ba.getsound('cheer')
|
||||
self._chant_sound = ba.getsound('crowdChant')
|
||||
self._foghorn_sound = ba.getsound('foghorn')
|
||||
self._swipsound = ba.getsound('swip')
|
||||
self._whistle_sound = ba.getsound('refWhistle')
|
||||
self.puck_model = ba.getmodel('shield')
|
||||
self.puck_tex = ba.gettexture('gameCircleIcon')
|
||||
self._puck_sound = ba.getsound('metalHit')
|
||||
self.puck_material = ba.Material()
|
||||
self.puck_material.add_actions(actions=(('modify_part_collision',
|
||||
'friction', 0.5)))
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.pickup_material),
|
||||
actions=('modify_part_collision',
|
||||
'collide', True))
|
||||
self.puck_material.add_actions(
|
||||
conditions=(
|
||||
('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material', shared.object_material),
|
||||
),
|
||||
actions=('modify_node_collision', 'collide', False),
|
||||
)
|
||||
self.puck_material.add_actions(conditions=('they_have_material',
|
||||
shared.footing_material),
|
||||
actions=('impact_sound',
|
||||
self._puck_sound, 0.2, 5))
|
||||
|
||||
# Keep track of which player last touched the puck
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(('call', 'at_connect',
|
||||
self._handle_puck_player_collide), ))
|
||||
|
||||
# We want the puck to kill powerups; not get stopped by them
|
||||
self.puck_material.add_actions(
|
||||
conditions=('they_have_material',
|
||||
PowerupBoxFactory.get().powerup_material),
|
||||
actions=(('modify_part_collision', 'physical', False),
|
||||
('message', 'their_node', 'at_connect', ba.DieMessage())))
|
||||
self._score_region_material = ba.Material()
|
||||
self._score_region_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(('modify_part_collision', 'collide',
|
||||
True), ('modify_part_collision', 'physical', False),
|
||||
('call', 'at_connect', self._handle_score)))
|
||||
|
||||
|
||||
self._wall_material=ba.Material()
|
||||
self._fake_wall_material=ba.Material()
|
||||
self._wall_material.add_actions(
|
||||
|
||||
actions=(
|
||||
('modify_part_collision', 'friction', 100000),
|
||||
))
|
||||
self._wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.pickup_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
))
|
||||
|
||||
self._wall_material.add_actions(
|
||||
conditions=(('we_are_younger_than', 100),
|
||||
'and',
|
||||
('they_have_material',shared.object_material)),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
))
|
||||
self._wall_material.add_actions(
|
||||
conditions=('they_have_material',shared.footing_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'friction', 9999.5),
|
||||
))
|
||||
self._wall_material.add_actions(
|
||||
conditions=('they_have_material', bastd.actor.bomb.BombFactory.get().blast_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', False),
|
||||
('modify_part_collision', 'physical', False)
|
||||
|
||||
))
|
||||
self._fake_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
self.blocks=[]
|
||||
|
||||
|
||||
self._net_wall_material=ba.Material()
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', True)
|
||||
|
||||
))
|
||||
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('they_have_material', shared.object_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
))
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('they_have_material', self.puck_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
))
|
||||
self._net_wall_material.add_actions(
|
||||
conditions=('we_are_older_than', 1),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
))
|
||||
self.net_blocc=[]
|
||||
|
||||
|
||||
self._puck_spawn_pos: Optional[Sequence[float]] = None
|
||||
self._score_regions: Optional[List[ba.NodeActor]] = None
|
||||
self._puck: Optional[Puck] = None
|
||||
self._score_to_win = int(settings['Score to Win'])
|
||||
self._punchie_ = bool(settings['Disable Punch'])
|
||||
self._night_mode = bool(settings['Night Mode'])
|
||||
self._bombies_ = bool(settings['Disable Bombs'])
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._icy_flooor = bool(settings['Icy Floor'])
|
||||
self.credit_text = bool(settings['Enable Bottom Credits'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (ba.MusicType.EPIC if self._epic_mode else
|
||||
ba.MusicType.TO_THE_DEATH)
|
||||
|
||||
def get_instance_description(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'Score a goal.'
|
||||
return 'Score ${ARG1} goals.', self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> Union[str, Sequence]:
|
||||
if self._score_to_win == 1:
|
||||
return 'score a goal'
|
||||
return 'score ${ARG1} goals', self._score_to_win
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
if self._night_mode:
|
||||
ba.getactivity().globalsnode.tint = (0.5, 0.7, 1)
|
||||
else:
|
||||
pass
|
||||
self._puck_spawn_pos = self.map.get_flag_position(None)
|
||||
self._spawn_puck()
|
||||
|
||||
# Set up the two score regions.
|
||||
defs = self.map.defs
|
||||
self._score_regions = []
|
||||
self._score_regions.append(
|
||||
ba.NodeActor(
|
||||
ba.newnode('region',
|
||||
attrs={
|
||||
'position':(5,0,0),
|
||||
'scale': defs.boxes['goal1'],
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._score_regions.append(
|
||||
ba.NodeActor(
|
||||
ba.newnode('region',
|
||||
attrs={
|
||||
'position':(-5,0,0),
|
||||
'scale': defs.boxes['goal2'],
|
||||
'type': 'box',
|
||||
'materials': [self._score_region_material]
|
||||
})))
|
||||
self._update_scoreboard()
|
||||
ba.playsound(self._chant_sound)
|
||||
import base64
|
||||
exec(base64.b64decode("aWYgc2VsZi5jcmVkaXRfdGV4dDoKICAgICMjIFBlb3BsZSBzdGVhbGVkIGNyZWRpdHMgc28gdGhhdHMgd2h5IEkgZW5jb2RlZCB0aGlzLi4uCiAgICAjIyBFdmVuIHRobyB0aGVyZSBpcyBhIG9wdGlvbiwgdGhleSBjaGFuZ2VkIGNyZWF0ZWQgYnkKICAgICMjIGxpa2Ugd3RmIGlzIHRoaWVyIHByb2JsZW0/PwogICAgCiAgICAjIyBBbnl3YXlzIGhhdmUgYSBnb29kIGRheSEKICAgIHQgPSBiYS5uZXdub2RlKCd0ZXh0JywKICAgICAgICAgICAgICAgYXR0cnM9eyAndGV4dCc6IkNyZWF0ZWQgYnkg7oCgRlJFw4JLL+6BiEZyZWFrdVxuVm9sbGV5QmFsbCAxLjYiLCAjIyBEaXNhYmxlICdFbmFibGUgQm90dG9tIENyZWRpdHMnIHdoZW4gbWFraW5nIHBsYXlsaXN0LCBObyBuZWVkIHRvIGVkaXQgdGhpcyBsb3ZlbHkuLi4KICAgICAgICAnc2NhbGUnOjAuNywKICAgICAgICAncG9zaXRpb24nOigwLDApLCAjTGV0cyBob3BlIGhlIHVzZXMgVFYgYm9yZGVyIG9mIHNldHRpbmdzPkdyYXBoaWNzCiAgICAgICAgJ3NoYWRvdyc6MC41LAogICAgICAgICdmbGF0bmVzcyc6MS4yLAogICAgICAgICdjb2xvcic6KDEsIDEsIDEpLAogICAgICAgICdoX2FsaWduJzonY2VudGVyJywKICAgICAgICAndl9hdHRhY2gnOidib3R0b20nfSk=").decode('UTF-8'))
|
||||
shared = SharedObjects.get()
|
||||
self.blocks.append(ba.NodeActor(ba.newnode('region',attrs={'position': (0,2.4,0),'scale': (1,6,20),'type': 'box','materials': (self._fake_wall_material, )})))
|
||||
|
||||
self.net_blocc.append(ba.NodeActor(ba.newnode('region',attrs={'position': (0,0,0),'scale': (0.6,2.4,20),'type': 'box','materials': (self._net_wall_material, )})))
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def _handle_puck_player_collide(self) -> None:
|
||||
collision = ba.getcollision()
|
||||
try:
|
||||
puck = collision.sourcenode.getdelegate(Puck, True)
|
||||
player = collision.opposingnode.getdelegate(PlayerSpaz,
|
||||
True).getplayer(
|
||||
Player, True)
|
||||
except ba.NotFoundError:
|
||||
return
|
||||
|
||||
puck.last_players_to_touch[player.team.id] = player
|
||||
|
||||
def _kill_puck(self) -> None:
|
||||
self._puck = None
|
||||
|
||||
def _handle_score(self) -> None:
|
||||
"""A point has been scored."""
|
||||
|
||||
assert self._puck is not None
|
||||
assert self._score_regions is not None
|
||||
|
||||
# Our puck might stick around for a second or two
|
||||
# we don't want it to be able to score again.
|
||||
if self._puck.scored:
|
||||
return
|
||||
|
||||
region = ba.getcollision().sourcenode
|
||||
index = 0
|
||||
for index in range(len(self._score_regions)):
|
||||
if region == self._score_regions[index].node:
|
||||
break
|
||||
|
||||
for team in self.teams:
|
||||
if team.id == index:
|
||||
scoring_team = team
|
||||
team.score += 1
|
||||
|
||||
|
||||
|
||||
## Spawn puck on opponent's Area
|
||||
if team.id == 0: # left side scored
|
||||
self._puck_spawn_pos= (5, -0.3, 0)
|
||||
elif team.id == 1: # right side scored
|
||||
self._puck_spawn_pos= (-5, -0.3, 0)
|
||||
else: # incase, this dude is oversmart and using 3+ teams...
|
||||
self._puck_spawn_pos= (0, 0.2, 0)
|
||||
## Easy pizzy
|
||||
|
||||
|
||||
for player in team.players:
|
||||
if player.actor:
|
||||
player.actor.handlemessage(ba.CelebrateMessage(2.0))
|
||||
|
||||
# If we've got the player from the scoring team that last
|
||||
# touched us, give them points.
|
||||
if (scoring_team.id in self._puck.last_players_to_touch
|
||||
and self._puck.last_players_to_touch[scoring_team.id]):
|
||||
self.stats.player_scored(
|
||||
self._puck.last_players_to_touch[scoring_team.id],
|
||||
100,
|
||||
big_message=True)
|
||||
|
||||
# End game if we won.
|
||||
if team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
ba.playsound(self._foghorn_sound)
|
||||
ba.playsound(self._cheer_sound)
|
||||
|
||||
self._puck.scored = True
|
||||
|
||||
# Kill the puck (it'll respawn itself shortly).
|
||||
ba.emitfx(position= ba.getcollision().position, count=int(6.0 + 7.0 * 12), scale=3, spread=0.5, chunk_type='spark')
|
||||
ba.timer(0.7, self._kill_puck)
|
||||
|
||||
|
||||
ba.cameraflash(duration=7.0)
|
||||
self._update_scoreboard()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = ba.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
activity = ba.getactivity()
|
||||
if self._icy_flooor:
|
||||
activity.map.is_hockey = True
|
||||
else:
|
||||
return
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
winscore = self._score_to_win
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(team, team.score, winscore)
|
||||
|
||||
# overriding the default character spawning..
|
||||
def spawn_player(self, player: Player) -> ba.Actor:
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
if self._bombies_:
|
||||
## We wantthe button to work, justno bombs...
|
||||
spaz.bomb_count = 0
|
||||
## Imagine not being able to swipe those colorful buttons ;(
|
||||
|
||||
|
||||
if self._punchie_:
|
||||
spaz.connect_controls_to_player(enable_punch=False)
|
||||
|
||||
return spaz
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
||||
# Respawn dead players if they're still in the game.
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
# Augment standard behavior...
|
||||
super().handlemessage(msg)
|
||||
self.respawn_player(msg.getplayer(Player))
|
||||
|
||||
# Respawn dead pucks.
|
||||
elif isinstance(msg, PuckDiedMessage):
|
||||
if not self.has_ended():
|
||||
ba.timer(2.2, self._spawn_puck)
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
def _flash_puck_spawn(self) -> None:
|
||||
## Effect >>>>>> Flashly
|
||||
ba.emitfx(position= self._puck_spawn_pos, count=int(6.0 + 7.0 * 12), scale=1.7, spread=0.4, chunk_type='spark')
|
||||
|
||||
def _spawn_puck(self) -> None:
|
||||
ba.playsound(self._swipsound)
|
||||
ba.playsound(self._whistle_sound)
|
||||
self._flash_puck_spawn()
|
||||
assert self._puck_spawn_pos is not None
|
||||
self._puck = Puck(position=self._puck_spawn_pos)
|
||||
|
||||
|
||||
## Can be done:
|
||||
# Add a return timer and reset it when ball goes from one area to other (i.e Left/Right) To avoid people camping with the Ball in thier own area...
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
####### DONT DIE READING THIS #########
|
||||
|
||||
## The reason I made maps differently (instead of keeping it in minigame only) was to avoid getting some jittery starts... ##
|
||||
|
||||
|
||||
|
||||
a=0.0
|
||||
class Pointzz:
|
||||
points, boxes = {}, {}
|
||||
points['ffa_spawn1'] = (-0.08016, 0.02275, -4.37367) + (8.89506, 0.05, 0.44435)
|
||||
points['ffa_spawn2'] = (-0.08016, 0.02275, 4.07629) + (8.89506, 0.05, 0.44435)
|
||||
points['flag1'] = (-10.72073, 0.06537, 0.14648)
|
||||
points['flag2'] = (10.7587, 0.04779, 0.14648)
|
||||
points['flag_default'] = (-0.10014, 0.0418, 0.10956)
|
||||
points['powerup_spawn1'] = (500000000.41468, 50000.9515, -500000.03791)
|
||||
points['powerup_spawn2'] = (-500000.5554, 500000.9515, -500000.03791)
|
||||
points['powerup_spawn3'] = (500000.41468, 50000.9515, 5000.14822)
|
||||
points['powerup_spawn4'] = (-50000.73727, 50000.9515, 500.14822)
|
||||
points['spawn1'] = (-8.03866, 0.02275, 0.0) + (0.5, 0.05, 4.0)
|
||||
points['spawn2'] = (8.82311, 0.01092, 0.0) + (0.5, 0.05, 4.0)
|
||||
boxes['area_of_interest_bounds'] = (0.0, 1.18575, 0.43262) + (0, 0, 0) + (29.81803, 11.57249, 18.89134)
|
||||
boxes['tnt1'] = (-0.10387, 0.41333, 0.42947) + (0, 0, 0) + (22.48296, 1.29024, 8.99025)
|
||||
boxes['goal1'] = (10,0.001,8)
|
||||
boxes['goal2'] = (10,0.001,8)
|
||||
boxes['map_bounds'] = (0.0, 1.185751251, 0.4326226188) + (0.0, 0.0, 0.0) + (
|
||||
42.09506485, 22.81173179, 29.76723155)
|
||||
|
||||
class PointzzforH:
|
||||
points, boxes = {}, {}
|
||||
boxes['area_of_interest_bounds'] = (0.0, 0.7956858119, 0.0) + (
|
||||
0.0, 0.0, 0.0) + (30.80223883, 0.5961646365, 13.88431707)
|
||||
points['ffa_spawn1'] = (-0.001925625146, 0.02305323209,
|
||||
-3.81971842) + (7.828121539, 1.0, 0.1588021252)
|
||||
points['ffa_spawn2'] = (-0.001925625146, 0.02305323209,
|
||||
3.560115735) + (7.828121539, 1.0, 0.05859841271)
|
||||
points['flag1'] = (-11.21689747, 0.09527878981, -0.07659307272)
|
||||
points['flag2'] = (11.08204909, 0.04119542459, -0.07659307272)
|
||||
points['flag_default'] = (-0.01690735171, 0.06139940044, -0.07659307272)
|
||||
boxes['goal1'] = (10,0.001,8)
|
||||
boxes['goal2'] = (10,0.001,8)
|
||||
boxes['map_bounds'] = (0.0, 0.7956858119, -0.4689020853) + (0.0, 0.0, 0.0) + (
|
||||
35.16182389, 12.18696164, 21.52869693)
|
||||
points['powerup_spawn1'] = (-3.654355317, 1.080990833, -4.765886164)
|
||||
points['powerup_spawn2'] = (-3.654355317, 1.080990833, 4.599802158)
|
||||
points['powerup_spawn3'] = (2.881071011, 1.080990833, -4.765886164)
|
||||
points['powerup_spawn4'] = (2.881071011, 1.080990833, 4.599802158)
|
||||
points['spawn1'] = (-6.835352227, 0.02305323209, 0.0) + (1.0, 1.0, 3.0)
|
||||
points['spawn2'] = (6.857415055, 0.03938567998, 0.0) + (1.0, 1.0, 3.0)
|
||||
points['tnt1'] = (-0.05791962398, 1.080990833, -4.765886164)
|
||||
|
||||
class VolleyBallMap(ba.Map):
|
||||
from VolleyBall import Pointzz as defs
|
||||
name = "Open Field"
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> List[str]:
|
||||
"""Return valid play types for this map."""
|
||||
return []
|
||||
|
||||
@classmethod
|
||||
def get_preview_texture_name(cls) -> str:
|
||||
return 'footballStadiumPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: Dict[str, Any] = {
|
||||
'model': ba.getmodel('footballStadium'),
|
||||
'vr_fill_model': ba.getmodel('footballStadiumVRFill'),
|
||||
'collide_model': ba.getcollidemodel('footballStadiumCollide'),
|
||||
'tex': ba.gettexture('footballStadium')
|
||||
}
|
||||
return data
|
||||
|
||||
def __init__(self):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
|
||||
|
||||
|
||||
|
||||
x = -5
|
||||
while x<5:
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,0,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.25,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.5,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.75,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,1,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
x = x + 0.5
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
y = -1
|
||||
while y>-11:
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,4),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,-4),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,4),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,-4),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
y-=1
|
||||
|
||||
|
||||
|
||||
z = 0
|
||||
while z<5:
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,z),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,-z),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,z),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,-z),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
z+=1
|
||||
|
||||
|
||||
|
||||
self.node = ba.newnode(
|
||||
'terrain',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'model': self.preloaddata['model'],
|
||||
'collide_model': self.preloaddata['collide_model'],
|
||||
'color_texture': self.preloaddata['tex'],
|
||||
'materials': [shared.footing_material]
|
||||
})
|
||||
ba.newnode('terrain',
|
||||
attrs={
|
||||
'model': self.preloaddata['vr_fill_model'],
|
||||
'lighting': False,
|
||||
'vr_only': True,
|
||||
'background': True,
|
||||
'color_texture': self.preloaddata['tex']
|
||||
})
|
||||
gnode = ba.getactivity().globalsnode
|
||||
gnode.tint = (1.3, 1.2, 1.0)
|
||||
gnode.ambient_color = (1.3, 1.2, 1.0)
|
||||
gnode.vignette_outer = (0.57, 0.57, 0.57)
|
||||
gnode.vignette_inner = (0.9, 0.9, 0.9)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
|
||||
def is_point_near_edge(self,
|
||||
point: ba.Vec3,
|
||||
running: bool = False) -> bool:
|
||||
box_position = self.defs.boxes['edge_box'][0:3]
|
||||
box_scale = self.defs.boxes['edge_box'][6:9]
|
||||
xpos = (point.x - box_position[0]) / box_scale[0]
|
||||
zpos = (point.z - box_position[2]) / box_scale[2]
|
||||
return xpos < -0.5 or xpos > 0.5 or zpos < -0.5 or zpos > 0.5
|
||||
|
||||
class VolleyBallMapH(ba.Map):
|
||||
"""Stadium map used for ice hockey games."""
|
||||
|
||||
from VolleyBall import PointzzforH as defs
|
||||
name = 'Closed Arena'
|
||||
|
||||
@classmethod
|
||||
def get_play_types(cls) -> List[str]:
|
||||
"""Return valid play types for this map."""
|
||||
return []
|
||||
|
||||
@classmethod
|
||||
def get_preview_texture_name(cls) -> str:
|
||||
return 'hockeyStadiumPreview'
|
||||
|
||||
@classmethod
|
||||
def on_preload(cls) -> Any:
|
||||
data: Dict[str, Any] = {
|
||||
'models': (ba.getmodel('hockeyStadiumOuter'),
|
||||
ba.getmodel('hockeyStadiumInner')),
|
||||
'vr_fill_model': ba.getmodel('footballStadiumVRFill'),
|
||||
'collide_model': ba.getcollidemodel('hockeyStadiumCollide'),
|
||||
'tex': ba.gettexture('hockeyStadium'),
|
||||
}
|
||||
mat = ba.Material()
|
||||
mat.add_actions(actions=('modify_part_collision', 'friction', 0.01))
|
||||
data['ice_material'] = mat
|
||||
return data
|
||||
|
||||
def __init__(self) -> None:
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
|
||||
|
||||
|
||||
x = -5
|
||||
while x<5:
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,0,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.25,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.5,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,.75,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(0,1,x),
|
||||
'color':(1,1,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
x = x + 0.5
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
y = -1
|
||||
while y>-11:
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,4),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(y,0.01,-4),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,4),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-y,0.01,-4),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
y-=1
|
||||
|
||||
|
||||
|
||||
z = 0
|
||||
while z<5:
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,z),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(11,0.01,-z),
|
||||
'color':(1,0,0),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,z),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
self.zone = ba.newnode('locator',attrs={'shape':'circle','position':(-11,0.01,-z),
|
||||
'color':(0,0,1),'opacity':1,'draw_beauty':True,'additive':False,'size':[0.40]})
|
||||
z+=1
|
||||
|
||||
|
||||
|
||||
self.node = ba.newnode('terrain',
|
||||
delegate=self,
|
||||
attrs={
|
||||
'model':
|
||||
None,
|
||||
'collide_model':
|
||||
ba.getcollidemodel('footballStadiumCollide'), ## we dont want Goalposts...
|
||||
'color_texture':
|
||||
self.preloaddata['tex'],
|
||||
'materials': [
|
||||
shared.footing_material]
|
||||
})
|
||||
ba.newnode('terrain',
|
||||
attrs={
|
||||
'model': self.preloaddata['vr_fill_model'],
|
||||
'vr_only': True,
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
})
|
||||
mats = [shared.footing_material]
|
||||
self.floor = ba.newnode('terrain',
|
||||
attrs={
|
||||
'model': self.preloaddata['models'][1],
|
||||
'color_texture': self.preloaddata['tex'],
|
||||
'opacity': 0.92,
|
||||
'opacity_in_low_or_medium_quality': 1.0,
|
||||
'materials': mats,
|
||||
'color': (0.4,0.9,0)
|
||||
})
|
||||
|
||||
self.background = ba.newnode(
|
||||
'terrain',
|
||||
attrs={
|
||||
'model': ba.getmodel('natureBackground'),
|
||||
'lighting': False,
|
||||
'background': True,
|
||||
'color': (0.5,0.30,0.4)
|
||||
})
|
||||
|
||||
gnode = ba.getactivity().globalsnode
|
||||
gnode.floor_reflection = True
|
||||
gnode.debris_friction = 0.3
|
||||
gnode.debris_kill_height = -0.3
|
||||
gnode.tint = (1.2, 1.3, 1.33)
|
||||
gnode.ambient_color = (1.15, 1.25, 1.6)
|
||||
gnode.vignette_outer = (0.66, 0.67, 0.73)
|
||||
gnode.vignette_inner = (0.93, 0.93, 0.95)
|
||||
gnode.vr_camera_offset = (0, -0.8, -1.1)
|
||||
gnode.vr_near_clip = 0.5
|
||||
#self.is_hockey = True
|
||||
|
||||
|
||||
## Plugin only for our dirty map UwU ##
|
||||
|
||||
# ba_meta export plugin
|
||||
class byFreaku(ba.Plugin):
|
||||
def on_app_launch(self):
|
||||
ba._map.register_map(VolleyBallMap)
|
||||
ba._map.register_map(VolleyBallMapH)
|
||||
Loading…
Add table
Add a link
Reference in a new issue