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[ci] auto-format
This commit is contained in:
parent
dd28dc6467
commit
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1 changed files with 354 additions and 352 deletions
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@ -41,15 +41,18 @@ class BallType(Enum):
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# increase the next ball speed but less than MEDIUM.
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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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# 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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# 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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ball_type_dict: dict[BallType, int] = {
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BallType.EASY: 3,
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BallType.EASY: 3,
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BallType.MEDIUM: 2,
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BallType.MEDIUM: 2,
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BallType.HARD: 1,
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BallType.HARD: 1,
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};
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}
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class Ball(bs.Actor):
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class Ball(bs.Actor):
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""" Shooting Ball """
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""" Shooting Ball """
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def __init__(self,
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def __init__(self,
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position: Sequence[float],
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position: Sequence[float],
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velocity: Sequence[float],
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velocity: Sequence[float],
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@ -58,11 +61,11 @@ class Ball(bs.Actor):
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gravity_scale: float = 1.0,
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gravity_scale: float = 1.0,
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) -> NoReturn:
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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 = bs.Material();
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ball_material = bs.Material()
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ball_material.add_actions(
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ball_material.add_actions(
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conditions=(
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conditions=(
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(
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(
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@ -74,7 +77,7 @@ class Ball(bs.Actor):
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('they_have_material', shared.object_material),
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('they_have_material', shared.object_material),
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),
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),
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actions=('modify_node_collision', 'collide', False),
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actions=('modify_node_collision', 'collide', False),
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);
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)
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self.node = bs.newnode(
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self.node = bs.newnode(
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'prop',
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'prop',
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@ -91,19 +94,19 @@ class Ball(bs.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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'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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'materials': (ball_material,),
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},
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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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# die the ball manually incase the ball doesn't fall the outside of the map
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bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage()));
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bs.timer(2.5, bs.WeakCall(self.handlemessage, bs.DieMessage()))
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# i am not handling anything in this ball Class(except for 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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# 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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def handlemessage(self, msg: Any) -> Any:
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if isinstance(msg, bs.DieMessage):
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if isinstance(msg, bs.DieMessage):
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self.node.delete();
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self.node.delete()
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else:
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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(bs.Actor):
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class Box(bs.Actor):
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@ -114,11 +117,11 @@ class Box(bs.Actor):
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velocity: Sequence[float],
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velocity: Sequence[float],
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) -> NoReturn:
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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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# self.ball_jump = 0.0;
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no_hit_material = bs.Material();
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no_hit_material = bs.Material()
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# we don't need that the box was move and collide with objects.
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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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no_hit_material.add_actions(
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conditions=(
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conditions=(
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@ -127,7 +130,7 @@ class Box(bs.Actor):
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('they_have_material', shared.attack_material),
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('they_have_material', shared.attack_material),
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),
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),
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actions=('modify_part_collision', 'collide', False),
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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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no_hit_material.add_actions(
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conditions=(
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conditions=(
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@ -139,7 +142,7 @@ class Box(bs.Actor):
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('modify_part_collision', 'collide', False),
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('modify_part_collision', 'collide', False),
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('modify_part_collision', 'physical', 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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)
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self.node = bs.newnode(
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self.node = bs.newnode(
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'prop',
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'prop',
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@ -157,25 +160,25 @@ class Box(bs.Actor):
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'reflection_scale': [1.0],
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'reflection_scale': [1.0],
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'materials': (no_hit_material,),
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'materials': (no_hit_material,),
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},
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},
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);
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)
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# light
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# light
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self.light = bs.newnode(
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self.light = bs.newnode(
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"light",
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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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attrs={
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'radius' : 0.2,
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'radius': 0.2,
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'intensity' : 0.8,
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'intensity': 0.8,
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'color': (0.0, 1.0, 0.0),
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'color': (0.0, 1.0, 0.0),
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}
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}
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);
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)
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self.node.connectattr("position", self.light, "position");
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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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# 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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# 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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# If player is inside this circle the ball speed will increase.
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circle = bs.newnode(
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circle = bs.newnode(
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"locator",
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"locator",
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owner = self.node,
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owner=self.node,
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attrs = {
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attrs={
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'shape': 'circle',
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'shape': 'circle',
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'color': (1.0, 0.0, 0.0),
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'color': (1.0, 0.0, 0.0),
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'opacity': 0.1,
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'opacity': 0.1,
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@ -184,12 +187,12 @@ class Box(bs.Actor):
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'additive': True,
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'additive': True,
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},
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},
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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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# also adding a outline cause its look nice.
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circle_outline = bs.newnode(
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circle_outline = bs.newnode(
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"locator",
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"locator",
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owner = self.node,
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owner=self.node,
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attrs = {
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attrs={
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'shape': 'circleOutline',
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'shape': 'circleOutline',
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'color': (1.0, 1.0, 0.0),
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'color': (1.0, 1.0, 0.0),
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'opacity': 0.1,
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'opacity': 0.1,
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@ -197,92 +200,92 @@ class Box(bs.Actor):
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'draw_beauty': False,
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'draw_beauty': False,
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'additive': True,
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'additive': True,
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},
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},
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);
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)
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self.node.connectattr("position", circle_outline, "position");
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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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# all ball attribute that we need.
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self.ball_type: BallType = BallType.EASY;
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self.ball_type: BallType = BallType.EASY
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self.shoot_timer: bs.Timer | None = None;
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self.shoot_timer: bs.Timer | None = None
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self.shoot_speed: float = 0.0;
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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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# 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.force_shoot_speed: float = 0.0
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self.ball_mag = 3000;
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self.ball_mag = 3000
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self.ball_gravity: float = 1.0;
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self.ball_gravity: float = 1.0
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self.ball_tex: babase.Texture | None = None;
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self.ball_tex: babase.Texture | None = None
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# only for Hard ball_type
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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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# ball shoot soound.
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self.shoot_sound = bs.getsound('laserReverse');
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self.shoot_sound = bs.getsound('laserReverse')
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# same as "powerupdist"
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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 ball in ball_type_dict:
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for _ in range(ball_type_dict[ball]):
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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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# 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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# 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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def start_shoot(self) -> NoReturn:
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# getting all allive players in a list.
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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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# make sure that list is not Empty.
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if len(alive_players_list) > 0:
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if len(alive_players_list) > 0:
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# choosing a random player from list.
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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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# 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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# 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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# 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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# Same logic as eric applied in Target Practice Gamemode.
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difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position);
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difference = babase.Vec3(target_player.position) - babase.Vec3(self.node.position)
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# discard Y position so ball shoot more straight.
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# discard Y position so ball shoot more straight.
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difference[1] = 0.0
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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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# 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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# 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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# 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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# 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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# 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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# Not very accurate and that's we need.
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if self.ball_type == BallType.HARD:
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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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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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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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# Target head by increasing Y pos.
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# How this work? cause ball gravity_scale is ......
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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 is generating..
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ball = Ball(
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ball = Ball(
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position = pos,
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position=pos,
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velocity = (0.0, 0.0, 0.0),
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velocity=(0.0, 0.0, 0.0),
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texture = self.ball_tex,
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texture=self.ball_tex,
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gravity_scale = self.ball_gravity,
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gravity_scale=self.ball_gravity,
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body_scale = 1.0,
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body_scale=1.0,
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).autoretain();
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).autoretain()
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# shoot Animation and sound.
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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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# 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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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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# push the ball to the player
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ball.node.handlemessage(
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ball.node.handlemessage(
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@ -296,74 +299,73 @@ class Box(bs.Actor):
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0.000, # radius
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0.000, # radius
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0.000, # idk
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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[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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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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# creating our timer and shoot the ball again.(and we create a loop)
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self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot);
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self.shoot_timer = bs.Timer(self.shoot_speed, self.start_shoot)
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def upgrade_ball_type(self, ball_type: BallType) -> NoReturn:
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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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def check_ball_type(self, ball_type: BallType) -> NoReturn:
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if ball_type == BallType.EASY:
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if ball_type == BallType.EASY:
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self.shoot_speed = 0.8;
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self.shoot_speed = 0.8
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self.ball_gravity = 1.0;
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self.ball_gravity = 1.0
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# next ball shoot speed
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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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# box light color and ball tex
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self.light.color = (1.0, 1.0, 0.0);
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self.light.color = (1.0, 1.0, 0.0)
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self.ball_tex = bs.gettexture('egg4');
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self.ball_tex = bs.gettexture('egg4')
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elif ball_type == BallType.MEDIUM:
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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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# 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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# 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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# box light color and ball tex.
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self.light.color = (1.0, 0.0, 1.0);
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self.light.color = (1.0, 0.0, 1.0)
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self.ball_tex = bs.gettexture('egg3');
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self.ball_tex = bs.gettexture('egg3')
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elif ball_type == BallType.HARD:
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elif ball_type == BallType.HARD:
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self.ball_mag = 2500;
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self.ball_mag = 2500
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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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# 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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# box light color and ball tex.
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self.light.color = (1.0, 0.2, 1.0);
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self.light.color = (1.0, 0.2, 1.0)
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self.ball_tex = bs.gettexture('egg1');
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self.ball_tex = bs.gettexture('egg1')
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def shoot_animation(self) -> NoReturn:
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def shoot_animation(self) -> NoReturn:
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bs.animate(
|
bs.animate(
|
||||||
self.node,
|
self.node,
|
||||||
"mesh_scale",{
|
"mesh_scale", {
|
||||||
0.00: 1.4,
|
0.00: 1.4,
|
||||||
0.05: 1.7,
|
0.05: 1.7,
|
||||||
0.10: 1.4,
|
0.10: 1.4,
|
||||||
}
|
}
|
||||||
);
|
)
|
||||||
# playing shoot sound.
|
# playing shoot sound.
|
||||||
# self.shoot_sound, position = self.node.position.play();
|
# self.shoot_sound, position = self.node.position.play();
|
||||||
self.shoot_sound.play()
|
self.shoot_sound.play()
|
||||||
|
|
||||||
|
|
||||||
def highlight_target_player(self, player: bs.Player) -> NoReturn:
|
def highlight_target_player(self, player: bs.Player) -> NoReturn:
|
||||||
|
|
||||||
# adding light
|
# adding light
|
||||||
light = bs.newnode(
|
light = bs.newnode(
|
||||||
"light",
|
"light",
|
||||||
owner = self.node,
|
owner=self.node,
|
||||||
attrs={
|
attrs={
|
||||||
'radius':0.0,
|
'radius': 0.0,
|
||||||
'intensity':1.0,
|
'intensity': 1.0,
|
||||||
'color': (1.0, 0.0, 0.0),
|
'color': (1.0, 0.0, 0.0),
|
||||||
}
|
}
|
||||||
);
|
)
|
||||||
bs.animate(
|
bs.animate(
|
||||||
light,
|
light,
|
||||||
"radius",{
|
"radius", {
|
||||||
0.05: 0.02,
|
0.05: 0.02,
|
||||||
0.10: 0.07,
|
0.10: 0.07,
|
||||||
0.15: 0.15,
|
0.15: 0.15,
|
||||||
|
|
@ -373,11 +375,11 @@ class Box(bs.Actor):
|
||||||
0.35: 0.02,
|
0.35: 0.02,
|
||||||
0.40: 0.00,
|
0.40: 0.00,
|
||||||
}
|
}
|
||||||
);
|
)
|
||||||
# And a circle outline with ugly animation.
|
# And a circle outline with ugly animation.
|
||||||
circle_outline = bs.newnode(
|
circle_outline = bs.newnode(
|
||||||
"locator",
|
"locator",
|
||||||
owner = player.actor.node,
|
owner=player.actor.node,
|
||||||
attrs={
|
attrs={
|
||||||
'shape': 'circleOutline',
|
'shape': 'circleOutline',
|
||||||
'color': (1.0, 0.0, 0.0),
|
'color': (1.0, 0.0, 0.0),
|
||||||
|
|
@ -385,7 +387,7 @@ class Box(bs.Actor):
|
||||||
'draw_beauty': False,
|
'draw_beauty': False,
|
||||||
'additive': True,
|
'additive': True,
|
||||||
},
|
},
|
||||||
);
|
)
|
||||||
bs.animate_array(
|
bs.animate_array(
|
||||||
circle_outline,
|
circle_outline,
|
||||||
'size',
|
'size',
|
||||||
|
|
@ -399,31 +401,31 @@ class Box(bs.Actor):
|
||||||
0.35: [0.6],
|
0.35: [0.6],
|
||||||
0.40: [0.0],
|
0.40: [0.0],
|
||||||
}
|
}
|
||||||
);
|
)
|
||||||
|
|
||||||
# coonect it and...
|
# coonect it and...
|
||||||
player.actor.node.connectattr("position", light, "position");
|
player.actor.node.connectattr("position", light, "position")
|
||||||
player.actor.node.connectattr("position", circle_outline, "position");
|
player.actor.node.connectattr("position", circle_outline, "position")
|
||||||
|
|
||||||
# immediately delete the node after another player has been targeted.
|
# 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;
|
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, light.delete)
|
||||||
bs.timer(self.shoot_speed, circle_outline.delete);
|
bs.timer(self.shoot_speed, circle_outline.delete)
|
||||||
|
|
||||||
def calculate_player_analog_stick(self, player:bs.Player, distance: float) -> NoReturn:
|
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 \
|
# at first i was very confused how i can read the player analog stick \
|
||||||
# then i saw TheMikirog#1984 autorun plugin code.
|
# then i saw TheMikirog#1984 autorun plugin code.
|
||||||
# and i got it how analog stick values are works.
|
# 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.
|
# 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).
|
# 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[0] = player.actor.node.move_left_right
|
||||||
self.player_facing_direction[1] = -player.actor.node.move_up_down;
|
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.
|
# 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.
|
# so, we need to reduce the value of "self.player_facing_direction" to fix this problem.
|
||||||
if distance <= 3:
|
if distance <= 3:
|
||||||
self.player_facing_direction[0] = 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;
|
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,
|
# 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,
|
# 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.
|
# and this value is low to shoot ball forward to Player if player is too far from the box.
|
||||||
|
|
@ -432,34 +434,34 @@ class Box(bs.Actor):
|
||||||
# So many calculation according to how analog stick pushed by player.
|
# 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:
|
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:
|
elif self.player_facing_direction[0] < -0.4:
|
||||||
self.player_facing_direction[0] = -1.5;
|
self.player_facing_direction[0] = -1.5
|
||||||
else:
|
else:
|
||||||
if self.player_facing_direction[0] > 0.0:
|
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:
|
elif self.player_facing_direction[0] < 0.0:
|
||||||
self.player_facing_direction[0] = -0.2;
|
self.player_facing_direction[0] = -0.2
|
||||||
else:
|
else:
|
||||||
self.player_facing_direction[0] = 0.0;
|
self.player_facing_direction[0] = 0.0
|
||||||
|
|
||||||
# Vertical(up-down) calculation.
|
# Vertical(up-down) calculation.
|
||||||
if self.player_facing_direction[1] > 0.4:
|
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:
|
elif self.player_facing_direction[1] < -0.4:
|
||||||
self.player_facing_direction[1] = -1.5;
|
self.player_facing_direction[1] = -1.5
|
||||||
else:
|
else:
|
||||||
if self.player_facing_direction[1] > 0.0:
|
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:
|
elif self.player_facing_direction[1] < 0.0:
|
||||||
self.player_facing_direction[1] = -0.2;
|
self.player_facing_direction[1] = -0.2
|
||||||
else:
|
else:
|
||||||
self.player_facing_direction[1] = -0.0;
|
self.player_facing_direction[1] = -0.0
|
||||||
|
|
||||||
# if we want stop the ball shootes
|
# if we want stop the ball shootes
|
||||||
def stop_shoot(self) -> NoReturn:
|
def stop_shoot(self) -> NoReturn:
|
||||||
# Kill the timer.
|
# Kill the timer.
|
||||||
self.shoot_timer = None;
|
self.shoot_timer = None
|
||||||
|
|
||||||
|
|
||||||
class Player(bs.Player['Team']):
|
class Player(bs.Player['Team']):
|
||||||
|
|
@ -474,31 +476,33 @@ class Team(bs.Team[Player]):
|
||||||
# and main thing don't allow player to camp inside of box are going in this class.
|
# and main thing don't allow player to camp inside of box are going in this class.
|
||||||
|
|
||||||
# ba_meta export bascenev1.GameActivity
|
# ba_meta export bascenev1.GameActivity
|
||||||
|
|
||||||
|
|
||||||
class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||||
|
|
||||||
# defining name, description and settings..
|
# defining name, description and settings..
|
||||||
name = 'Dodge the ball';
|
name = 'Dodge the ball'
|
||||||
description = 'Survive from shooting balls';
|
description = 'Survive from shooting balls'
|
||||||
|
|
||||||
available_settings = [
|
available_settings = [
|
||||||
bs.IntSetting(
|
bs.IntSetting(
|
||||||
'Cooldown',
|
'Cooldown',
|
||||||
min_value = 20,
|
min_value=20,
|
||||||
default = 45,
|
default=45,
|
||||||
increment = 5,
|
increment=5,
|
||||||
),
|
),
|
||||||
bs.BoolSetting('Epic Mode', default=False)
|
bs.BoolSetting('Epic Mode', default=False)
|
||||||
]
|
]
|
||||||
|
|
||||||
# Don't allow joining after we start.
|
# Don't allow joining after we start.
|
||||||
allow_mid_activity_joins = False;
|
allow_mid_activity_joins = False
|
||||||
|
|
||||||
@classmethod
|
@classmethod
|
||||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||||
# We support team and ffa sessions.
|
# We support team and ffa sessions.
|
||||||
return issubclass(sessiontype, bs.FreeForAllSession) or issubclass(
|
return issubclass(sessiontype, bs.FreeForAllSession) or issubclass(
|
||||||
sessiontype, bs.DualTeamSession,
|
sessiontype, bs.DualTeamSession,
|
||||||
);
|
)
|
||||||
|
|
||||||
@classmethod
|
@classmethod
|
||||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||||
|
|
@ -506,75 +510,75 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||||
# bombsquad have "Doom Shroom" map.
|
# bombsquad have "Doom Shroom" map.
|
||||||
# Not perfect map for this game mode but its fine for this gamemode.
|
# 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.
|
# 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):
|
def __init__(self, settings: dict):
|
||||||
super().__init__(settings);
|
super().__init__(settings)
|
||||||
self._epic_mode = bool(settings['Epic Mode']);
|
self._epic_mode = bool(settings['Epic Mode'])
|
||||||
self.countdown_time = int(settings['Cooldown']);
|
self.countdown_time = int(settings['Cooldown'])
|
||||||
|
|
||||||
self.check_player_pos_timer: bs.Timer | None = None;
|
self.check_player_pos_timer: bs.Timer | None = None
|
||||||
self.shield_drop_timer: bs.Timer | None = None;
|
self.shield_drop_timer: bs.Timer | None = None
|
||||||
# cooldown and Box
|
# cooldown and Box
|
||||||
self._countdown: OnScreenCountdown | None = None;
|
self._countdown: OnScreenCountdown | None = None
|
||||||
self.box: Box | None = None;
|
self.box: Box | None = None
|
||||||
|
|
||||||
# this lists for scoring.
|
# this lists for scoring.
|
||||||
self.joined_player_list: list[bs.Player] = [];
|
self.joined_player_list: list[bs.Player] = []
|
||||||
self.dead_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,
|
# normally play RUN AWAY music cause is match with our gamemode at.. my point,
|
||||||
# but in epic switch to EPIC.
|
# but in epic switch to EPIC.
|
||||||
self.slow_motion = self._epic_mode;
|
self.slow_motion = self._epic_mode
|
||||||
self.default_music = (
|
self.default_music = (
|
||||||
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.RUN_AWAY
|
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.RUN_AWAY
|
||||||
);
|
)
|
||||||
|
|
||||||
def get_instance_description(self) -> str | Sequence:
|
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.
|
# add a tiny text under our game name.
|
||||||
def get_instance_description_short(self) -> str | Sequence:
|
def get_instance_description_short(self) -> str | Sequence:
|
||||||
return 'Dodge the shooting balls';
|
return 'Dodge the shooting balls'
|
||||||
|
|
||||||
def on_begin(self) -> NoReturn:
|
def on_begin(self) -> NoReturn:
|
||||||
super().on_begin();
|
super().on_begin()
|
||||||
|
|
||||||
# spawn our box at middle of the map
|
# spawn our box at middle of the map
|
||||||
self.box = Box(
|
self.box = Box(
|
||||||
position=(0.5, 2.7, -3.9),
|
position=(0.5, 2.7, -3.9),
|
||||||
velocity=(0.0, 0.0, 0.0),
|
velocity=(0.0, 0.0, 0.0),
|
||||||
).autoretain();
|
).autoretain()
|
||||||
|
|
||||||
# create our cooldown
|
# create our cooldown
|
||||||
self._countdown = OnScreenCountdown(
|
self._countdown = OnScreenCountdown(
|
||||||
duration = self.countdown_time,
|
duration=self.countdown_time,
|
||||||
endcall = self.play_victory_sound_and_end,
|
endcall=self.play_victory_sound_and_end,
|
||||||
);
|
)
|
||||||
|
|
||||||
# and starts the cooldown and shootes.
|
# and starts the cooldown and shootes.
|
||||||
bs.timer(5.0, self._countdown.start);
|
bs.timer(5.0, self._countdown.start)
|
||||||
bs.timer(5.0, self.box.start_shoot);
|
bs.timer(5.0, self.box.start_shoot)
|
||||||
|
|
||||||
# start checking all player pos.
|
# 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
|
# drop shield every ten Seconds
|
||||||
# need five seconds delay Because shootes start after 5 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.
|
# This function returns all alive players in game.
|
||||||
# i thinck you see this function in Box class.
|
# i thinck you see this function in Box class.
|
||||||
def get_alive_players(self) -> Sequence[bs.Player]:
|
def get_alive_players(self) -> Sequence[bs.Player]:
|
||||||
|
|
||||||
alive_players = [];
|
alive_players = []
|
||||||
|
|
||||||
for team in self.teams:
|
for team in self.teams:
|
||||||
for player in team.players:
|
for player in team.players:
|
||||||
if player.is_alive():
|
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.
|
# let's disallowed camping inside of box by doing a blast and increasing ball shoot speed.
|
||||||
def check_player_pos(self):
|
def check_player_pos(self):
|
||||||
|
|
@ -582,76 +586,76 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||||
for player in self.get_alive_players():
|
for player in self.get_alive_players():
|
||||||
|
|
||||||
# same logic as applied for the ball
|
# same logic as applied for the ball
|
||||||
difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position);
|
difference = babase.Vec3(player.position) - babase.Vec3(self.box.node.position)
|
||||||
|
|
||||||
distance = difference.length();
|
distance = difference.length()
|
||||||
|
|
||||||
if distance < 3:
|
if distance < 3:
|
||||||
self.box.force_shoot_speed = 0.2;
|
self.box.force_shoot_speed = 0.2
|
||||||
else:
|
else:
|
||||||
self.box.force_shoot_speed = 0.0;
|
self.box.force_shoot_speed = 0.0
|
||||||
|
|
||||||
if distance < 0.5:
|
if distance < 0.5:
|
||||||
Blast(
|
Blast(
|
||||||
position = self.box.node.position,
|
position=self.box.node.position,
|
||||||
velocity = self.box.node.velocity,
|
velocity=self.box.node.velocity,
|
||||||
blast_type = 'normal',
|
blast_type='normal',
|
||||||
blast_radius = 1.0,
|
blast_radius=1.0,
|
||||||
).autoretain();
|
).autoretain()
|
||||||
|
|
||||||
PopupText(
|
PopupText(
|
||||||
position = self.box.node.position,
|
position=self.box.node.position,
|
||||||
text = 'Keep away from me',
|
text='Keep away from me',
|
||||||
random_offset = 0.0,
|
random_offset=0.0,
|
||||||
scale = 2.0,
|
scale=2.0,
|
||||||
color = self.box.light.color,
|
color=self.box.light.color,
|
||||||
).autoretain();
|
).autoretain()
|
||||||
|
|
||||||
# create our timer and start looping it
|
# 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.
|
# drop useless shield's too give player temptation.
|
||||||
def drop_shield(self) -> NoReturn:
|
def drop_shield(self) -> NoReturn:
|
||||||
|
|
||||||
pos = self.box.node.position;
|
pos = self.box.node.position
|
||||||
|
|
||||||
PowerupBox(
|
PowerupBox(
|
||||||
position = (pos[0] + 4.0, pos[1] + 3.0, pos[2]),
|
position=(pos[0] + 4.0, pos[1] + 3.0, pos[2]),
|
||||||
poweruptype = 'shield',
|
poweruptype='shield',
|
||||||
).autoretain();
|
).autoretain()
|
||||||
|
|
||||||
PowerupBox(
|
PowerupBox(
|
||||||
position = (pos[0] - 4.0, pos[1] + 3.0, pos[2]),
|
position=(pos[0] - 4.0, pos[1] + 3.0, pos[2]),
|
||||||
poweruptype = 'shield',
|
poweruptype='shield',
|
||||||
).autoretain();
|
).autoretain()
|
||||||
|
|
||||||
self.shield_drop_timer = bs.Timer(10.0, self.drop_shield);
|
self.shield_drop_timer = bs.Timer(10.0, self.drop_shield)
|
||||||
|
|
||||||
# when cooldown time up i don't want that the game end immediately.
|
# when cooldown time up i don't want that the game end immediately.
|
||||||
def play_victory_sound_and_end(self) -> NoReturn:
|
def play_victory_sound_and_end(self) -> NoReturn:
|
||||||
|
|
||||||
# kill timers
|
# kill timers
|
||||||
self.box.stop_shoot();
|
self.box.stop_shoot()
|
||||||
self.check_player_pos_timer = None
|
self.check_player_pos_timer = None
|
||||||
self.shield_drop_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
|
# this function runs when A player spawn in map
|
||||||
def spawn_player(self, player: Player) -> NoReturn:
|
def spawn_player(self, player: Player) -> NoReturn:
|
||||||
spaz = self.spawn_player_spaz(player);
|
spaz = self.spawn_player_spaz(player)
|
||||||
|
|
||||||
# reconnect this player's controls.
|
# reconnect this player's controls.
|
||||||
# without bomb, punch and pickup.
|
# without bomb, punch and pickup.
|
||||||
spaz.connect_controls_to_player(
|
spaz.connect_controls_to_player(
|
||||||
enable_punch=False, enable_bomb=False, enable_pickup=False,
|
enable_punch=False, enable_bomb=False, enable_pickup=False,
|
||||||
);
|
)
|
||||||
|
|
||||||
# storing all players for ScorinG.
|
# 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.
|
# 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.
|
# very helpful function to check end game when player dead or leav.
|
||||||
def _check_end_game(self) -> bool:
|
def _check_end_game(self) -> bool:
|
||||||
|
|
@ -673,10 +677,10 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||||
# this function called when player leave.
|
# this function called when player leave.
|
||||||
def on_player_leave(self, player: Player) -> NoReturn:
|
def on_player_leave(self, player: Player) -> NoReturn:
|
||||||
# Augment default behavior.
|
# Augment default behavior.
|
||||||
super().on_player_leave(player);
|
super().on_player_leave(player)
|
||||||
|
|
||||||
# checking end game.
|
# checking end game.
|
||||||
self._check_end_game();
|
self._check_end_game()
|
||||||
|
|
||||||
# this gamemode needs to handle only one msg "PlayerDiedMessage".
|
# this gamemode needs to handle only one msg "PlayerDiedMessage".
|
||||||
def handlemessage(self, msg: Any) -> Any:
|
def handlemessage(self, msg: Any) -> Any:
|
||||||
|
|
@ -684,13 +688,13 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||||
if isinstance(msg, bs.PlayerDiedMessage):
|
if isinstance(msg, bs.PlayerDiedMessage):
|
||||||
|
|
||||||
# Augment standard behavior.
|
# Augment standard behavior.
|
||||||
super().handlemessage(msg);
|
super().handlemessage(msg)
|
||||||
|
|
||||||
# and storing the dead player records in our dead_player_list.
|
# 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.
|
# check the end game.
|
||||||
bs.timer(1.0, self._check_end_game);
|
bs.timer(1.0, self._check_end_game)
|
||||||
|
|
||||||
def end_game(self):
|
def end_game(self):
|
||||||
# kill timers
|
# kill timers
|
||||||
|
|
@ -762,5 +766,3 @@ class DodgeTheBall(bs.TeamGameActivity[Player, Team]):
|
||||||
results.set_team_score(team, int(10 * max_index))
|
results.set_team_score(team, int(10 * max_index))
|
||||||
# and end the game
|
# and end the game
|
||||||
self.end(results=results)
|
self.end(results=results)
|
||||||
|
|
||||||
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue