mirror of
https://github.com/bombsquad-community/plugin-manager.git
synced 2025-11-07 17:36:00 +00:00
Collector updated
Collector minigame updated to api 8 Author Mikirog
This commit is contained in:
parent
956473021e
commit
6db1bef848
1 changed files with 636 additions and 0 deletions
636
plugins/minigames/Collector.py
Normal file
636
plugins/minigames/Collector.py
Normal file
|
|
@ -0,0 +1,636 @@
|
|||
# ba_meta require api 8
|
||||
# (see https://ballistica.net/wiki/meta-tag-system)
|
||||
|
||||
'''
|
||||
Gamemode: Collector
|
||||
Creator: TheMikirog
|
||||
Website: https://bombsquadjoyride.blogspot.com/
|
||||
|
||||
This is a gamemode purely made by me just to spite unchallenged modders
|
||||
out there that put out crap to the market.
|
||||
We don't want gamemodes that are just the existing ones
|
||||
with some novelties! Gamers deserve more!
|
||||
|
||||
In this gamemode you have to kill others in order to get their Capsules.
|
||||
Capsules can be collected and staked in your inventory,
|
||||
how many as you please.
|
||||
After you kill an enemy that carries some of them,
|
||||
they drop a respective amount of Capsules they carried + two more.
|
||||
Your task is to collect these Capsules,
|
||||
get to the flag and score them KOTH style.
|
||||
You can't score if you don't have any Capsules with you.
|
||||
The first player or team to get to the required ammount wins.
|
||||
This is a gamemode all about trying to stay alive
|
||||
and picking your battles in order to win.
|
||||
A rare skill in BombSquad, where everyone is overly aggressive.
|
||||
'''
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import weakref
|
||||
from enum import Enum
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
import babase
|
||||
import bauiv1 as bui
|
||||
import bascenev1 as bs
|
||||
import random
|
||||
from bascenev1lib.actor.flag import Flag
|
||||
from bascenev1lib.actor.popuptext import PopupText
|
||||
from bascenev1lib.actor.playerspaz import PlayerSpaz
|
||||
from bascenev1lib.actor.scoreboard import Scoreboard
|
||||
from bascenev1lib.gameutils import SharedObjects
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Any, Sequence
|
||||
|
||||
|
||||
lang = bs.app.lang.language
|
||||
if lang == 'Spanish':
|
||||
name = 'Coleccionista'
|
||||
description = ('Elimina a tus oponentes para robar sus cápsulas.\n'
|
||||
'¡Recolecta y anota en el punto de depósito!')
|
||||
description_ingame = 'Obtén ${ARG1} cápsulas de tus enemigos.'
|
||||
description_short = 'colecciona ${ARG1} cápsulas'
|
||||
tips = [(
|
||||
'¡Si tu oponente cae fuera del mapa, sus cápsulas desapareceran!\n'
|
||||
'No intestes matar a tus enemigos arrojándolos al vacio.'),
|
||||
'No te apresures. ¡Puedes perder tus cápsulas rápidamente!',
|
||||
('¡No dejes que el jugador con más cápsulas anote!\n'
|
||||
'¡Intenta atraparlo si puedes!'),
|
||||
('¡Las Capsulas de la Suerte te dan 4 cápsulas en lugar de 2'
|
||||
'y tienen un 8% de probabilidad de aparecer después de matar'),
|
||||
('¡No te quedes en un solo lugar! Muevete más rapido que tu enemigo, '
|
||||
'¡con suerte conseguirás algunas cápsulas!'),
|
||||
]
|
||||
capsules_to_win = 'Cápsulas para Ganar'
|
||||
capsules_death = 'Cápsulas al Morir'
|
||||
lucky_capsules = 'Cápsulas de la Suerte'
|
||||
bonus = '¡BONUS!'
|
||||
full_capacity = '¡Capacidad Completa!'
|
||||
else:
|
||||
name = 'Collector'
|
||||
description = ('Kill your opponents to steal their Capsules.\n'
|
||||
'Collect them and score at the Deposit point!')
|
||||
description_ingame = 'Score ${ARG1} capsules from your enemies.'
|
||||
description_short = 'collect ${ARG1} capsules'
|
||||
tips = [(
|
||||
'Making you opponent fall down the pit makes his Capsules wasted!\n'
|
||||
'Try not to kill enemies by throwing them off the cliff.'),
|
||||
'Don\'t be too reckless. You can lose your loot quite quickly!',
|
||||
('Don\'t let the leading player score his Capsules '
|
||||
'at the Deposit Point!\nTry to catch him if you can!'),
|
||||
('Lucky Capsules give 4 to your inventory and they have 8% chance '
|
||||
'of spawning after kill!'),
|
||||
('Don\'t camp in one place! Make your move first, '
|
||||
'so hopefully you get some dough!'),
|
||||
]
|
||||
capsules_to_win = 'Capsules to Win'
|
||||
capsules_death = 'Capsules on Death'
|
||||
lucky_capsules = 'Allow Lucky Capsules'
|
||||
bonus = 'BONUS!'
|
||||
full_capacity = 'Full Capacity!'
|
||||
|
||||
|
||||
class FlagState(Enum):
|
||||
"""States our single flag can be in."""
|
||||
|
||||
NEW = 0
|
||||
UNCONTESTED = 1
|
||||
CONTESTED = 2
|
||||
HELD = 3
|
||||
|
||||
|
||||
class Player(bs.Player['Team']):
|
||||
"""Our player type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.time_at_flag = 0
|
||||
self.capsules = 0
|
||||
self.light = None
|
||||
|
||||
|
||||
class Team(bs.Team[Player]):
|
||||
"""Our team type for this game."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.score = 0
|
||||
|
||||
|
||||
# ba_meta export bascenev1.GameActivity
|
||||
class CollectorGame(bs.TeamGameActivity[Player, Team]):
|
||||
|
||||
name = name
|
||||
description = description
|
||||
tips = tips
|
||||
|
||||
# Print messages when players die since it matters here.
|
||||
announce_player_deaths = True
|
||||
|
||||
@classmethod
|
||||
def get_available_settings(
|
||||
cls, sessiontype: type[bs.Session]
|
||||
) -> list[babase.Setting]:
|
||||
settings = [
|
||||
bs.IntSetting(
|
||||
capsules_to_win,
|
||||
min_value=1,
|
||||
default=10,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntSetting(
|
||||
capsules_death,
|
||||
min_value=1,
|
||||
max_value=10,
|
||||
default=2,
|
||||
increment=1,
|
||||
),
|
||||
bs.IntChoiceSetting(
|
||||
'Time Limit',
|
||||
choices=[
|
||||
('None', 0),
|
||||
('1 Minute', 60),
|
||||
('2 Minutes', 120),
|
||||
('5 Minutes', 300),
|
||||
('10 Minutes', 600),
|
||||
('20 Minutes', 1200),
|
||||
],
|
||||
default=0,
|
||||
),
|
||||
bs.FloatChoiceSetting(
|
||||
'Respawn Times',
|
||||
choices=[
|
||||
('Shorter', 0.25),
|
||||
('Short', 0.5),
|
||||
('Normal', 1.0),
|
||||
('Long', 2.0),
|
||||
('Longer', 4.0),
|
||||
],
|
||||
default=1.0,
|
||||
),
|
||||
bs.BoolSetting(lucky_capsules, default=True),
|
||||
bs.BoolSetting('Epic Mode', default=False),
|
||||
]
|
||||
return settings
|
||||
|
||||
@classmethod
|
||||
def supports_session_type(cls, sessiontype: type[bs.Session]) -> bool:
|
||||
return issubclass(sessiontype, bs.DualTeamSession) or issubclass(
|
||||
sessiontype, bs.FreeForAllSession
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def get_supported_maps(cls, sessiontype: type[bs.Session]) -> list[str]:
|
||||
return bs.app.classic.getmaps('keep_away')
|
||||
|
||||
def __init__(self, settings: dict):
|
||||
super().__init__(settings)
|
||||
shared = SharedObjects.get()
|
||||
self._scoreboard = Scoreboard()
|
||||
self._score_to_win: int | None = None
|
||||
self._swipsound = bs.getsound('swip')
|
||||
self._lucky_sound = bs.getsound('ding')
|
||||
|
||||
self._flag_pos: Sequence[float] | None = None
|
||||
self._flag_state: FlagState | None = None
|
||||
self._flag: Flag | None = None
|
||||
self._flag_light: bs.Node | None = None
|
||||
self._scoring_team: weakref.ref[Team] | None = None
|
||||
self._time_limit = float(settings['Time Limit'])
|
||||
self._epic_mode = bool(settings['Epic Mode'])
|
||||
|
||||
self._capsules_to_win = int(settings[capsules_to_win])
|
||||
self._capsules_death = int(settings[capsules_death])
|
||||
self._lucky_capsules = bool(settings[lucky_capsules])
|
||||
self._capsules: list[Any] = []
|
||||
|
||||
self._capsule_mesh = bs.getmesh('bomb')
|
||||
self._capsule_tex = bs.gettexture('bombColor')
|
||||
self._capsule_lucky_tex = bs.gettexture('bombStickyColor')
|
||||
self._collect_sound = bs.getsound('powerup01')
|
||||
self._lucky_collect_sound = bs.getsound('cashRegister2')
|
||||
|
||||
self._capsule_material = bs.Material()
|
||||
self._capsule_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=('call', 'at_connect', self._on_capsule_player_collide),
|
||||
)
|
||||
|
||||
self._flag_region_material = bs.Material()
|
||||
self._flag_region_material.add_actions(
|
||||
conditions=('they_have_material', shared.player_material),
|
||||
actions=(
|
||||
('modify_part_collision', 'collide', True),
|
||||
('modify_part_collision', 'physical', False),
|
||||
(
|
||||
'call',
|
||||
'at_connect',
|
||||
babase.Call(self._handle_player_flag_region_collide, True),
|
||||
),
|
||||
(
|
||||
'call',
|
||||
'at_disconnect',
|
||||
babase.Call(self._handle_player_flag_region_collide, False),
|
||||
),
|
||||
),
|
||||
)
|
||||
|
||||
# Base class overrides.
|
||||
self.slow_motion = self._epic_mode
|
||||
self.default_music = (
|
||||
bs.MusicType.EPIC if self._epic_mode else bs.MusicType.SCARY
|
||||
)
|
||||
|
||||
def get_instance_description(self) -> str | Sequence:
|
||||
return description_ingame, self._score_to_win
|
||||
|
||||
def get_instance_description_short(self) -> str | Sequence:
|
||||
return description_short, self._score_to_win
|
||||
|
||||
def create_team(self, sessionteam: bs.SessionTeam) -> Team:
|
||||
return Team()
|
||||
|
||||
def on_team_join(self, team: Team) -> None:
|
||||
self._update_scoreboard()
|
||||
|
||||
def on_begin(self) -> None:
|
||||
super().on_begin()
|
||||
shared = SharedObjects.get()
|
||||
self.setup_standard_time_limit(self._time_limit)
|
||||
self.setup_standard_powerup_drops()
|
||||
|
||||
# Base kills needed to win on the size of the largest team.
|
||||
self._score_to_win = self._capsules_to_win * max(
|
||||
1, max(len(t.players) for t in self.teams)
|
||||
)
|
||||
self._update_scoreboard()
|
||||
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
self._flag_pos = self.map.get_flag_position(random.randint(0, 1))
|
||||
else:
|
||||
self._flag_pos = self.map.get_flag_position(None)
|
||||
|
||||
bs.timer(1.0, self._tick, repeat=True)
|
||||
self._flag_state = FlagState.NEW
|
||||
Flag.project_stand(self._flag_pos)
|
||||
self._flag = Flag(
|
||||
position=self._flag_pos, touchable=False, color=(1, 1, 1)
|
||||
)
|
||||
self._flag_light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': self._flag_pos,
|
||||
'intensity': 0.2,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.4,
|
||||
'color': (0.2, 0.2, 0.2),
|
||||
},
|
||||
)
|
||||
# Flag region.
|
||||
flagmats = [self._flag_region_material, shared.region_material]
|
||||
bs.newnode(
|
||||
'region',
|
||||
attrs={
|
||||
'position': self._flag_pos,
|
||||
'scale': (1.8, 1.8, 1.8),
|
||||
'type': 'sphere',
|
||||
'materials': flagmats,
|
||||
},
|
||||
)
|
||||
self._update_flag_state()
|
||||
|
||||
def _tick(self) -> None:
|
||||
self._update_flag_state()
|
||||
|
||||
if self._scoring_team is None:
|
||||
scoring_team = None
|
||||
else:
|
||||
scoring_team = self._scoring_team()
|
||||
|
||||
if not scoring_team:
|
||||
return
|
||||
|
||||
if isinstance(self.session, bs.FreeForAllSession):
|
||||
players = self.players
|
||||
else:
|
||||
players = scoring_team.players
|
||||
|
||||
for player in players:
|
||||
if player.time_at_flag > 0:
|
||||
self.stats.player_scored(
|
||||
player, 3, screenmessage=False, display=False
|
||||
)
|
||||
if player.capsules > 0:
|
||||
if self._flag_state != FlagState.HELD:
|
||||
return
|
||||
if scoring_team.score >= self._score_to_win:
|
||||
return
|
||||
|
||||
player.capsules -= 1
|
||||
scoring_team.score += 1
|
||||
self._handle_capsule_storage((
|
||||
self._flag_pos[0],
|
||||
self._flag_pos[1]+1,
|
||||
self._flag_pos[2]
|
||||
), player)
|
||||
self._collect_sound.play(0.8, position=self._flag_pos)
|
||||
|
||||
self._update_scoreboard()
|
||||
if player.capsules > 0:
|
||||
assert self._flag is not None
|
||||
self._flag.set_score_text(
|
||||
str(self._score_to_win - scoring_team.score))
|
||||
|
||||
# winner
|
||||
if scoring_team.score >= self._score_to_win:
|
||||
self.end_game()
|
||||
|
||||
def end_game(self) -> None:
|
||||
results = bs.GameResults()
|
||||
for team in self.teams:
|
||||
results.set_team_score(team, team.score)
|
||||
self.end(results=results, announce_delay=0)
|
||||
|
||||
def _update_flag_state(self) -> None:
|
||||
holding_teams = set(
|
||||
player.team for player in self.players if player.time_at_flag
|
||||
)
|
||||
prev_state = self._flag_state
|
||||
assert self._flag_light
|
||||
assert self._flag is not None
|
||||
assert self._flag.node
|
||||
if len(holding_teams) > 1:
|
||||
self._flag_state = FlagState.CONTESTED
|
||||
self._scoring_team = None
|
||||
self._flag_light.color = (0.6, 0.6, 0.1)
|
||||
self._flag.node.color = (1.0, 1.0, 0.4)
|
||||
elif len(holding_teams) == 1:
|
||||
holding_team = list(holding_teams)[0]
|
||||
self._flag_state = FlagState.HELD
|
||||
self._scoring_team = weakref.ref(holding_team)
|
||||
self._flag_light.color = babase.normalized_color(holding_team.color)
|
||||
self._flag.node.color = holding_team.color
|
||||
else:
|
||||
self._flag_state = FlagState.UNCONTESTED
|
||||
self._scoring_team = None
|
||||
self._flag_light.color = (0.2, 0.2, 0.2)
|
||||
self._flag.node.color = (1, 1, 1)
|
||||
if self._flag_state != prev_state:
|
||||
self._swipsound.play()
|
||||
|
||||
def _handle_player_flag_region_collide(self, colliding: bool) -> None:
|
||||
try:
|
||||
spaz = bs.getcollision().opposingnode.getdelegate(PlayerSpaz, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
if not spaz.is_alive():
|
||||
return
|
||||
|
||||
player = spaz.getplayer(Player, True)
|
||||
|
||||
# Different parts of us can collide so a single value isn't enough
|
||||
# also don't count it if we're dead (flying heads shouldn't be able to
|
||||
# win the game :-)
|
||||
if colliding and player.is_alive():
|
||||
player.time_at_flag += 1
|
||||
else:
|
||||
player.time_at_flag = max(0, player.time_at_flag - 1)
|
||||
|
||||
self._update_flag_state()
|
||||
|
||||
def _update_scoreboard(self) -> None:
|
||||
for team in self.teams:
|
||||
self._scoreboard.set_team_value(
|
||||
team, team.score, self._score_to_win
|
||||
)
|
||||
|
||||
def _drop_capsule(self, player: Player) -> None:
|
||||
pt = player.node.position
|
||||
|
||||
# Throw out capsules that the victim has + 2 more to keep the game running
|
||||
for i in range(player.capsules + self._capsules_death):
|
||||
# How far from each other these capsules should spawn
|
||||
w = 0.6
|
||||
# How much these capsules should fly after spawning
|
||||
s = 0.005 - (player.capsules * 0.01)
|
||||
self._capsules.append(
|
||||
Capsule(
|
||||
position=(pt[0] + random.uniform(-w, w),
|
||||
pt[1] + 0.75 + random.uniform(-w, w),
|
||||
pt[2]),
|
||||
velocity=(random.uniform(-s, s),
|
||||
random.uniform(-s, s),
|
||||
random.uniform(-s, s)),
|
||||
lucky=False))
|
||||
if random.randint(1, 12) == 1 and self._lucky_capsules:
|
||||
# How far from each other these capsules should spawn
|
||||
w = 0.6
|
||||
# How much these capsules should fly after spawning
|
||||
s = 0.005
|
||||
self._capsules.append(
|
||||
Capsule(
|
||||
position=(pt[0] + random.uniform(-w, w),
|
||||
pt[1] + 0.75 + random.uniform(-w, w),
|
||||
pt[2]),
|
||||
velocity=(random.uniform(-s, s),
|
||||
random.uniform(-s, s),
|
||||
random.uniform(-s, s)),
|
||||
lucky=True))
|
||||
|
||||
def _on_capsule_player_collide(self) -> None:
|
||||
if self.has_ended():
|
||||
return
|
||||
collision = bs.getcollision()
|
||||
|
||||
# Be defensive here; we could be hitting the corpse of a player
|
||||
# who just left/etc.
|
||||
try:
|
||||
capsule = collision.sourcenode.getdelegate(Capsule, True)
|
||||
player = collision.opposingnode.getdelegate(
|
||||
PlayerSpaz, True
|
||||
).getplayer(Player, True)
|
||||
except bs.NotFoundError:
|
||||
return
|
||||
|
||||
if not player.is_alive():
|
||||
return
|
||||
|
||||
if capsule.node.color_texture == self._capsule_lucky_tex:
|
||||
player.capsules += 4
|
||||
PopupText(
|
||||
bonus,
|
||||
color=(1, 1, 0),
|
||||
scale=1.5,
|
||||
position=capsule.node.position
|
||||
).autoretain()
|
||||
self._lucky_collect_sound.play(1.0, position=capsule.node.position)
|
||||
bs.emitfx(
|
||||
position=capsule.node.position,
|
||||
velocity=(0, 0, 0),
|
||||
count=int(6.4+random.random()*24),
|
||||
scale=1.2,
|
||||
spread=2.0,
|
||||
chunk_type='spark')
|
||||
bs.emitfx(
|
||||
position=capsule.node.position,
|
||||
velocity=(0, 0, 0),
|
||||
count=int(4.0+random.random()*6),
|
||||
emit_type='tendrils')
|
||||
else:
|
||||
player.capsules += 1
|
||||
self._collect_sound.play(0.6, position=capsule.node.position)
|
||||
# create a flash
|
||||
light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': capsule.node.position,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.1,
|
||||
'color': (1, 1, 0)})
|
||||
|
||||
# Create a short text informing about your inventory
|
||||
self._handle_capsule_storage(player.position, player)
|
||||
|
||||
bs.animate(light, 'intensity', {
|
||||
0: 0,
|
||||
0.1: 0.5,
|
||||
0.2: 0
|
||||
}, loop=False)
|
||||
bs.timer(0.2, light.delete)
|
||||
capsule.handlemessage(bs.DieMessage())
|
||||
|
||||
def _update_player_light(self, player: Player, capsules: int) -> None:
|
||||
if player.light:
|
||||
intensity = 0.04 * capsules
|
||||
bs.animate(player.light, 'intensity', {
|
||||
0.0: player.light.intensity,
|
||||
0.1: intensity
|
||||
})
|
||||
|
||||
def newintensity():
|
||||
player.light.intensity = intensity
|
||||
bs.timer(0.1, newintensity)
|
||||
else:
|
||||
player.light = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'height_attenuated': False,
|
||||
'radius': 0.2,
|
||||
'intensity': 0.0,
|
||||
'color': (0.2, 1, 0.2)
|
||||
})
|
||||
player.node.connectattr('position', player.light, 'position')
|
||||
|
||||
def _handle_capsule_storage(self, pos: float, player: Player) -> None:
|
||||
capsules = player.capsules
|
||||
text = str(capsules)
|
||||
scale = 1.75 + (0.02 * capsules)
|
||||
if capsules > 10:
|
||||
player.capsules = 10
|
||||
text = full_capacity
|
||||
color = (1, 0.85, 0)
|
||||
elif capsules > 7:
|
||||
color = (1, 0, 0)
|
||||
scale = 2.4
|
||||
elif capsules > 5:
|
||||
color = (1, 0.4, 0.4)
|
||||
scale = 2.1
|
||||
elif capsules > 3:
|
||||
color = (1, 1, 0.4)
|
||||
scale = 2.0
|
||||
else:
|
||||
color = (1, 1, 1)
|
||||
scale = 1.9
|
||||
PopupText(
|
||||
text,
|
||||
color=color,
|
||||
scale=scale,
|
||||
position=(pos[0], pos[1]-1, pos[2])
|
||||
).autoretain()
|
||||
self._update_player_light(player, capsules)
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
if isinstance(msg, bs.PlayerDiedMessage):
|
||||
super().handlemessage(msg) # Augment default.
|
||||
# No longer can count as time_at_flag once dead.
|
||||
player = msg.getplayer(Player)
|
||||
player.time_at_flag = 0
|
||||
self._update_flag_state()
|
||||
self._drop_capsule(player)
|
||||
player.capsules = 0
|
||||
self._update_player_light(player, 0)
|
||||
self.respawn_player(player)
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
|
||||
|
||||
class Capsule(bs.Actor):
|
||||
|
||||
def __init__(self,
|
||||
position: Sequence[float] = (0.0, 1.0, 0.0),
|
||||
velocity: Sequence[float] = (0.0, 0.5, 0.0),
|
||||
lucky: bool = False):
|
||||
super().__init__()
|
||||
shared = SharedObjects.get()
|
||||
activity = self.getactivity()
|
||||
|
||||
# spawn just above the provided point
|
||||
self._spawn_pos = (position[0], position[1], position[2])
|
||||
|
||||
if lucky:
|
||||
activity._lucky_sound.play(1.0, self._spawn_pos)
|
||||
|
||||
self.node = bs.newnode(
|
||||
'prop',
|
||||
attrs={
|
||||
'mesh': activity._capsule_mesh,
|
||||
'color_texture': activity._capsule_lucky_tex if lucky else (
|
||||
activity._capsule_tex),
|
||||
'body': 'crate' if lucky else 'capsule',
|
||||
'reflection': 'powerup' if lucky else 'soft',
|
||||
'body_scale': 0.65 if lucky else 0.3,
|
||||
'density': 6.0 if lucky else 4.0,
|
||||
'reflection_scale': [0.15],
|
||||
'shadow_size': 0.65 if lucky else 0.6,
|
||||
'position': self._spawn_pos,
|
||||
'velocity': velocity,
|
||||
'materials': [
|
||||
shared.object_material, activity._capsule_material]
|
||||
},
|
||||
delegate=self)
|
||||
bs.animate(self.node, 'mesh_scale', {
|
||||
0.0: 0.0,
|
||||
0.1: 0.9 if lucky else 0.6,
|
||||
0.16: 0.8 if lucky else 0.5
|
||||
})
|
||||
self._light_capsule = bs.newnode(
|
||||
'light',
|
||||
attrs={
|
||||
'position': self._spawn_pos,
|
||||
'height_attenuated': False,
|
||||
'radius': 0.5 if lucky else 0.1,
|
||||
'color': (0.2, 0.2, 0) if lucky else (0.2, 1, 0.2)
|
||||
})
|
||||
self.node.connectattr('position', self._light_capsule, 'position')
|
||||
|
||||
def handlemessage(self, msg: Any):
|
||||
if isinstance(msg, bs.DieMessage):
|
||||
self.node.delete()
|
||||
bs.animate(self._light_capsule, 'intensity', {
|
||||
0: 1.0,
|
||||
0.05: 0.0
|
||||
}, loop=False)
|
||||
bs.timer(0.05, self._light_capsule.delete)
|
||||
elif isinstance(msg, bs.OutOfBoundsMessage):
|
||||
self.handlemessage(bs.DieMessage())
|
||||
elif isinstance(msg, bs.HitMessage):
|
||||
self.node.handlemessage(
|
||||
'impulse',
|
||||
msg.pos[0], msg.pos[1], msg.pos[2],
|
||||
msg.velocity[0]/8, msg.velocity[1]/8, msg.velocity[2]/8,
|
||||
1.0*msg.magnitude, 1.0*msg.velocity_magnitude, msg.radius, 0,
|
||||
msg.force_direction[0], msg.force_direction[1],
|
||||
msg.force_direction[2])
|
||||
else:
|
||||
return super().handlemessage(msg)
|
||||
Loading…
Add table
Add a link
Reference in a new issue