From 4fb675cff672b0a3cfc3884b4897e7b479c286d8 Mon Sep 17 00:00:00 2001 From: SenjuZoro Date: Sun, 23 Jul 2023 12:05:54 +0000 Subject: [PATCH] [ci] auto-format --- plugins/minigames/dodge_the_ball.py | 706 ++++++++++++++-------------- 1 file changed, 354 insertions(+), 352 deletions(-) diff --git a/plugins/minigames/dodge_the_ball.py b/plugins/minigames/dodge_the_ball.py index 7d1648d..2bb1d92 100644 --- a/plugins/minigames/dodge_the_ball.py +++ b/plugins/minigames/dodge_the_ball.py @@ -13,7 +13,7 @@ from typing import TYPE_CHECKING import babase import bauiv1 as bui import bascenev1 as bs -from random import choice +from random import choice from enum import Enum from bascenev1lib.actor.bomb import Blast from bascenev1lib.actor.popuptext import PopupText @@ -41,28 +41,31 @@ class BallType(Enum): # increase the next ball speed but less than MEDIUM. # Ball color is crimson(purple+red = pinky color type). -# this dict decide the ball_type spawning rate like powerup box + +# this dict decide the ball_type spawning rate like powerup box ball_type_dict: dict[BallType, int] = { BallType.EASY: 3, BallType.MEDIUM: 2, BallType.HARD: 1, -}; +} + class Ball(bs.Actor): """ Shooting Ball """ - def __init__(self, - position: Sequence[float], - velocity: Sequence[float], - texture: babase.Texture, - body_scale: float = 1.0, - gravity_scale: float = 1.0, - ) -> NoReturn: - - super().__init__(); - - shared = SharedObjects.get(); - - ball_material = bs.Material(); + + def __init__(self, + position: Sequence[float], + velocity: Sequence[float], + texture: babase.Texture, + body_scale: float = 1.0, + gravity_scale: float = 1.0, + ) -> NoReturn: + + super().__init__() + + shared = SharedObjects.get() + + ball_material = bs.Material() ball_material.add_actions( conditions=( ( @@ -74,8 +77,8 @@ class Ball(bs.Actor): ('they_have_material', shared.object_material), ), actions=('modify_node_collision', 'collide', False), - ); - + ) + self.node = bs.newnode( 'prop', delegate=self, @@ -88,37 +91,37 @@ class Ball(bs.Actor): 'mesh_scale': body_scale, 'color_texture': texture, 'gravity_scale': gravity_scale, - 'density': 4.0, # increase density of ball so ball collide with player with heavy force. # ammm very bad grammer + 'density': 4.0, # increase density of ball so ball collide with player with heavy force. # ammm very bad grammer 'materials': (ball_material,), - }, - ); - + }, + ) + # die the ball manually incase the ball doesn't fall the outside of the map - bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage())); - + bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage())) + # i am not handling anything in this ball Class(except for diemessage). # all game things and logics going to be in the box class def handlemessage(self, msg: Any) -> Any: - + if isinstance(msg, bs.DieMessage): - self.node.delete(); + self.node.delete() else: - super().handlemessage(msg); - - + super().handlemessage(msg) + + class Box(bs.Actor): """ A box that spawn midle of map as a decoration perpose """ - - def __init__(self, - position: Sequence[float], - velocity: Sequence[float], - ) -> NoReturn: - - super().__init__(); - shared = SharedObjects.get(); + def __init__(self, + position: Sequence[float], + velocity: Sequence[float], + ) -> NoReturn: + + super().__init__() + + shared = SharedObjects.get() # self.ball_jump = 0.0; - no_hit_material = bs.Material(); + no_hit_material = bs.Material() # we don't need that the box was move and collide with objects. no_hit_material.add_actions( conditions=( @@ -127,7 +130,7 @@ class Box(bs.Actor): ('they_have_material', shared.attack_material), ), actions=('modify_part_collision', 'collide', False), - ); + ) no_hit_material.add_actions( conditions=( @@ -139,8 +142,8 @@ class Box(bs.Actor): ('modify_part_collision', 'collide', False), ('modify_part_collision', 'physical', False), ), - ); - + ) + self.node = bs.newnode( 'prop', delegate=self, @@ -156,26 +159,26 @@ class Box(bs.Actor): 'reflection': 'powerup', 'reflection_scale': [1.0], 'materials': (no_hit_material,), - }, - ); + }, + ) # light self.light = bs.newnode( "light", - owner = self.node, + owner=self.node, attrs={ - 'radius' : 0.2, - 'intensity' : 0.8, - 'color': (0.0, 1.0, 0.0), + 'radius': 0.2, + 'intensity': 0.8, + 'color': (0.0, 1.0, 0.0), } - ); - self.node.connectattr("position", self.light, "position"); - # Drawing circle and circleOutline in radius of 3, - # so player can see that how close he is to the box. - # If player is inside this circle the ball speed will increase. + ) + self.node.connectattr("position", self.light, "position") + # Drawing circle and circleOutline in radius of 3, + # so player can see that how close he is to the box. + # If player is inside this circle the ball speed will increase. circle = bs.newnode( "locator", - owner = self.node, - attrs = { + owner=self.node, + attrs={ 'shape': 'circle', 'color': (1.0, 0.0, 0.0), 'opacity': 0.1, @@ -184,12 +187,12 @@ class Box(bs.Actor): 'additive': True, }, ) - self.node.connectattr("position", circle, "position"); + self.node.connectattr("position", circle, "position") # also adding a outline cause its look nice. circle_outline = bs.newnode( "locator", - owner = self.node, - attrs = { + owner=self.node, + attrs={ 'shape': 'circleOutline', 'color': (1.0, 1.0, 0.0), 'opacity': 0.1, @@ -197,187 +200,186 @@ class Box(bs.Actor): 'draw_beauty': False, 'additive': True, }, - ); - self.node.connectattr("position", circle_outline, "position"); - + ) + self.node.connectattr("position", circle_outline, "position") + # all ball attribute that we need. - self.ball_type: BallType = BallType.EASY; - self.shoot_timer: bs.Timer | None = None; - self.shoot_speed: float = 0.0; + self.ball_type: BallType = BallType.EASY + self.shoot_timer: bs.Timer | None = None + self.shoot_speed: float = 0.0 # this force the shoot if player is inside the red circle. - self.force_shoot_speed: float = 0.0; - self.ball_mag = 3000; - self.ball_gravity: float = 1.0; - self.ball_tex: babase.Texture | None = None; - # only for Hard ball_type - self.player_facing_direction: list[float, float] = [0.0, 0.0]; + self.force_shoot_speed: float = 0.0 + self.ball_mag = 3000 + self.ball_gravity: float = 1.0 + self.ball_tex: babase.Texture | None = None + # only for Hard ball_type + self.player_facing_direction: list[float, float] = [0.0, 0.0] # ball shoot soound. - self.shoot_sound = bs.getsound('laserReverse'); - - # same as "powerupdist" - self.ball_type_dist: list[BallType] = []; + self.shoot_sound = bs.getsound('laserReverse') + + # same as "powerupdist" + self.ball_type_dist: list[BallType] = [] for ball in ball_type_dict: for _ in range(ball_type_dict[ball]): - self.ball_type_dist.append(ball); - + self.ball_type_dist.append(ball) + # Here main logic of game goes here. # like shoot balls, shoot speed, anything we want goes here(except for some thing). def start_shoot(self) -> NoReturn: - + # getting all allive players in a list. - alive_players_list = self.activity.get_alive_players(); - + alive_players_list = self.activity.get_alive_players() + # make sure that list is not Empty. if len(alive_players_list) > 0: - + # choosing a random player from list. - target_player = choice(alive_players_list); - # highlight the target player - self.highlight_target_player(target_player); - + target_player = choice(alive_players_list) + # highlight the target player + self.highlight_target_player(target_player) + # to finding difference between player and box. # we just need to subtract player pos and ball pos. # Same logic as eric applied in Target Practice Gamemode. - difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position); - + difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position) + # discard Y position so ball shoot more straight. difference[1] = 0.0 - + # and now, this length method returns distance in float. # we're gonna use this value for calculating player analog stick - distance = difference.length(); - + distance = difference.length() + # shoot a random BallType - self.upgrade_ball_type(choice(self.ball_type_dist)); - + self.upgrade_ball_type(choice(self.ball_type_dist)) + # and check the ball_type and upgrade it gravity_scale, texture, next ball speed. - self.check_ball_type(self.ball_type); - + self.check_ball_type(self.ball_type) + # For HARD ball i am just focusing on player analog stick facing direction. # Not very accurate and that's we need. if self.ball_type == BallType.HARD: - self.calculate_player_analog_stick(target_player, distance); + self.calculate_player_analog_stick(target_player, distance) else: - self.player_facing_direction = [0.0, 0.0]; - - pos = self.node.position; - + self.player_facing_direction = [0.0, 0.0] + + pos = self.node.position + if self.ball_type == BallType.MEDIUM or self.ball_type == BallType.HARD: # Target head by increasing Y pos. # How this work? cause ball gravity_scale is ...... - pos = (pos[0], pos[1]+.25, pos[2]); - + pos = (pos[0], pos[1]+.25, pos[2]) + # ball is generating.. ball = Ball( - position = pos, - velocity = (0.0, 0.0, 0.0), - texture = self.ball_tex, - gravity_scale = self.ball_gravity, - body_scale = 1.0, - ).autoretain(); - + position=pos, + velocity=(0.0, 0.0, 0.0), + texture=self.ball_tex, + gravity_scale=self.ball_gravity, + body_scale=1.0, + ).autoretain() + # shoot Animation and sound. - self.shoot_animation(); - + self.shoot_animation() + # force the shoot speed if player try to go inside the red circle. if self.force_shoot_speed != 0.0: - self.shoot_speed = self.force_shoot_speed; - + self.shoot_speed = self.force_shoot_speed + # push the ball to the player ball.node.handlemessage( - 'impulse', + 'impulse', self.node.position[0], # ball spawn position X self.node.position[1], # Y self.node.position[2], # Z - 0, 0, 0, # velocity x,y,z - self.ball_mag, # magnetude - 0.000, # magnetude velocity + 0, 0, 0, # velocity x,y,z + self.ball_mag, # magnetude + 0.000, # magnetude velocity 0.000, # radius 0.000, # idk - difference[0] + self.player_facing_direction[0], # force direction X - difference[1] , # force direction Y - difference[2] + self.player_facing_direction[1], # force direction Z - ); + difference[0] + self.player_facing_direction[0], # force direction X + difference[1], # force direction Y + difference[2] + self.player_facing_direction[1], # force direction Z + ) # creating our timer and shoot the ball again.(and we create a loop) - self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot); - + self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot) + def upgrade_ball_type(self, ball_type: BallType) -> NoReturn: - - self.ball_type = ball_type; + + self.ball_type = ball_type def check_ball_type(self, ball_type: BallType) -> NoReturn: - - if ball_type == BallType.EASY: - self.shoot_speed = 0.8; - self.ball_gravity = 1.0; - # next ball shoot speed - self.ball_mag = 3000; - # box light color and ball tex - self.light.color = (1.0, 1.0, 0.0); - self.ball_tex = bs.gettexture('egg4'); - elif ball_type == BallType.MEDIUM: - self.ball_mag = 3000; - # decrease the gravity scale so, ball shoot without falling and straight. - self.ball_gravity = 0.0; - # next ball shoot speed. - self.shoot_speed = 0.4; - # box light color and ball tex. - self.light.color = (1.0, 0.0, 1.0); - self.ball_tex = bs.gettexture('egg3'); - elif ball_type == BallType.HARD: - self.ball_mag = 2500; - self.ball_gravity = 0.0; - # next ball shoot speed. - self.shoot_speed = 0.6; - # box light color and ball tex. - self.light.color = (1.0, 0.2, 1.0); - self.ball_tex = bs.gettexture('egg1'); - + + if ball_type == BallType.EASY: + self.shoot_speed = 0.8 + self.ball_gravity = 1.0 + # next ball shoot speed + self.ball_mag = 3000 + # box light color and ball tex + self.light.color = (1.0, 1.0, 0.0) + self.ball_tex = bs.gettexture('egg4') + elif ball_type == BallType.MEDIUM: + self.ball_mag = 3000 + # decrease the gravity scale so, ball shoot without falling and straight. + self.ball_gravity = 0.0 + # next ball shoot speed. + self.shoot_speed = 0.4 + # box light color and ball tex. + self.light.color = (1.0, 0.0, 1.0) + self.ball_tex = bs.gettexture('egg3') + elif ball_type == BallType.HARD: + self.ball_mag = 2500 + self.ball_gravity = 0.0 + # next ball shoot speed. + self.shoot_speed = 0.6 + # box light color and ball tex. + self.light.color = (1.0, 0.2, 1.0) + self.ball_tex = bs.gettexture('egg1') + def shoot_animation(self) -> NoReturn: - + bs.animate( self.node, - "mesh_scale",{ + "mesh_scale", { 0.00: 1.4, 0.05: 1.7, 0.10: 1.4, } - ); + ) # playing shoot sound. # self.shoot_sound, position = self.node.position.play(); self.shoot_sound.play() - def highlight_target_player(self, player: bs.Player) -> NoReturn: - + # adding light light = bs.newnode( "light", - owner = self.node, + owner=self.node, attrs={ - 'radius':0.0, - 'intensity':1.0, - 'color': (1.0, 0.0, 0.0), + 'radius': 0.0, + 'intensity': 1.0, + 'color': (1.0, 0.0, 0.0), } - ); + ) bs.animate( - light, - "radius",{ - 0.05: 0.02, - 0.10: 0.07, - 0.15: 0.15, - 0.20: 0.13, - 0.25: 0.10, - 0.30: 0.05, - 0.35: 0.02, - 0.40: 0.00, - } - ); + light, + "radius", { + 0.05: 0.02, + 0.10: 0.07, + 0.15: 0.15, + 0.20: 0.13, + 0.25: 0.10, + 0.30: 0.05, + 0.35: 0.02, + 0.40: 0.00, + } + ) # And a circle outline with ugly animation. circle_outline = bs.newnode( "locator", - owner = player.actor.node, + owner=player.actor.node, attrs={ 'shape': 'circleOutline', 'color': (1.0, 0.0, 0.0), @@ -385,82 +387,82 @@ class Box(bs.Actor): 'draw_beauty': False, 'additive': True, }, - ); + ) bs.animate_array( circle_outline, - 'size', + 'size', 1, { - 0.05: [0.5], - 0.10: [0.8], - 0.15: [1.5], - 0.20: [2.0], - 0.25: [1.8], - 0.30: [1.3], - 0.35: [0.6], - 0.40: [0.0], - } - ); - + 0.05: [0.5], + 0.10: [0.8], + 0.15: [1.5], + 0.20: [2.0], + 0.25: [1.8], + 0.30: [1.3], + 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; - bs.timer(self.shoot_speed, light.delete); - bs.timer(self.shoot_speed, circle_outline.delete); - - def calculate_player_analog_stick(self, player:bs.Player, distance: float) -> NoReturn: + self.shoot_speed = 0.5 if self.shoot_speed == 0.0 else self.shoot_speed + bs.timer(self.shoot_speed, light.delete) + bs.timer(self.shoot_speed, circle_outline.delete) + + def calculate_player_analog_stick(self, player: bs.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. # so. let's increase to 1.5 if player pushed analog stick fully. elif distance > 6.5: # So many calculation according to how analog stick pushed by player. - # Horizontal(left-right) calculation + # 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; - + # Kill the timer. + self.shoot_timer = None + class Player(bs.Player['Team']): """Our player type for this game.""" @@ -470,192 +472,194 @@ class Team(bs.Team[Player]): """Our team type for this game.""" # almost 80 % for game we done in box class. -# now remain things, like name, seetings, scoring, cooldonw, +# now remain things, like name, seetings, scoring, cooldonw, # and main thing don't allow player to camp inside of box are going in this class. # ba_meta export bascenev1.GameActivity + + class DodgeTheBall(bs.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 = [ bs.IntSetting( 'Cooldown', - min_value = 20, - default = 45, - increment = 5, + min_value=20, + default=45, + increment=5, ), bs.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[bs.Session]) -> bool: # We support team and ffa sessions. return issubclass(sessiontype, bs.FreeForAllSession) or issubclass( sessiontype, bs.DualTeamSession, - ); - + ) + @classmethod def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]: # This Game mode need a flat and perfect shape map where can player fall outside map. # 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']); - - self.check_player_pos_timer: bs.Timer | None = None; - self.shield_drop_timer: bs.Timer | None = None; + super().__init__(settings) + self._epic_mode = bool(settings['Epic Mode']) + self.countdown_time = int(settings['Cooldown']) + + self.check_player_pos_timer: bs.Timer | None = None + self.shield_drop_timer: bs.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[bs.Player] = []; - self.dead_player_list: list[bs.Player] = []; - + self.joined_player_list: list[bs.Player] = [] + self.dead_player_list: list[bs.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 = ( bs.MusicType.EPIC if self._epic_mode else bs.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(); - - # create our cooldown + ).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. - bs.timer(5.0, self._countdown.start); - bs.timer(5.0, self.box.start_shoot); - + bs.timer(5.0, self._countdown.start) + bs.timer(5.0, self.box.start_shoot) + # start checking all player pos. - bs.timer(5.0, self.check_player_pos); - + bs.timer(5.0, self.check_player_pos) + # drop shield every ten Seconds # need five seconds delay Because shootes start after 5 seconds. - bs.timer(15.0, self.drop_shield); - + bs.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[bs.Player]: - - alive_players = []; - + + alive_players = [] + for team in self.teams: for player in team.players: if player.is_alive(): - alive_players.append(player); - - return alive_players; - + alive_players.append(player) + + return alive_players + # let's disallowed camping inside of box by doing a blast and increasing ball shoot speed. def check_player_pos(self): - + for player in self.get_alive_players(): - - # same logic as applied for the ball - difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position); - - distance = difference.length(); - - if distance < 3: - self.box.force_shoot_speed = 0.2; - else: - 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(); - - PopupText( - position = self.box.node.position, - text = 'Keep away from me', - random_offset = 0.0, - scale = 2.0, - color = self.box.light.color, - ).autoretain(); - + + # same logic as applied for the ball + difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position) + + distance = difference.length() + + if distance < 3: + self.box.force_shoot_speed = 0.2 + else: + 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() + + PopupText( + 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 = bs.Timer(0.1, self.check_player_pos); - + self.check_player_pos_timer = bs.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; - - PowerupBox( - 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(); - - self.shield_drop_timer = bs.Timer(10.0, self.drop_shield); - + + pos = self.box.node.position + + PowerupBox( + 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() + + self.shield_drop_timer = bs.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 - bs.timer(2.0, self.end_game); - + bs.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: - + living_team_count = 0 for team in self.teams: for player in team.players: @@ -673,51 +677,51 @@ class DodgeTheBall(bs.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: - + if isinstance(msg, bs.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. - bs.timer(1.0, self._check_end_game); - + bs.timer(1.0, self._check_end_game) + def end_game(self): # kill timers self.box.stop_shoot() self.check_player_pos_timer = None self.shield_drop_timer = None - + # here the player_dead_list and joined_player_list gonna be very helpful. for team in self.teams: for player in team.players: - + # for scoring i am just following the index of the player_dead_list. # for dead list... # 0th index player dead first. # 1st index player dead second. # and so on... - # i think you got it... maybe + # i think you got it... maybe # sometime we also got a empty list # if we got a empty list that means all players are survived or maybe only one player playing and he/she survived. if len(self.dead_player_list) > 0: - + for index, dead_player in enumerate(self.dead_player_list): # if this condition is true we find the dead player \ # and his index with enumerate function. if player == dead_player: # updating with one, because i don't want to give 0 score to first dead player. - index += 1 + index += 1 break # and if this statement is true we just find a survived player. # for survived player i am giving the highest score according to how many players are joined. @@ -726,11 +730,11 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]): # for survived player i am giving the highest score according to how many players are joined. else: index = len(self.joined_player_list) - + # and here i am following Table of 10 for scoring. # very lazY. score = int(10 * index) - + self.stats.player_scored(player, score, screenmessage=False) # Ok now calc game results: set a score for each team and then tell \ @@ -742,25 +746,23 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]): # just always deal in teams and have all cases covered. # hmmm... some eric comments might be helpful to you. for team in self.teams: - + max_index = 0 for player in team.players: - # for the team, we choose only one player who survived longest. - # same logic.. - if len(self.dead_player_list) > 0: + # for the team, we choose only one player who survived longest. + # same logic.. + if len(self.dead_player_list) > 0: for index, dead_player in enumerate(self.dead_player_list): if player == dead_player: index += 1 break elif index == len(self.dead_player_list) - 1: index = len(self.joined_player_list) - else: + else: index = len(self.joined_player_list) - - max_index = max(max_index, index) + + max_index = max(max_index, index) # set the team score - results.set_team_score(team, int(10 * max_index)) + results.set_team_score(team, int(10 * max_index)) # and end the game self.end(results=results) - - \ No newline at end of file