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[ci] auto-format
This commit is contained in:
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10 changed files with 1225 additions and 1214 deletions
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@ -1,10 +1,9 @@
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#Ported by: Freaku / @[Just] Freak#4999
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# Ported by: Freaku / @[Just] Freak#4999
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#Join BCS:
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# Join BCS:
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# https://discord.gg/ucyaesh
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# ba_meta require api 7
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from __future__ import annotations
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@ -18,7 +17,6 @@ if TYPE_CHECKING:
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from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
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class State:
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def __init__(self, bomb=None, grab=False, punch=False, curse=False, required=False, final=False, name=''):
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self.bomb = bomb
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@ -48,16 +46,18 @@ class State:
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return (self.name)
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states = [ State(bomb='normal', name='Basic Bombs'),
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states = [State(bomb='normal', name='Basic Bombs'),
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State(bomb='ice', name='Frozen Bombs'),
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State(bomb='sticky', name='Sticky Bombs'),
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State(bomb='impact', name='Impact Bombs'),
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State(grab=True, name='Grabbing only'),
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State(punch=True, name='Punching only'),
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State(curse=True, name='Cursed', final=True) ]
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State(curse=True, name='Cursed', final=True)]
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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):
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self.state = None
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@ -475,12 +475,12 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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count=int(6.4+random.random()*24),
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scale=1.2,
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spread=2.0,
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chunk_type='spark');
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chunk_type='spark')
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ba.emitfx(
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position=capsule.node.position,
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velocity=(0, 0, 0),
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count=int(4.0+random.random()*6),
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emit_type='tendrils');
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emit_type='tendrils')
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else:
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player.capsules += 1
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ba.playsound(
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@ -514,6 +514,7 @@ class CollectorGame(ba.TeamGameActivity[Player, Team]):
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0.0: player.light.intensity,
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0.1: intensity
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})
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def newintensity():
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player.light.intensity = intensity
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ba.timer(0.1, newintensity)
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@ -596,7 +597,7 @@ class Capsule(ba.Actor):
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'body': 'crate' if lucky else 'capsule',
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'reflection': 'powerup' if lucky else 'soft',
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'body_scale': 0.65 if lucky else 0.3,
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'density':6.0 if lucky else 4.0,
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'density': 6.0 if lucky else 4.0,
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'reflection_scale': [0.15],
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'shadow_size': 0.65 if lucky else 0.6,
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'position': self._spawn_pos,
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@ -39,15 +39,18 @@ class BallType(Enum):
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# increase the next ball speed but less than MEDIUM.
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# Ball color is crimson(purple+red = pinky color type).
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# this dict decide the ball_type spawning rate like powerup box
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ball_type_dict: dict[BallType, int] = {
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BallType.EASY: 3,
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BallType.MEDIUM: 2,
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BallType.HARD: 1,
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};
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}
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class Ball(ba.Actor):
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""" Shooting Ball """
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def __init__(self,
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position: Sequence[float],
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velocity: Sequence[float],
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@ -56,11 +59,11 @@ class Ball(ba.Actor):
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gravity_scale: float = 1.0,
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) -> NoReturn:
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super().__init__();
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super().__init__()
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shared = SharedObjects.get();
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shared = SharedObjects.get()
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ball_material = ba.Material();
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ball_material = ba.Material()
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ball_material.add_actions(
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conditions=(
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(
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@ -72,7 +75,7 @@ class Ball(ba.Actor):
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('they_have_material', shared.object_material),
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),
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actions=('modify_node_collision', 'collide', False),
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);
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)
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self.node = ba.newnode(
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'prop',
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@ -89,19 +92,19 @@ class Ball(ba.Actor):
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'density': 4.0, # increase density of ball so ball collide with player with heavy force. # ammm very bad grammer
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'materials': (ball_material,),
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},
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);
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)
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# die the ball manually incase the ball doesn't fall the outside of the map
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ba.timer(2.5, ba.WeakCall(self.handlemessage, ba.DieMessage()));
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ba.timer(2.5, ba.WeakCall(self.handlemessage, ba.DieMessage()))
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# i am not handling anything in this ball Class(except for diemessage).
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# all game things and logics going to be in the box class
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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, ba.DieMessage):
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self.node.delete();
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self.node.delete()
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else:
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super().handlemessage(msg);
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super().handlemessage(msg)
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class Box(ba.Actor):
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@ -112,11 +115,11 @@ class Box(ba.Actor):
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velocity: Sequence[float],
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) -> NoReturn:
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super().__init__();
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super().__init__()
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shared = SharedObjects.get();
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shared = SharedObjects.get()
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# self.ball_jump = 0.0;
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no_hit_material = ba.Material();
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no_hit_material = ba.Material()
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# we don't need that the box was move and collide with objects.
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no_hit_material.add_actions(
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conditions=(
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@ -125,7 +128,7 @@ class Box(ba.Actor):
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('they_have_material', shared.attack_material),
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),
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actions=('modify_part_collision', 'collide', False),
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);
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)
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no_hit_material.add_actions(
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conditions=(
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@ -137,7 +140,7 @@ class Box(ba.Actor):
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('modify_part_collision', 'collide', False),
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('modify_part_collision', 'physical', False),
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),
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);
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)
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self.node = ba.newnode(
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'prop',
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@ -155,25 +158,25 @@ class Box(ba.Actor):
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'reflection_scale': [1.0],
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'materials': (no_hit_material,),
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},
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);
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)
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# light
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self.light = ba.newnode(
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"light",
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owner = self.node,
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owner=self.node,
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attrs={
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'radius' : 0.2,
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'intensity' : 0.8,
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'radius': 0.2,
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'intensity': 0.8,
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'color': (0.0, 1.0, 0.0),
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}
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);
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self.node.connectattr("position", self.light, "position");
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)
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self.node.connectattr("position", self.light, "position")
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# Drawing circle and circleOutline in radius of 3,
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# so player can see that how close he is to the box.
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# If player is inside this circle the ball speed will increase.
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circle = ba.newnode(
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"locator",
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owner = self.node,
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attrs = {
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owner=self.node,
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attrs={
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'shape': 'circle',
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'color': (1.0, 0.0, 0.0),
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'opacity': 0.1,
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@ -182,12 +185,12 @@ class Box(ba.Actor):
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'additive': True,
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},
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)
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self.node.connectattr("position", circle, "position");
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self.node.connectattr("position", circle, "position")
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# also adding a outline cause its look nice.
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circle_outline = ba.newnode(
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"locator",
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owner = self.node,
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attrs = {
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owner=self.node,
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attrs={
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'shape': 'circleOutline',
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'color': (1.0, 1.0, 0.0),
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'opacity': 0.1,
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@ -195,92 +198,92 @@ class Box(ba.Actor):
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'draw_beauty': False,
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'additive': True,
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},
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);
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self.node.connectattr("position", circle_outline, "position");
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)
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self.node.connectattr("position", circle_outline, "position")
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# all ball attribute that we need.
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self.ball_type: BallType = BallType.EASY;
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self.shoot_timer: ba.Timer | None = None;
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self.shoot_speed: float = 0.0;
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self.ball_type: BallType = BallType.EASY
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self.shoot_timer: ba.Timer | None = None
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self.shoot_speed: float = 0.0
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# this force the shoot if player is inside the red circle.
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self.force_shoot_speed: float = 0.0;
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self.ball_mag = 3000;
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self.ball_gravity: float = 1.0;
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self.ball_tex: ba.Texture | None = None;
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self.force_shoot_speed: float = 0.0
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self.ball_mag = 3000
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self.ball_gravity: float = 1.0
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self.ball_tex: ba.Texture | None = None
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# only for Hard ball_type
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self.player_facing_direction: list[float, float] = [0.0, 0.0];
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self.player_facing_direction: list[float, float] = [0.0, 0.0]
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# ball shoot soound.
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self.shoot_sound = ba.getsound('laserReverse');
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self.shoot_sound = ba.getsound('laserReverse')
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# same as "powerupdist"
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self.ball_type_dist: list[BallType] = [];
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self.ball_type_dist: list[BallType] = []
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for ball in ball_type_dict:
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for _ in range(ball_type_dict[ball]):
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self.ball_type_dist.append(ball);
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self.ball_type_dist.append(ball)
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# Here main logic of game goes here.
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# like shoot balls, shoot speed, anything we want goes here(except for some thing).
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def start_shoot(self) -> NoReturn:
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# getting all allive players in a list.
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alive_players_list = self.activity.get_alive_players();
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alive_players_list = self.activity.get_alive_players()
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# make sure that list is not Empty.
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if len(alive_players_list) > 0:
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# choosing a random player from list.
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target_player = choice(alive_players_list);
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target_player = choice(alive_players_list)
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# highlight the target player
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self.highlight_target_player(target_player);
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self.highlight_target_player(target_player)
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# to finding difference between player and box.
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# we just need to subtract player pos and ball pos.
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# Same logic as eric applied in Target Practice Gamemode.
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difference = ba.Vec3(target_player.position) - ba.Vec3(self.node.position);
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difference = ba.Vec3(target_player.position) - ba.Vec3(self.node.position)
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# discard Y position so ball shoot more straight.
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difference[1] = 0.0
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# and now, this length method returns distance in float.
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# we're gonna use this value for calculating player analog stick
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distance = difference.length();
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distance = difference.length()
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# shoot a random BallType
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self.upgrade_ball_type(choice(self.ball_type_dist));
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self.upgrade_ball_type(choice(self.ball_type_dist))
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# and check the ball_type and upgrade it gravity_scale, texture, next ball speed.
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self.check_ball_type(self.ball_type);
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self.check_ball_type(self.ball_type)
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# For HARD ball i am just focusing on player analog stick facing direction.
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# Not very accurate and that's we need.
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if self.ball_type == BallType.HARD:
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self.calculate_player_analog_stick(target_player, distance);
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self.calculate_player_analog_stick(target_player, distance)
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else:
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self.player_facing_direction = [0.0, 0.0];
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self.player_facing_direction = [0.0, 0.0]
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pos = self.node.position;
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pos = self.node.position
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if self.ball_type == BallType.MEDIUM or self.ball_type == BallType.HARD:
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# Target head by increasing Y pos.
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# How this work? cause ball gravity_scale is ......
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pos = (pos[0], pos[1]+.25, pos[2]);
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pos = (pos[0], pos[1]+.25, pos[2])
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# ball is generating..
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ball = Ball(
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position = pos,
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velocity = (0.0, 0.0, 0.0),
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texture = self.ball_tex,
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gravity_scale = self.ball_gravity,
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body_scale = 1.0,
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).autoretain();
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position=pos,
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velocity=(0.0, 0.0, 0.0),
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texture=self.ball_tex,
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gravity_scale=self.ball_gravity,
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body_scale=1.0,
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).autoretain()
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# shoot Animation and sound.
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self.shoot_animation();
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self.shoot_animation()
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# force the shoot speed if player try to go inside the red circle.
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if self.force_shoot_speed != 0.0:
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self.shoot_speed = self.force_shoot_speed;
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self.shoot_speed = self.force_shoot_speed
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# push the ball to the player
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ball.node.handlemessage(
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@ -294,72 +297,72 @@ class Box(ba.Actor):
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0.000, # radius
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0.000, # idk
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difference[0] + self.player_facing_direction[0], # force direction X
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difference[1] , # force direction Y
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difference[1], # force direction Y
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difference[2] + self.player_facing_direction[1], # force direction Z
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);
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)
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# creating our timer and shoot the ball again.(and we create a loop)
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self.shoot_timer = ba.Timer(self.shoot_speed, self.start_shoot);
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self.shoot_timer = ba.Timer(self.shoot_speed, self.start_shoot)
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def upgrade_ball_type(self, ball_type: BallType) -> NoReturn:
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self.ball_type = ball_type;
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self.ball_type = ball_type
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def check_ball_type(self, ball_type: BallType) -> NoReturn:
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if ball_type == BallType.EASY:
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self.shoot_speed = 0.8;
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self.ball_gravity = 1.0;
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self.shoot_speed = 0.8
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self.ball_gravity = 1.0
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# next ball shoot speed
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self.ball_mag = 3000;
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self.ball_mag = 3000
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# box light color and ball tex
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self.light.color = (1.0, 1.0, 0.0);
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self.ball_tex = ba.gettexture('egg4');
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self.light.color = (1.0, 1.0, 0.0)
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self.ball_tex = ba.gettexture('egg4')
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elif ball_type == BallType.MEDIUM:
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self.ball_mag = 3000;
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self.ball_mag = 3000
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# decrease the gravity scale so, ball shoot without falling and straight.
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self.ball_gravity = 0.0;
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self.ball_gravity = 0.0
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# next ball shoot speed.
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self.shoot_speed = 0.4;
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self.shoot_speed = 0.4
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# box light color and ball tex.
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self.light.color = (1.0, 0.0, 1.0);
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self.ball_tex = ba.gettexture('egg3');
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self.light.color = (1.0, 0.0, 1.0)
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self.ball_tex = ba.gettexture('egg3')
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elif ball_type == BallType.HARD:
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self.ball_mag = 2500;
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self.ball_gravity = 0.0;
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self.ball_mag = 2500
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self.ball_gravity = 0.0
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# next ball shoot speed.
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self.shoot_speed = 0.6;
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self.shoot_speed = 0.6
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# box light color and ball tex.
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self.light.color = (1.0, 0.2, 1.0);
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self.ball_tex = ba.gettexture('egg1');
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self.light.color = (1.0, 0.2, 1.0)
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self.ball_tex = ba.gettexture('egg1')
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def shoot_animation(self) -> NoReturn:
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ba.animate(
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self.node,
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"model_scale",{
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"model_scale", {
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0.00: 1.4,
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0.05: 1.7,
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0.10: 1.4,
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}
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);
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)
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# playing shoot sound.
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ba.playsound(self.shoot_sound, position = self.node.position);
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ba.playsound(self.shoot_sound, position=self.node.position)
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def highlight_target_player(self, player: ba.Player) -> NoReturn:
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# adding light
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light = ba.newnode(
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"light",
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owner = self.node,
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owner=self.node,
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attrs={
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'radius':0.0,
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'intensity':1.0,
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'radius': 0.0,
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'intensity': 1.0,
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'color': (1.0, 0.0, 0.0),
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}
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);
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)
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ba.animate(
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light,
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"radius",{
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"radius", {
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0.05: 0.02,
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0.10: 0.07,
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0.15: 0.15,
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@ -369,11 +372,11 @@ class Box(ba.Actor):
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0.35: 0.02,
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0.40: 0.00,
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}
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);
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)
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# And a circle outline with ugly animation.
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circle_outline = ba.newnode(
|
||||
"locator",
|
||||
owner = player.actor.node,
|
||||
owner=player.actor.node,
|
||||
attrs={
|
||||
'shape': 'circleOutline',
|
||||
'color': (1.0, 0.0, 0.0),
|
||||
|
|
@ -381,7 +384,7 @@ class Box(ba.Actor):
|
|||
'draw_beauty': False,
|
||||
'additive': True,
|
||||
},
|
||||
);
|
||||
)
|
||||
ba.animate_array(
|
||||
circle_outline,
|
||||
'size',
|
||||
|
|
@ -395,31 +398,31 @@ class Box(ba.Actor):
|
|||
0.35: [0.6],
|
||||
0.40: [0.0],
|
||||
}
|
||||
);
|
||||
)
|
||||
|
||||
# coonect it and...
|
||||
player.actor.node.connectattr("position", light, "position");
|
||||
player.actor.node.connectattr("position", circle_outline, "position");
|
||||
player.actor.node.connectattr("position", light, "position")
|
||||
player.actor.node.connectattr("position", circle_outline, "position")
|
||||
|
||||
# immediately delete the node after another player has been targeted.
|
||||
self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed;
|
||||
ba.timer(self.shoot_speed, light.delete);
|
||||
ba.timer(self.shoot_speed, circle_outline.delete);
|
||||
self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed
|
||||
ba.timer(self.shoot_speed, light.delete)
|
||||
ba.timer(self.shoot_speed, circle_outline.delete)
|
||||
|
||||
def calculate_player_analog_stick(self, player:ba.Player, distance: float) -> NoReturn:
|
||||
def calculate_player_analog_stick(self, player: ba.Player, distance: float) -> NoReturn:
|
||||
# at first i was very confused how i can read the player analog stick \
|
||||
# then i saw TheMikirog#1984 autorun plugin code.
|
||||
# and i got it how analog stick values are works.
|
||||
# just need to store analog stick facing direction and need some calculation according how far player pushed analog stick.
|
||||
# Notice that how vertical direction is inverted, so we need to put a minus infront of veriable.(so ball isn't shoot at wrong direction).
|
||||
self.player_facing_direction[0] = player.actor.node.move_left_right;
|
||||
self.player_facing_direction[1] = -player.actor.node.move_up_down;
|
||||
self.player_facing_direction[0] = player.actor.node.move_left_right
|
||||
self.player_facing_direction[1] = -player.actor.node.move_up_down
|
||||
|
||||
# if player is too close and the player pushing his analog stick fully the ball shoot's too far away to player.
|
||||
# so, we need to reduce the value of "self.player_facing_direction" to fix this problem.
|
||||
if distance <= 3:
|
||||
self.player_facing_direction[0] = 0.4 if self.player_facing_direction[0] > 0 else -0.4;
|
||||
self.player_facing_direction[1] = 0.4 if self.player_facing_direction[0] > 0 else -0.4;
|
||||
self.player_facing_direction[0] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
|
||||
self.player_facing_direction[1] = 0.4 if self.player_facing_direction[0] > 0 else -0.4
|
||||
# same problem to long distance but in reverse, the ball can't reach to the player,
|
||||
# its because player analog stick value is between 1 and -1,
|
||||
# and this value is low to shoot ball forward to Player if player is too far from the box.
|
||||
|
|
@ -428,34 +431,34 @@ class Box(ba.Actor):
|
|||
# So many calculation according to how analog stick pushed by player.
|
||||
# Horizontal(left-right) calculation
|
||||
if self.player_facing_direction[0] > 0.4:
|
||||
self.player_facing_direction[0] = 1.5;
|
||||
self.player_facing_direction[0] = 1.5
|
||||
elif self.player_facing_direction[0] < -0.4:
|
||||
self.player_facing_direction[0] = -1.5;
|
||||
self.player_facing_direction[0] = -1.5
|
||||
else:
|
||||
if self.player_facing_direction[0] > 0.0:
|
||||
self.player_facing_direction[0] = 0.2;
|
||||
self.player_facing_direction[0] = 0.2
|
||||
elif self.player_facing_direction[0] < 0.0:
|
||||
self.player_facing_direction[0] = -0.2;
|
||||
self.player_facing_direction[0] = -0.2
|
||||
else:
|
||||
self.player_facing_direction[0] = 0.0;
|
||||
self.player_facing_direction[0] = 0.0
|
||||
|
||||
# Vertical(up-down) calculation.
|
||||
if self.player_facing_direction[1] > 0.4:
|
||||
self.player_facing_direction[1] = 1.5;
|
||||
self.player_facing_direction[1] = 1.5
|
||||
elif self.player_facing_direction[1] < -0.4:
|
||||
self.player_facing_direction[1] = -1.5;
|
||||
self.player_facing_direction[1] = -1.5
|
||||
else:
|
||||
if self.player_facing_direction[1] > 0.0:
|
||||
self.player_facing_direction[1] = 0.2;
|
||||
self.player_facing_direction[1] = 0.2
|
||||
elif self.player_facing_direction[1] < 0.0:
|
||||
self.player_facing_direction[1] = -0.2;
|
||||
self.player_facing_direction[1] = -0.2
|
||||
else:
|
||||
self.player_facing_direction[1] = -0.0;
|
||||
self.player_facing_direction[1] = -0.0
|
||||
|
||||
# if we want stop the ball shootes
|
||||
def stop_shoot(self) -> NoReturn:
|
||||
# Kill the timer.
|
||||
self.shoot_timer = None;
|
||||
self.shoot_timer = None
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
|
|
@ -470,31 +473,33 @@ class Team(ba.Team[Player]):
|
|||
# and main thing don't allow player to camp inside of box are going in this class.
|
||||
|
||||
# ba_meta export game
|
||||
|
||||
|
||||
class DodgeTheBall(ba.TeamGameActivity[Player, Team]):
|
||||
|
||||
# defining name, description and settings..
|
||||
name = 'Dodge the ball';
|
||||
description = 'Survive from shooting balls';
|
||||
name = 'Dodge the ball'
|
||||
description = 'Survive from shooting balls'
|
||||
|
||||
available_settings = [
|
||||
ba.IntSetting(
|
||||
'Cooldown',
|
||||
min_value = 20,
|
||||
default = 45,
|
||||
increment = 5,
|
||||
min_value=20,
|
||||
default=45,
|
||||
increment=5,
|
||||
),
|
||||
ba.BoolSetting('Epic Mode', default=False)
|
||||
]
|
||||
|
||||
# Don't allow joining after we start.
|
||||
allow_mid_activity_joins = False;
|
||||
allow_mid_activity_joins = False
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[ba.Session]) -> bool:
|
||||
# We support team and ffa sessions.
|
||||
return issubclass(sessiontype, ba.FreeForAllSession) or issubclass(
|
||||
sessiontype, ba.DualTeamSession,
|
||||
);
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[ba.Session]) -> list[str]:
|
||||
|
|
@ -502,75 +507,75 @@ class DodgeTheBall(ba.TeamGameActivity[Player, Team]):
|
|||
# bombsquad have "Doom Shroom" map.
|
||||
# Not perfect map for this game mode but its fine for this gamemode.
|
||||
# the problem is that Doom Shroom is not a perfect circle and not flat also.
|
||||
return ['Doom Shroom'];
|
||||
return ['Doom Shroom']
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings);
|
||||
self._epic_mode = bool(settings['Epic Mode']);
|
||||
self.countdown_time = int(settings['Cooldown']);
|
||||
super().__init__(settings)
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
self.countdown_time = int(settings['Cooldown'])
|
||||
|
||||
self.check_player_pos_timer: ba.Timer | None = None;
|
||||
self.shield_drop_timer: ba.Timer | None = None;
|
||||
self.check_player_pos_timer: ba.Timer | None = None
|
||||
self.shield_drop_timer: ba.Timer | None = None
|
||||
# cooldown and Box
|
||||
self._countdown: OnScreenCountdown | None = None;
|
||||
self.box: Box | None = None;
|
||||
self._countdown: OnScreenCountdown | None = None
|
||||
self.box: Box | None = None
|
||||
|
||||
# this lists for scoring.
|
||||
self.joined_player_list: list[ba.Player] = [];
|
||||
self.dead_player_list: list[ba.Player] = [];
|
||||
self.joined_player_list: list[ba.Player] = []
|
||||
self.dead_player_list: list[ba.Player] = []
|
||||
|
||||
# normally play RUN AWAY music cause is match with our gamemode at.. my point,
|
||||
# but in epic switch to EPIC.
|
||||
self.slow_motion = self._epic_mode;
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (
|
||||
ba.MusicType.EPIC if self._epic_mode else ba.MusicType.RUN_AWAY
|
||||
);
|
||||
)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return 'Keep away as possible as you can';
|
||||
return 'Keep away as possible as you can'
|
||||
|
||||
# add a tiny text under our game name.
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return 'Dodge the shooting balls';
|
||||
return 'Dodge the shooting balls'
|
||||
|
||||
def on_begin(self) -> NoReturn:
|
||||
super().on_begin();
|
||||
super().on_begin()
|
||||
|
||||
# spawn our box at middle of the map
|
||||
self.box = Box(
|
||||
position=(0.5, 2.7, -3.9),
|
||||
velocity=(0.0, 0.0, 0.0),
|
||||
).autoretain();
|
||||
).autoretain()
|
||||
|
||||
# create our cooldown
|
||||
self._countdown = OnScreenCountdown(
|
||||
duration = self.countdown_time,
|
||||
endcall = self.play_victory_sound_and_end,
|
||||
);
|
||||
duration=self.countdown_time,
|
||||
endcall=self.play_victory_sound_and_end,
|
||||
)
|
||||
|
||||
# and starts the cooldown and shootes.
|
||||
ba.timer(5.0, self._countdown.start);
|
||||
ba.timer(5.0, self.box.start_shoot);
|
||||
ba.timer(5.0, self._countdown.start)
|
||||
ba.timer(5.0, self.box.start_shoot)
|
||||
|
||||
# start checking all player pos.
|
||||
ba.timer(5.0, self.check_player_pos);
|
||||
ba.timer(5.0, self.check_player_pos)
|
||||
|
||||
# drop shield every ten Seconds
|
||||
# need five seconds delay Because shootes start after 5 seconds.
|
||||
ba.timer(15.0, self.drop_shield);
|
||||
ba.timer(15.0, self.drop_shield)
|
||||
|
||||
# This function returns all alive players in game.
|
||||
# i thinck you see this function in Box class.
|
||||
def get_alive_players(self) -> Sequence[ba.Player]:
|
||||
|
||||
alive_players = [];
|
||||
alive_players = []
|
||||
|
||||
for team in self.teams:
|
||||
for player in team.players:
|
||||
if player.is_alive():
|
||||
alive_players.append(player);
|
||||
alive_players.append(player)
|
||||
|
||||
return alive_players;
|
||||
return alive_players
|
||||
|
||||
# let's disallowed camping inside of box by doing a blast and increasing ball shoot speed.
|
||||
def check_player_pos(self):
|
||||
|
|
@ -578,76 +583,76 @@ class DodgeTheBall(ba.TeamGameActivity[Player, Team]):
|
|||
for player in self.get_alive_players():
|
||||
|
||||
# same logic as applied for the ball
|
||||
difference = ba.Vec3(player.position) - ba.Vec3(self.box.node.position);
|
||||
difference = ba.Vec3(player.position) - ba.Vec3(self.box.node.position)
|
||||
|
||||
distance = difference.length();
|
||||
distance = difference.length()
|
||||
|
||||
if distance < 3:
|
||||
self.box.force_shoot_speed = 0.2;
|
||||
self.box.force_shoot_speed = 0.2
|
||||
else:
|
||||
self.box.force_shoot_speed = 0.0;
|
||||
self.box.force_shoot_speed = 0.0
|
||||
|
||||
if distance < 0.5:
|
||||
Blast(
|
||||
position = self.box.node.position,
|
||||
velocity = self.box.node.velocity,
|
||||
blast_type = 'normal',
|
||||
blast_radius = 1.0,
|
||||
).autoretain();
|
||||
position=self.box.node.position,
|
||||
velocity=self.box.node.velocity,
|
||||
blast_type='normal',
|
||||
blast_radius=1.0,
|
||||
).autoretain()
|
||||
|
||||
PopupText(
|
||||
position = self.box.node.position,
|
||||
text = 'Keep away from me',
|
||||
random_offset = 0.0,
|
||||
scale = 2.0,
|
||||
color = self.box.light.color,
|
||||
).autoretain();
|
||||
position=self.box.node.position,
|
||||
text='Keep away from me',
|
||||
random_offset=0.0,
|
||||
scale=2.0,
|
||||
color=self.box.light.color,
|
||||
).autoretain()
|
||||
|
||||
# create our timer and start looping it
|
||||
self.check_player_pos_timer = ba.Timer(0.1, self.check_player_pos);
|
||||
self.check_player_pos_timer = ba.Timer(0.1, self.check_player_pos)
|
||||
|
||||
# drop useless shield's too give player temptation.
|
||||
def drop_shield(self) -> NoReturn:
|
||||
|
||||
pos = self.box.node.position;
|
||||
pos = self.box.node.position
|
||||
|
||||
PowerupBox(
|
||||
position = (pos[0] + 4.0, pos[1] + 3.0, pos[2]),
|
||||
poweruptype = 'shield',
|
||||
).autoretain();
|
||||
position=(pos[0] + 4.0, pos[1] + 3.0, pos[2]),
|
||||
poweruptype='shield',
|
||||
).autoretain()
|
||||
|
||||
PowerupBox(
|
||||
position = (pos[0] - 4.0, pos[1] + 3.0, pos[2]),
|
||||
poweruptype = 'shield',
|
||||
).autoretain();
|
||||
position=(pos[0] - 4.0, pos[1] + 3.0, pos[2]),
|
||||
poweruptype='shield',
|
||||
).autoretain()
|
||||
|
||||
self.shield_drop_timer = ba.Timer(10.0, self.drop_shield);
|
||||
self.shield_drop_timer = ba.Timer(10.0, self.drop_shield)
|
||||
|
||||
# when cooldown time up i don't want that the game end immediately.
|
||||
def play_victory_sound_and_end(self) -> NoReturn:
|
||||
|
||||
# kill timers
|
||||
self.box.stop_shoot();
|
||||
self.box.stop_shoot()
|
||||
self.check_player_pos_timer = None
|
||||
self.shield_drop_timer = None
|
||||
|
||||
ba.timer(2.0, self.end_game);
|
||||
ba.timer(2.0, self.end_game)
|
||||
|
||||
# this function runs when A player spawn in map
|
||||
def spawn_player(self, player: Player) -> NoReturn:
|
||||
spaz = self.spawn_player_spaz(player);
|
||||
spaz = self.spawn_player_spaz(player)
|
||||
|
||||
# reconnect this player's controls.
|
||||
# without bomb, punch and pickup.
|
||||
spaz.connect_controls_to_player(
|
||||
enable_punch=False, enable_bomb=False, enable_pickup=False,
|
||||
);
|
||||
)
|
||||
|
||||
# storing all players for ScorinG.
|
||||
self.joined_player_list.append(player);
|
||||
self.joined_player_list.append(player)
|
||||
|
||||
# Also lets have them make some noise when they die.
|
||||
spaz.play_big_death_sound = True;
|
||||
spaz.play_big_death_sound = True
|
||||
|
||||
# very helpful function to check end game when player dead or leav.
|
||||
def _check_end_game(self) -> bool:
|
||||
|
|
@ -669,10 +674,10 @@ class DodgeTheBall(ba.TeamGameActivity[Player, Team]):
|
|||
# this function called when player leave.
|
||||
def on_player_leave(self, player: Player) -> NoReturn:
|
||||
# Augment default behavior.
|
||||
super().on_player_leave(player);
|
||||
super().on_player_leave(player)
|
||||
|
||||
# checking end game.
|
||||
self._check_end_game();
|
||||
self._check_end_game()
|
||||
|
||||
# this gamemode needs to handle only one msg "PlayerDiedMessage".
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
|
|
@ -680,13 +685,13 @@ class DodgeTheBall(ba.TeamGameActivity[Player, Team]):
|
|||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
|
||||
# Augment standard behavior.
|
||||
super().handlemessage(msg);
|
||||
super().handlemessage(msg)
|
||||
|
||||
# and storing the dead player records in our dead_player_list.
|
||||
self.dead_player_list.append(msg.getplayer(Player));
|
||||
self.dead_player_list.append(msg.getplayer(Player))
|
||||
|
||||
# check the end game.
|
||||
ba.timer(1.0, self._check_end_game);
|
||||
ba.timer(1.0, self._check_end_game)
|
||||
|
||||
def end_game(self):
|
||||
# kill timers
|
||||
|
|
@ -758,5 +763,3 @@ class DodgeTheBall(ba.TeamGameActivity[Player, Team]):
|
|||
results.set_team_score(team, int(10 * max_index))
|
||||
# and end the game
|
||||
self.end(results=results)
|
||||
|
||||
|
||||
|
|
@ -225,7 +225,6 @@ class InvicibleOneGame(ba.TeamGameActivity[Player, Team]):
|
|||
scoring_team.time_remaining = max(
|
||||
0, scoring_team.time_remaining - 1)
|
||||
|
||||
|
||||
self._update_scoreboard()
|
||||
|
||||
# announce numbers we have sounds for
|
||||
|
|
@ -286,7 +285,8 @@ class InvicibleOneGame(ba.TeamGameActivity[Player, Team]):
|
|||
self._invicible_one_player = player
|
||||
|
||||
if self._invicible_one_is_lazy:
|
||||
player.actor.connect_controls_to_player(enable_punch = False, enable_pickup = False, enable_bomb = False)
|
||||
player.actor.connect_controls_to_player(
|
||||
enable_punch=False, enable_pickup=False, enable_bomb=False)
|
||||
if player.actor.node.torso_model != None:
|
||||
player.actor.node.color_mask_texture = None
|
||||
player.actor.node.color_texture = None
|
||||
|
|
@ -310,7 +310,6 @@ class InvicibleOneGame(ba.TeamGameActivity[Player, Team]):
|
|||
|
||||
player.actor.node.name = ''
|
||||
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.PlayerDiedMessage):
|
||||
# Augment standard behavior.
|
||||
|
|
|
|||
|
|
@ -1,12 +1,16 @@
|
|||
# ba_meta require api 7
|
||||
from typing import Sequence
|
||||
import ba, _ba, random
|
||||
import ba
|
||||
import _ba
|
||||
import random
|
||||
from bastd.actor.spaz import Spaz
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
|
|
@ -14,18 +18,21 @@ class Team(ba.Team[Player]):
|
|||
super().__init__()
|
||||
self.score = 1
|
||||
|
||||
|
||||
class ChooseingSpazHitMessage:
|
||||
def __init__(self, hitter:Player) -> None:
|
||||
def __init__(self, hitter: Player) -> None:
|
||||
self.hitter = hitter
|
||||
|
||||
|
||||
class ChooseingSpazDieMessage:
|
||||
def __init__(self, killer:Player) -> None:
|
||||
def __init__(self, killer: Player) -> None:
|
||||
self.killer = killer
|
||||
|
||||
|
||||
class ChooseingSpaz(Spaz):
|
||||
def __init__(
|
||||
self,
|
||||
pos:Sequence[float],
|
||||
pos: Sequence[float],
|
||||
color: Sequence[float] = (1.0, 1.0, 1.0),
|
||||
highlight: Sequence[float] = (0.5, 0.5, 0.5),
|
||||
):
|
||||
|
|
@ -44,14 +51,14 @@ class ChooseingSpaz(Spaz):
|
|||
},
|
||||
)
|
||||
self.node.connectattr("position", self.loc, "position")
|
||||
ba.animate_array(self.loc, "size", 1, keys={0:[0.5,], 1:[2,], 1.5:[0.5]}, loop=True)
|
||||
ba.animate_array(self.loc, "size", 1, keys={0: [0.5,], 1: [2,], 1.5: [0.5]}, loop=True)
|
||||
|
||||
def handlemessage(self, msg):
|
||||
if isinstance(msg, ba.FreezeMessage):
|
||||
return
|
||||
|
||||
if isinstance(msg, ba.PowerupMessage):
|
||||
if not(msg.poweruptype == "health"):
|
||||
if not (msg.poweruptype == "health"):
|
||||
return
|
||||
|
||||
super().handlemessage(msg)
|
||||
|
|
@ -64,7 +71,6 @@ class ChooseingSpaz(Spaz):
|
|||
self.activity.handlemessage(ChooseingSpazHitMessage(player))
|
||||
self.last_player_attacked_by = player
|
||||
|
||||
|
||||
elif isinstance(msg, ba.DieMessage):
|
||||
player = self.last_player_attacked_by
|
||||
|
||||
|
|
@ -74,18 +80,17 @@ class ChooseingSpaz(Spaz):
|
|||
|
||||
self.loc.delete()
|
||||
|
||||
def stand(self, pos=(0, 0, 0), angle=0):
|
||||
self.handlemessage(ba.StandMessage(pos, angle))
|
||||
|
||||
|
||||
def stand(self, pos = (0,0,0), angle = 0):
|
||||
self.handlemessage(ba.StandMessage(pos,angle))
|
||||
|
||||
def recolor(self, color, highlight = (1,1,1)):
|
||||
def recolor(self, color, highlight=(1, 1, 1)):
|
||||
self.node.color = color
|
||||
self.node.highlight = highlight
|
||||
self.loc.color = color
|
||||
|
||||
|
||||
class ChooseBilbord(ba.Actor):
|
||||
def __init__(self, player:Player, delay = 0.1) -> None:
|
||||
def __init__(self, player: Player, delay=0.1) -> None:
|
||||
super().__init__()
|
||||
|
||||
icon = player.get_icon()
|
||||
|
|
@ -95,7 +100,7 @@ class ChooseBilbord(ba.Actor):
|
|||
'image',
|
||||
delegate=self,
|
||||
attrs={
|
||||
"position":(60,-125),
|
||||
"position": (60, -125),
|
||||
'texture': icon['texture'],
|
||||
'tint_texture': icon['tint_texture'],
|
||||
'tint_color': icon['tint_color'],
|
||||
|
|
@ -110,7 +115,7 @@ class ChooseBilbord(ba.Actor):
|
|||
'text',
|
||||
owner=self.node,
|
||||
attrs={
|
||||
'position': (60,-185),
|
||||
'position': (60, -185),
|
||||
'text': ba.Lstr(value=player.getname()),
|
||||
'color': ba.safecolor(player.team.color),
|
||||
'h_align': 'center',
|
||||
|
|
@ -119,18 +124,19 @@ class ChooseBilbord(ba.Actor):
|
|||
'flatness': 1.0,
|
||||
'h_attach': 'left',
|
||||
'v_attach': 'top',
|
||||
'maxwidth':self.scale
|
||||
'maxwidth': self.scale
|
||||
},
|
||||
)
|
||||
|
||||
ba.animate_array(self.node, "scale", keys={0 + delay:[0,0], 0.05 + delay:[self.scale, self.scale]}, size=1)
|
||||
ba.animate(self.name_node, "scale", {0 + delay:0, 0.07 + delay:1})
|
||||
ba.animate_array(self.node, "scale", keys={
|
||||
0 + delay: [0, 0], 0.05 + delay: [self.scale, self.scale]}, size=1)
|
||||
ba.animate(self.name_node, "scale", {0 + delay: 0, 0.07 + delay: 1})
|
||||
|
||||
def handlemessage(self, msg):
|
||||
super().handlemessage(msg)
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
ba.animate_array(self.node, "scale", keys={0:self.node.scale, 0.05:[0,0]}, size=1)
|
||||
ba.animate(self.name_node, "scale", {0:self.name_node.scale, 0.07:0})
|
||||
ba.animate_array(self.node, "scale", keys={0: self.node.scale, 0.05: [0, 0]}, size=1)
|
||||
ba.animate(self.name_node, "scale", {0: self.name_node.scale, 0.07: 0})
|
||||
|
||||
def __delete():
|
||||
self.node.delete()
|
||||
|
|
@ -139,6 +145,8 @@ class ChooseBilbord(ba.Actor):
|
|||
ba.timer(0.2, __delete)
|
||||
|
||||
# ba_meta export game
|
||||
|
||||
|
||||
class LastPunchStand(ba.TeamGameActivity[Player, Team]):
|
||||
name = "Last Punch Stand"
|
||||
description = "Last one punchs the choosing spaz wins"
|
||||
|
|
@ -163,7 +171,7 @@ class LastPunchStand(ba.TeamGameActivity[Player, Team]):
|
|||
if (self._min_timelimit > self._max_timelimit):
|
||||
self._max_timelimit = self._min_timelimit
|
||||
|
||||
self._choosing_spaz_defcolor = (0.5,0.5,0.5)
|
||||
self._choosing_spaz_defcolor = (0.5, 0.5, 0.5)
|
||||
self.choosing_spaz = None
|
||||
self.choosed_player = None
|
||||
self.times_uped = False
|
||||
|
|
@ -202,11 +210,12 @@ class LastPunchStand(ba.TeamGameActivity[Player, Team]):
|
|||
def end_game(self) -> None:
|
||||
results = ba.GameResults()
|
||||
for team in self.teams:
|
||||
if self.choosed_player and (team.id == self.choosed_player.team.id): team.score += 100
|
||||
if self.choosed_player and (team.id == self.choosed_player.team.id):
|
||||
team.score += 100
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results)
|
||||
|
||||
def change_choosed_player(self, hitter:Player):
|
||||
def change_choosed_player(self, hitter: Player):
|
||||
if hitter:
|
||||
self.choosing_spaz.recolor(hitter.color, hitter.highlight)
|
||||
self.choosed_player = hitter
|
||||
|
|
@ -229,10 +238,10 @@ class LastPunchStand(ba.TeamGameActivity[Player, Team]):
|
|||
|
||||
def _watch_dog_(self):
|
||||
"checks if choosing spaz exists"
|
||||
#choosing spaz wont respawn if death type if generic
|
||||
#this becuse we dont want to keep respawn him when he dies because of losing referce
|
||||
#but sometimes "choosing spaz" dies naturaly and his death type is generic! so it wont respawn back again
|
||||
#thats why we have this function; to check if spaz exits in the case that he didnt respawned
|
||||
# choosing spaz wont respawn if death type if generic
|
||||
# this becuse we dont want to keep respawn him when he dies because of losing referce
|
||||
# but sometimes "choosing spaz" dies naturaly and his death type is generic! so it wont respawn back again
|
||||
# thats why we have this function; to check if spaz exits in the case that he didnt respawned
|
||||
|
||||
if self.choosing_spaz:
|
||||
if self.choosing_spaz._dead:
|
||||
|
|
|
|||
|
|
@ -6,16 +6,17 @@ from typing import TYPE_CHECKING
|
|||
|
||||
import random
|
||||
import enum
|
||||
import ba, _ba
|
||||
import ba
|
||||
import _ba
|
||||
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
from bastd.actor.powerupbox import PowerupBox
|
||||
from bastd.gameutils import SharedObjects
|
||||
|
||||
#from rocket
|
||||
# from rocket
|
||||
from bastd.actor.bomb import Blast
|
||||
|
||||
#from railgun
|
||||
# from railgun
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.spaz import Spaz
|
||||
|
||||
|
|
@ -27,7 +28,7 @@ if TYPE_CHECKING:
|
|||
STORAGE_ATTR_NAME = f'_shared_{__name__}_factory'
|
||||
|
||||
|
||||
#+++++++++++++++++++Rocket++++++++++++++++++++++++
|
||||
# +++++++++++++++++++Rocket++++++++++++++++++++++++
|
||||
class RocketFactory:
|
||||
"""Quake Rocket factory"""
|
||||
|
||||
|
|
@ -182,10 +183,10 @@ class Rocket(ba.Actor):
|
|||
elif isinstance(msg, ba.OutOfBoundsMessage):
|
||||
self.handlemessage(ba.DieMessage())
|
||||
|
||||
#-------------------Rocket--------------------------
|
||||
# -------------------Rocket--------------------------
|
||||
|
||||
|
||||
#++++++++++++++++++Railgun++++++++++++++++++++++++++
|
||||
# ++++++++++++++++++Railgun++++++++++++++++++++++++++
|
||||
class Railgun:
|
||||
"""Very dangerous weapon"""
|
||||
|
||||
|
|
@ -298,7 +299,8 @@ class RailBullet(ba.Actor):
|
|||
elif isinstance(msg, ba.OutOfBoundsMessage):
|
||||
self.handlemessage(ba.DieMessage())
|
||||
|
||||
#------------------Railgun-------------------------
|
||||
# ------------------Railgun-------------------------
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player"""
|
||||
|
|
@ -306,6 +308,7 @@ class Player(ba.Player['Team']):
|
|||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team"""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
# Released under the MIT License. See LICENSE for details.
|
||||
# y me (: itsre3
|
||||
# =>2<=
|
||||
#BCS RULES
|
||||
# BCS RULES
|
||||
#
|
||||
"""Defines Race mini-game."""
|
||||
|
||||
|
|
@ -14,7 +14,8 @@ import random
|
|||
from typing import TYPE_CHECKING
|
||||
from dataclasses import dataclass
|
||||
|
||||
import ba, _ba
|
||||
import ba
|
||||
import _ba
|
||||
from bastd.actor.bomb import Bomb
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.scoreboard import Scoreboard
|
||||
|
|
@ -435,7 +436,6 @@ class SleepRaceGame(ba.TeamGameActivity[Player, Team]):
|
|||
'text': 'By itsre3'
|
||||
}))
|
||||
|
||||
|
||||
# Throw a timer up on-screen.
|
||||
self._time_text = ba.NodeActor(
|
||||
ba.newnode('text',
|
||||
|
|
@ -543,12 +543,11 @@ class SleepRaceGame(ba.TeamGameActivity[Player, Team]):
|
|||
self._spawn_bomb,
|
||||
repeat=True)
|
||||
|
||||
|
||||
def knock_players():
|
||||
activity = _ba.get_foreground_host_activity()
|
||||
gnode = ba.getactivity().globalsnode
|
||||
for players in activity.players:
|
||||
gnode.tint = (0.5,0.5,0.5)
|
||||
gnode.tint = (0.5, 0.5, 0.5)
|
||||
node = players.actor.node
|
||||
node.handlemessage('knockout', 600.0)
|
||||
self.text_offset = ba.newnode('math',
|
||||
|
|
@ -583,7 +582,6 @@ class SleepRaceGame(ba.TeamGameActivity[Player, Team]):
|
|||
|
||||
self._race_started = True
|
||||
|
||||
|
||||
def _update_player_order(self) -> None:
|
||||
|
||||
# Calc all player distances.
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#snake
|
||||
# snake
|
||||
# Released under the MIT License. See LICENSE for details.
|
||||
#
|
||||
"""Snake game by SEBASTIAN2059"""
|
||||
|
|
@ -18,27 +18,33 @@ from bastd.actor import bomb as stdbomb
|
|||
if TYPE_CHECKING:
|
||||
from typing import Any, Type, List, Dict, Tuple, Union, Sequence, Optional
|
||||
|
||||
|
||||
class ScoreMessage:
|
||||
"""It will help us with the scores."""
|
||||
def __init__(self,player: Player):
|
||||
|
||||
def __init__(self, player: Player):
|
||||
self.player = player
|
||||
|
||||
def getplayer(self):
|
||||
return self.player
|
||||
|
||||
|
||||
class Player(ba.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
|
||||
self.mines = []
|
||||
self.actived = None
|
||||
|
||||
|
||||
class Team(ba.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
lang = ba.app.lang.language
|
||||
if lang == 'Spanish':
|
||||
description = 'Sobrevive a un número determinado de minas para ganar.'
|
||||
|
|
@ -50,18 +56,23 @@ else:
|
|||
join_description = "Run and don't get killed."
|
||||
view_description = 'survive ${ARG1} mines'
|
||||
|
||||
|
||||
class Custom_Mine(stdbomb.Bomb):
|
||||
"""Custom a mine :)"""
|
||||
def __init__(self,position,source_player):
|
||||
stdbomb.Bomb.__init__(self,position=position,bomb_type='land_mine',source_player=source_player)
|
||||
|
||||
def handlemessage(self,msg: Any) -> Any:
|
||||
def __init__(self, position, source_player):
|
||||
stdbomb.Bomb.__init__(self, position=position, bomb_type='land_mine',
|
||||
source_player=source_player)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, ba.HitMessage):
|
||||
return
|
||||
else:
|
||||
super().handlemessage(msg)
|
||||
|
||||
# ba_meta export game
|
||||
|
||||
|
||||
class SnakeGame(ba.TeamGameActivity[Player, Team]):
|
||||
"""A game type based on acquiring kills."""
|
||||
|
||||
|
|
@ -151,14 +162,13 @@ class SnakeGame(ba.TeamGameActivity[Player, Team]):
|
|||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
#self.setup_standard_powerup_drops()
|
||||
# self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
max(1, max(len(t.players) for t in self.teams)))
|
||||
self._update_scoreboard()
|
||||
|
||||
|
||||
if self.slow_motion:
|
||||
t_scale = 0.4
|
||||
light_y = 50
|
||||
|
|
@ -240,16 +250,13 @@ class SnakeGame(ba.TeamGameActivity[Player, Team]):
|
|||
self.generate_mines(player)
|
||||
return spaz
|
||||
|
||||
|
||||
def generate_mines(self,player: Player):
|
||||
def generate_mines(self, player: Player):
|
||||
try:
|
||||
player.actived = ba.Timer(0.5,ba.Call(self.spawn_mine, player),repeat=True)
|
||||
player.actived = ba.Timer(0.5, ba.Call(self.spawn_mine, player), repeat=True)
|
||||
except Exception as e:
|
||||
print('Exception -> '+ str(e))
|
||||
print('Exception -> ' + str(e))
|
||||
|
||||
|
||||
|
||||
def spawn_mine(self,player: Player):
|
||||
def spawn_mine(self, player: Player):
|
||||
if player.team.score >= self._score_to_win:
|
||||
return
|
||||
pos = player.actor.node.position
|
||||
|
|
@ -264,7 +271,7 @@ class SnakeGame(ba.TeamGameActivity[Player, Team]):
|
|||
|
||||
def arm():
|
||||
mine.arm()
|
||||
ba.timer(0.5,arm)
|
||||
ba.timer(0.5, arm)
|
||||
|
||||
player.mines.append(mine)
|
||||
if len(player.mines) > 15:
|
||||
|
|
@ -297,7 +304,7 @@ class SnakeGame(ba.TeamGameActivity[Player, Team]):
|
|||
|
||||
assert self._score_to_win is not None
|
||||
if any(team.score >= self._score_to_win for team in self.teams):
|
||||
self.end_game() #ba.timer(0.5, self.end_game)
|
||||
self.end_game() # ba.timer(0.5, self.end_game)
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
return None
|
||||
|
|
|
|||
|
|
@ -15,7 +15,8 @@ from __future__ import annotations
|
|||
|
||||
import random
|
||||
from typing import TYPE_CHECKING
|
||||
import ba, _ba
|
||||
import ba
|
||||
import _ba
|
||||
from bastd.actor.playerspaz import PlayerSpaz
|
||||
from bastd.actor.spaz import Spaz
|
||||
from bastd.actor.bomb import Blast, Bomb
|
||||
|
|
@ -56,8 +57,6 @@ class RoboBot(StickyBot):
|
|||
highlight = (3, 3, 3)
|
||||
|
||||
|
||||
|
||||
|
||||
class UFO(ba.Actor):
|
||||
"""
|
||||
New AI for Boss
|
||||
|
|
@ -299,7 +298,6 @@ class UFO(ba.Actor):
|
|||
node.position[2], 0, 5, 0, 3, 10, 0,
|
||||
0, 0, 5, 0)
|
||||
|
||||
|
||||
except:
|
||||
pass
|
||||
|
||||
|
|
@ -314,7 +312,6 @@ class UFO(ba.Actor):
|
|||
if not self.node:
|
||||
return None
|
||||
|
||||
|
||||
damage = abs(msg.magnitude)
|
||||
if msg.hit_type == 'explosion':
|
||||
damage /= 20
|
||||
|
|
@ -519,7 +516,6 @@ class UFO(ba.Actor):
|
|||
{0: self.shield_deco.color, 0.2: (5, 0.2, 0.2)})
|
||||
self.bot_count = 6
|
||||
|
||||
|
||||
def update_ai(self) -> None:
|
||||
"""Should be called periodically to update the spaz' AI."""
|
||||
# pylint: disable=too-many-branches
|
||||
|
|
@ -572,7 +568,7 @@ class UFO(ba.Actor):
|
|||
self.to_target.y,
|
||||
self.to_target.z * self.xz_pos))
|
||||
setattr(self.node, 'extra_acceleration',
|
||||
(self.to_target.x * self.xz_pos ,
|
||||
(self.to_target.x * self.xz_pos,
|
||||
self.to_target.y * 80 + 70,
|
||||
self.to_target.z * self.xz_pos))
|
||||
|
||||
|
|
@ -656,7 +652,6 @@ class UFO(ba.Actor):
|
|||
self.xz_pos = 0.01
|
||||
self.node.reflection_scale = [2]
|
||||
|
||||
|
||||
def unfrozen():
|
||||
self.frozen = False
|
||||
if self.bot_dur_froze:
|
||||
|
|
@ -666,7 +661,6 @@ class UFO(ba.Actor):
|
|||
self.xz_pos = 1
|
||||
self.node.reflection_scale = [0.25]
|
||||
|
||||
|
||||
ba.timer(5.0, unfrozen)
|
||||
|
||||
else:
|
||||
|
|
@ -870,8 +864,6 @@ class UFOightGame(ba.TeamGameActivity[Player, Team]):
|
|||
'text': 'By Cross Joy'
|
||||
})
|
||||
|
||||
|
||||
|
||||
def on_transition_in(self) -> None:
|
||||
super().on_transition_in()
|
||||
gnode = ba.getactivity().globalsnode
|
||||
|
|
@ -882,8 +874,6 @@ class UFOightGame(ba.TeamGameActivity[Player, Team]):
|
|||
super().on_begin()
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
|
||||
|
||||
# In pro mode there's no powerups.
|
||||
|
||||
# Make our on-screen timer and start it roughly when our bots appear.
|
||||
|
|
@ -991,4 +981,3 @@ class MyUFOFightLevel(ba.Plugin):
|
|||
preview_texture_name='footballStadiumPreview',
|
||||
)
|
||||
)
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,4 @@
|
|||
#Made by your friend: @[Just] Freak#4999
|
||||
# Made by your friend: @[Just] Freak#4999
|
||||
|
||||
# ba_meta require api 7
|
||||
from __future__ import annotations
|
||||
|
|
@ -116,26 +116,28 @@ class BoxingGame(ba.TeamGameActivity[Player, Team]):
|
|||
def on_team_join(self, team: Team) -> None:
|
||||
if self.has_begun():
|
||||
self._update_scoreboard()
|
||||
|
||||
def getRandomPowerupPoint(self) -> None:
|
||||
myMap = self.map.getname()
|
||||
if myMap == 'Doom Shroom':
|
||||
while True:
|
||||
x = random.uniform(-1.0,1.0)
|
||||
y = random.uniform(-1.0,1.0)
|
||||
if x*x+y*y < 1.0: break
|
||||
return ((8.0*x,2.5,-3.5+5.0*y))
|
||||
x = random.uniform(-1.0, 1.0)
|
||||
y = random.uniform(-1.0, 1.0)
|
||||
if x*x+y*y < 1.0:
|
||||
break
|
||||
return ((8.0*x, 2.5, -3.5+5.0*y))
|
||||
elif myMap == 'Rampage':
|
||||
x = random.uniform(-6.0,7.0)
|
||||
y = random.uniform(-6.0,-2.5)
|
||||
x = random.uniform(-6.0, 7.0)
|
||||
y = random.uniform(-6.0, -2.5)
|
||||
return ((x, 5.2, y))
|
||||
else:
|
||||
x = random.uniform(-5.0,5.0)
|
||||
y = random.uniform(-6.0,0.0)
|
||||
x = random.uniform(-5.0, 5.0)
|
||||
y = random.uniform(-6.0, 0.0)
|
||||
return ((x, 8.0, y))
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
ba.screenmessage("start Yeeting",color = (0.2,1,1))
|
||||
ba.screenmessage("start Yeeting", color=(0.2, 1, 1))
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = (self._kills_to_win_per_player *
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue