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[ci] auto-format
This commit is contained in:
parent
37dfd46953
commit
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1 changed files with 122 additions and 110 deletions
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@ -38,35 +38,43 @@ class ControlsUI:
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def on_jump_press(activity):
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def on_jump_press(activity):
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print("jumped pressed in UI control")
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print("jumped pressed in UI control")
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print(activity._jump_image.node.color)
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print(activity._jump_image.node.color)
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activity._jump_image.node.color = list(channel * 2 for channel in activity._jump_image.node.color[:3]) + [1]
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activity._jump_image.node.color = list(
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channel * 2 for channel in activity._jump_image.node.color[:3]) + [1]
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print(activity._jump_image.node.color)
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print(activity._jump_image.node.color)
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def on_jump_release(activity):
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def on_jump_release(activity):
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activity._jump_image.node.color = list(channel * 0.5 for channel in activity._jump_image.node.color[:3]) + [1]
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activity._jump_image.node.color = list(
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channel * 0.5 for channel in activity._jump_image.node.color[:3]) + [1]
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def on_pickup_press(activity):
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def on_pickup_press(activity):
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activity._pickup_image.node.color = list(channel * 2 for channel in activity._pickup_image.node.color[:3]) + [1]
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activity._pickup_image.node.color = list(
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channel * 2 for channel in activity._pickup_image.node.color[:3]) + [1]
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def on_pickup_release(activity):
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def on_pickup_release(activity):
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activity._pickup_image.node.color = list(channel * 0.5 for channel in activity._pickup_image.node.color[:3]) + [1]
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activity._pickup_image.node.color = list(
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channel * 0.5 for channel in activity._pickup_image.node.color[:3]) + [1]
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def on_punch_press(activity):
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def on_punch_press(activity):
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activity._punch_image.node.color = list(channel * 2 for channel in activity._punch_image.node.color[:3]) + [1]
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activity._punch_image.node.color = list(
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channel * 2 for channel in activity._punch_image.node.color[:3]) + [1]
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def on_punch_release(activity):
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def on_punch_release(activity):
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activity._punch_image.node.color = list(channel * 0.5 for channel in activity._punch_image.node.color[:3]) + [1]
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activity._punch_image.node.color = list(
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channel * 0.5 for channel in activity._punch_image.node.color[:3]) + [1]
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def on_bomb_press(activity):
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def on_bomb_press(activity):
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activity._bomb_image.node.color = list(channel * 2 for channel in activity._bomb_image.node.color[:3]) + [1]
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activity._bomb_image.node.color = list(
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channel * 2 for channel in activity._bomb_image.node.color[:3]) + [1]
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def on_bomb_release(activity):
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def on_bomb_release(activity):
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activity._bomb_image.node.color = list(channel * 0.5 for channel in activity._bomb_image.node.color[:3]) + [1]
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activity._bomb_image.node.color = list(
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channel * 0.5 for channel in activity._bomb_image.node.color[:3]) + [1]
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def on_move_ud(activity,value):
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def on_move_ud(activity, value):
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activity.set_stick_image_position(activity,x=activity.stick_image_position_x,y=value)
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activity.set_stick_image_position(activity, x=activity.stick_image_position_x, y=value)
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def on_move_lr(activity,value):
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def on_move_lr(activity, value):
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activity.set_stick_image_position(activity,x=value,y=activity.stick_image_position_y)
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activity.set_stick_image_position(activity, x=value, y=activity.stick_image_position_y)
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def display(activity):
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def display(activity):
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activity._jump_image.node.color = list(activity._jump_image.node.color[:3]) + [1]
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activity._jump_image.node.color = list(activity._jump_image.node.color[:3]) + [1]
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@ -97,6 +105,8 @@ CONTROLS_UI_MAP = {
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"UP_DOWN": ControlsUI.on_move_ud,
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"UP_DOWN": ControlsUI.on_move_ud,
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"LEFT_RIGHT": ControlsUI.on_move_lr
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"LEFT_RIGHT": ControlsUI.on_move_lr
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}
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}
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class NewSpaz(bastd.actor.spaz.Spaz):
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class NewSpaz(bastd.actor.spaz.Spaz):
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def __init__(self, *args, **kwargs):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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super().__init__(*args, **kwargs)
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@ -116,6 +126,7 @@ class NewSpaz(bastd.actor.spaz.Spaz):
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"RUN": self.on_run,
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"RUN": self.on_run,
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}
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}
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class NewPlayerSpaz(bastd.actor.playerspaz.PlayerSpaz):
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class NewPlayerSpaz(bastd.actor.playerspaz.PlayerSpaz):
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def __init__(self, *args, **kwargs):
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def __init__(self, *args, **kwargs):
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super().__init__(*args, **kwargs)
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super().__init__(*args, **kwargs)
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@ -138,7 +149,6 @@ class NewPlayerSpaz(bastd.actor.playerspaz.PlayerSpaz):
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self.source_player.in_replay = False
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self.source_player.in_replay = False
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self.source_player.mirror_mode = False
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self.source_player.mirror_mode = False
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def _handle_action(self, action, value: Optional[float] = None) -> None:
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def _handle_action(self, action, value: Optional[float] = None) -> None:
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if self.source_player.sessionplayer in PLAYERS_STUNT_INFO:
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if self.source_player.sessionplayer in PLAYERS_STUNT_INFO:
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PLAYERS_STUNT_INFO[self.source_player.sessionplayer].append({
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PLAYERS_STUNT_INFO[self.source_player.sessionplayer].append({
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@ -151,21 +161,18 @@ class NewPlayerSpaz(bastd.actor.playerspaz.PlayerSpaz):
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elif self.source_player.in_replay:
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elif self.source_player.in_replay:
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ui_activation = CONTROLS_UI_MAP.get(action)
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ui_activation = CONTROLS_UI_MAP.get(action)
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if ui_activation:
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if ui_activation:
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if action in ["UP_DOWN","LEFT_RIGHT"]:
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if action in ["UP_DOWN", "LEFT_RIGHT"]:
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ui_activation(self.source_player.actor._activity(),value)
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ui_activation(self.source_player.actor._activity(), value)
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else:
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else:
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ui_activation(self.source_player.actor._activity())
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ui_activation(self.source_player.actor._activity())
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elif self.source_player.mirror_mode:
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elif self.source_player.mirror_mode:
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for mspaz in self.mirror_spaz:
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for mspaz in self.mirror_spaz:
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if mspaz and mspaz.node.exists():
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if mspaz and mspaz.node.exists():
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if action in ["UP_DOWN","LEFT_RIGHT","RUN"]:
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if action in ["UP_DOWN", "LEFT_RIGHT", "RUN"]:
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mspaz.move_map[action](value)
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mspaz.move_map[action](value)
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else:
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else:
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mspaz.move_map[action]()
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mspaz.move_map[action]()
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def on_move_up_down(self, value: float, *args, **kwargs) -> None:
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def on_move_up_down(self, value: float, *args, **kwargs) -> None:
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self._handle_action("UP_DOWN", value)
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self._handle_action("UP_DOWN", value)
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super().on_move_up_down(value, *args, **kwargs)
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super().on_move_up_down(value, *args, **kwargs)
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@ -231,10 +238,12 @@ def get_player_from_client_id(client_id, activity=None):
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return player
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return player
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raise ba.SessionPlayerNotFound()
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raise ba.SessionPlayerNotFound()
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def mirror(clieid):
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def mirror(clieid):
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player = get_player_from_client_id(clieid)
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player = get_player_from_client_id(clieid)
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spawn_mirror_spaz(player)
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spawn_mirror_spaz(player)
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def capture(player):
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def capture(player):
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with ba.Context(player.actor._activity()):
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with ba.Context(player.actor._activity()):
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player.recording_start_time = ba.time()
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player.recording_start_time = ba.time()
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@ -280,15 +289,18 @@ def replay(player, stunt_name):
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time_to_hide_controls = last_move_time + 1
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time_to_hide_controls = last_move_time + 1
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ba.timer(time_to_hide_controls, ba.Call(handle_player_replay_end, player))
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ba.timer(time_to_hide_controls, ba.Call(handle_player_replay_end, player))
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def spawn_mirror_spaz(player):
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def spawn_mirror_spaz(player):
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player.mirror_mode = True
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player.mirror_mode = True
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with ba.Context(player.actor._activity()):
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with ba.Context(player.actor._activity()):
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bot=spaz.Spaz(player.color,player.highlight,character=player.character).autoretain()
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bot = spaz.Spaz(player.color, player.highlight, character=player.character).autoretain()
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bot.handlemessage(ba.StandMessage((player.actor.node.position[0], player.actor.node.position[1], player.actor.node.position[2]+1), 93))
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bot.handlemessage(ba.StandMessage(
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(player.actor.node.position[0], player.actor.node.position[1], player.actor.node.position[2]+1), 93))
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bot.node.name = player.actor.node.name
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bot.node.name = player.actor.node.name
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bot.node.name_color = player.actor.node.name_color
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bot.node.name_color = player.actor.node.name_color
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player.actor.mirror_spaz.append(bot)
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player.actor.mirror_spaz.append(bot)
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def ghost(player, stunt_name):
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def ghost(player, stunt_name):
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stunt_path = f"{os.path.join(BASE_STUNTS_DIRECTORY, stunt_name)}.json"
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stunt_path = f"{os.path.join(BASE_STUNTS_DIRECTORY, stunt_name)}.json"
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if stunt_name in STUNT_CACHE:
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if stunt_name in STUNT_CACHE:
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@ -303,10 +315,9 @@ def ghost(player, stunt_name):
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return
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return
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player.in_replay = True
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player.in_replay = True
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with ba.Context(player.actor._activity()):
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with ba.Context(player.actor._activity()):
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bot=spaz.Spaz((1,0,0),character="Spaz").autoretain()
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bot = spaz.Spaz((1, 0, 0), character="Spaz").autoretain()
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bot.handlemessage(ba.StandMessage(player.actor.node.position,93))
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bot.handlemessage(ba.StandMessage(player.actor.node.position, 93))
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give_ghost_power(bot)
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give_ghost_power(bot)
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ControlsUI.display(player.actor._activity())
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ControlsUI.display(player.actor._activity())
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for move in stunt:
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for move in stunt:
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@ -320,7 +331,7 @@ def ghost(player, stunt_name):
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if ui_activation:
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if ui_activation:
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ba.timer(
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ba.timer(
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move["time"],
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move["time"],
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ba.Call(ui_activation,player.actor._activity())
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ba.Call(ui_activation, player.actor._activity())
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)
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)
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else:
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else:
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ba.timer(
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ba.timer(
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@ -332,18 +343,19 @@ def ghost(player, stunt_name):
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if ui_activation:
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if ui_activation:
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ba.timer(
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ba.timer(
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move["time"],
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move["time"],
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ba.Call(ui_activation,player.actor._activity(), move["move"]["value"] )
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ba.Call(ui_activation, player.actor._activity(), move["move"]["value"])
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)
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)
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last_move_time = move["time"]
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last_move_time = move["time"]
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time_to_hide_controls = last_move_time + 1
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time_to_hide_controls = last_move_time + 1
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ba.timer(time_to_hide_controls, ba.Call(handle_player_replay_end, player))
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ba.timer(time_to_hide_controls, ba.Call(handle_player_replay_end, player))
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ba.timer(time_to_hide_controls, ba.Call(bot.node.delete))
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ba.timer(time_to_hide_controls, ba.Call(bot.node.delete))
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def give_ghost_power(spaz):
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def give_ghost_power(spaz):
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spaz.node.invincible = True
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spaz.node.invincible = True
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shared = SharedObjects.get()
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shared = SharedObjects.get()
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factory = SpazFactory.get()
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factory = SpazFactory.get()
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ghost=ba.Material()
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ghost = ba.Material()
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# smoothy hecks
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# smoothy hecks
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ghost.add_actions(
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ghost.add_actions(
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conditions=(('they_have_material', factory.spaz_material), 'or',
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conditions=(('they_have_material', factory.spaz_material), 'or',
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@ -355,11 +367,11 @@ def give_ghost_power(spaz):
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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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mats=list(spaz.node.materials)
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mats = list(spaz.node.materials)
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roller=list(spaz.node.roller_materials)
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roller = list(spaz.node.roller_materials)
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ext=list(spaz.node.extras_material)
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ext = list(spaz.node.extras_material)
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pick=list(spaz.node.pickup_materials)
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pick = list(spaz.node.pickup_materials)
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punch=list(spaz.node.punch_materials)
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punch = list(spaz.node.punch_materials)
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mats.append(ghost)
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mats.append(ghost)
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roller.append(ghost)
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roller.append(ghost)
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@ -367,11 +379,11 @@ def give_ghost_power(spaz):
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pick.append(ghost)
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pick.append(ghost)
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punch.append(ghost)
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punch.append(ghost)
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spaz.node.materials=tuple(mats)
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spaz.node.materials = tuple(mats)
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spaz.node.roller_materials=tuple(roller)
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spaz.node.roller_materials = tuple(roller)
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spaz.node.extras_material=tuple(ext)
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spaz.node.extras_material = tuple(ext)
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spaz.node.pickup_materials=tuple(pick)
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spaz.node.pickup_materials = tuple(pick)
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spaz.node.punch_materials=tuple(pick)
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spaz.node.punch_materials = tuple(pick)
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def new_chatmessage(msg):
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def new_chatmessage(msg):
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@ -425,6 +437,7 @@ def new_chatmessage(msg):
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spawn_mirror_spaz(player)
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spawn_mirror_spaz(player)
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return original_chatmessage(msg)
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return original_chatmessage(msg)
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def set_stick_image_position(self, x: float, y: float) -> None:
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def set_stick_image_position(self, x: float, y: float) -> None:
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# Clamp this to a circle.
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# Clamp this to a circle.
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@ -459,33 +472,34 @@ def set_stick_image_position(self, x: float, y: float) -> None:
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assert self._stick_base_image is not None
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assert self._stick_base_image is not None
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self._stick_base_image.color = c
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self._stick_base_image.color = c
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def on_begin(self, *args, **kwargs) -> None:
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def on_begin(self, *args, **kwargs) -> None:
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self._jump_image = Image(
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self._jump_image = Image(
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ba.gettexture('buttonJump'),
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ba.gettexture('buttonJump'),
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position=(385,160),
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position=(385, 160),
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scale=(50,50),
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scale=(50, 50),
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color=[0.1,0.45,0.1,0]
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color=[0.1, 0.45, 0.1, 0]
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)
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)
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self._pickup_image = Image(
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self._pickup_image = Image(
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ba.gettexture('buttonPickUp'),
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ba.gettexture('buttonPickUp'),
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position=(385,240),
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position=(385, 240),
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scale=(50,50),
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scale=(50, 50),
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color=[0,0.35,0,0]
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color=[0, 0.35, 0, 0]
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)
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)
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self._punch_image = Image(
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self._punch_image = Image(
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ba.gettexture('buttonPunch'),
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ba.gettexture('buttonPunch'),
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position=(345,200),
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position=(345, 200),
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scale=(50,50),
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scale=(50, 50),
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color=[0.45,0.45,0,0]
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color=[0.45, 0.45, 0, 0]
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)
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)
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self._bomb_image = Image(
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self._bomb_image = Image(
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ba.gettexture('buttonBomb'),
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ba.gettexture('buttonBomb'),
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position=(425,200),
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position=(425, 200),
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scale=(50,50),
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scale=(50, 50),
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color=[0.45,0.1,0.1,0]
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color=[0.45, 0.1, 0.1, 0]
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)
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)
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self.stick_image_position_x = self.stick_image_position_y = 0.0
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self.stick_image_position_x = self.stick_image_position_y = 0.0
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self._stick_base_position = p = (-328,200)
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self._stick_base_position = p = (-328, 200)
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self._stick_base_image_color = c2 = (0.25, 0.25, 0.25, 1.0)
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self._stick_base_image_color = c2 = (0.25, 0.25, 0.25, 1.0)
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self._stick_base_image = ba.newnode(
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self._stick_base_image = ba.newnode(
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'image',
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'image',
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@ -494,7 +508,7 @@ def on_begin(self, *args, **kwargs) -> None:
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'absolute_scale': True,
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'absolute_scale': True,
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'vr_depth': -40,
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'vr_depth': -40,
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'position': p,
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'position': p,
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'scale': ( 220.0*0.6, 220.0*0.6),
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'scale': (220.0*0.6, 220.0*0.6),
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'color': c2
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'color': c2
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})
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})
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self._stick_nub_position = p = (-328, 200)
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self._stick_nub_position = p = (-328, 200)
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@ -523,8 +537,6 @@ class byHeySmoothy(ba.Plugin):
|
||||||
bastd.actor.spaz.Spaz = NewSpaz
|
bastd.actor.spaz.Spaz = NewSpaz
|
||||||
|
|
||||||
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|
||||||
|
|
||||||
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|
||||||
# lets define a sample elimination game that can use super power of this plugin
|
# lets define a sample elimination game that can use super power of this plugin
|
||||||
|
|
||||||
# ba_meta export game
|
# ba_meta export game
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue