mirror of
https://github.com/bombsquad-community/plugin-manager.git
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[ci] auto-format
This commit is contained in:
parent
bba1a27837
commit
99611b9ae6
8 changed files with 1960 additions and 1387 deletions
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@ -46,22 +46,25 @@ from bauiv1lib.ingamemenu import InGameMenuWindow as igm
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from babase import Plugin, InputType as IT
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from math import sqrt, dist
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class Camera:
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__doc__ = 'A simple camera.'
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__ins__ = None
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__lst__ = None
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__yes__ = False
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def __init__(s) -> None:
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c = s.__class__
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if c.__yes__:
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note('Stopped camera!',True)
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note('Stopped camera!', True)
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c.__ins__.done(talk=False)
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return
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c.__ins__ = s
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c.__yes__ = True
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if c.__lst__: SCM(False)
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if c.__lst__:
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SCM(False)
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s.stage = 0
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p = (0,1,0)
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p = (0, 1, 0)
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s.tex = 'achievementCrossHair'
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s.kids = []
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s.okay = []
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@ -94,7 +97,7 @@ class Camera:
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'is_area_of_interest': True
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}
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)
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tick(0.15, animate(n,'mesh_scale',{0:2,0.1:0.5}).delete)
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tick(0.15, animate(n, 'mesh_scale', {0: 2, 0.1: 0.5}).delete)
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gbs('powerup01').play(position=p)
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s.step = 0.01
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s.node = n
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@ -104,7 +107,7 @@ class Camera:
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s.overlay = Overlay()
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LN({
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'UP_DOWN': lambda a: s.manage(a),
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'LEFT_RIGHT': lambda a: s.manage(a,1),
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'LEFT_RIGHT': lambda a: s.manage(a, 1),
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'PICK_UP_PRESS': lambda: s.start(2),
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'JUMP_PRESS': lambda: s.start(0),
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'PICK_UP_RELEASE': lambda: s.stop(2),
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@ -116,58 +119,61 @@ class Camera:
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})
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s.move()
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"""Write a tip"""
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def tip(s,t,p,h='left',b=True):
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def tip(s, t, p, h='left', b=True):
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n = newnode(
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'text',
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attrs={
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'in_world': True,
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'scale': 0.01,
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'flatness': 1,
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'color': (1,1,1),
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'color': (1, 1, 1),
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'shadow': 1.0,
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'position': p,
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'text': t,
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'h_align': h
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}
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)
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if b: s.kids.append(n)
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if b:
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s.kids.append(n)
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return n
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"""Create a dot"""
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def dot(s,p,b=True,tex='black'):
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def dot(s, p, b=True, tex='black'):
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n = newnode(
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'prop',
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delegate=s,
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attrs={
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'mesh': getmesh('tnt'),
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'color_texture': gbt(tex),
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'body': 'crate',
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'mesh_scale': 0.1,
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'position': p,
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'gravity_scale': 0,
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'materials': [s.M],
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}
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attrs={
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'mesh': getmesh('tnt'),
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'color_texture': gbt(tex),
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'body': 'crate',
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'mesh_scale': 0.1,
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'position': p,
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'gravity_scale': 0,
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'materials': [s.M],
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}
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)
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if b: s.kids.append(n)
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if b:
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s.kids.append(n)
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return n
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"""Draw a line"""
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def line(s,p1,p2,i=2,tex='black'):
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x1,y1,z1 = p1
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x2,y2,z2 = p2
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n = dist(p1,p2)*i
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for i in range(1,int(n+1)):
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def line(s, p1, p2, i=2, tex='black'):
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x1, y1, z1 = p1
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x2, y2, z2 = p2
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n = dist(p1, p2)*i
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for i in range(1, int(n+1)):
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t = i/n
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x = x1+t*(x2-x1)
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y = y1+t*(y2-y1)
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z = z1+t*(z2-z1)
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s.kids.append(s.dot((x,y,z),tex=tex))
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s.kids.append(s.dot((x, y, z), tex=tex))
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"""Mark"""
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def mark(s):
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if not s.stage:
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s.stage = 1
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p = s.getpos()
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s.p1 = (p[0]-0.01,p[1],p[2])
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s.okay.append(s.dot(s.p1,b=False))
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s.okay.append(s.tip(f'Camera position\n{tuple([round(i,2) for i in s.p1])}',s.p1,b=False))
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s.p1 = (p[0]-0.01, p[1], p[2])
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s.okay.append(s.dot(s.p1, b=False))
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s.okay.append(
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s.tip(f'Camera position\n{tuple([round(i, 2) for i in s.p1])}', s.p1, b=False))
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else:
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[i.delete() for i in s.kids]
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s.kids.clear()
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@ -201,16 +207,17 @@ class Camera:
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s.line(s.p1, bl)
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m = 4
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j = {'tex':'crossOutMask'}
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j = {'tex': 'crossOutMask'}
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s.line(tr, tl, m, **j)
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s.line(tl, bl, m, **j)
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s.line(bl, br, m, **j)
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s.line(br, tr, m, **j)
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s.tip(f'Your display\n{r[0]}x{r[1]} px\n{tuple([round(i,2) for i in p2])}',tr,'right')
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s.tip(
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f'Your display\n{r[0]}x{r[1]} px\n{tuple([round(i, 2) for i in p2])}', tr, 'right')
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s.stage = 2
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s.overlay.press(3)
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tick(0.25, animate(s.node,'mesh_scale',{0:0.5,0.1:0.2,0.2:0.5}).delete)
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tick(0.25, animate(s.node, 'mesh_scale', {0: 0.5, 0.1: 0.2, 0.2: 0.5}).delete)
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gbs('gunCocking').play(position=s.node.position)
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"""Handle events"""
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def handlemessage(s, m):
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@ -237,117 +244,132 @@ class Camera:
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def reset(s):
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s.__class__.__yes__ = False
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me = getme()
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if not me: return
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if not me:
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return
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me.resetinput()
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with ga().context: me.actor.connect_controls_to_player()
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with ga().context:
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me.actor.connect_controls_to_player()
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[i.delete() for i in (s.kids+s.okay)]
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"""Manage movement"""
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def manage(s,a,lr=0):
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if lr: s.llr = a; return
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def manage(s, a, lr=0):
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if lr:
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s.llr = a
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return
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s.lud = a
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"""Move"""
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def move(s):
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m = getme(1)
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if (not m) or m._dead: s.destroy()
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try: p = s.getpos()
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if (not m) or m._dead:
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s.destroy()
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try:
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p = s.getpos()
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except:
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s.overlay.destroy()
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return
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s.setpos((p[0]+s.llr*s.step,p[1],p[2]-s.lud*s.step))
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s.overlay.up(*p,s.llr,s.lud)
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s.setpos((p[0]+s.llr*s.step, p[1], p[2]-s.lud*s.step))
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s.overlay.up(*p, s.llr, s.lud)
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SCT(*p)
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teck(s.wait,s.move)
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teck(s.wait, s.move)
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"""Start elevating"""
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def start(s,i):
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def start(s, i):
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s.overlay.press(i)
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s.mode = i
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s.loop(i)
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"""Keep elevating"""
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def loop(s,i):
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if s.mode != i: return
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try: p = list(s.node.position)
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except: return
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def loop(s, i):
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if s.mode != i:
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return
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try:
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p = list(s.node.position)
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except:
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return
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p[1] += s.step if i else -s.step
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s.node.position = tuple(p)
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teck(s.wait, lambda: s.loop(i))
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"""Stop elevating"""
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def stop(s,i):
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def stop(s, i):
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s.overlay.release(i)
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s.mode = 4
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"""Get position"""
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def getpos(s):
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return s.node.position
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"""Set position"""
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def setpos(s,p):
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def setpos(s, p):
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s.node.position = p
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"""Done"""
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def done(s,talk=True):
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def done(s, talk=True):
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s.overlay.press(1)
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s.overlay.destroy()
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try: p = s.node.position
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except: return
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try:
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p = s.node.position
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except:
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return
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with ga().context:
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gbs('laser').play(position=p)
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tick(0.2,animate(s.node,'mesh_scale',{0:0.5,0.08:1,0.2:0}).delete)
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tick(0.2,s.node.delete)
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tick(0.2, animate(s.node, 'mesh_scale', {0: 0.5, 0.08: 1, 0.2: 0}).delete)
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tick(0.2, s.node.delete)
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s.reset()
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if s.stage > 1 and talk:
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SCM(True)
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SCP(*s.p1)
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SCT(*s.p2)
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var('lp1',s.p1)
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var('lp2',s.p2)
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var('lp1', s.p1)
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var('lp2', s.p2)
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nice('Applied!')
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elif talk:
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note('Incomplete camera setup\nNo changes applied.')
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if s.__class__.__ins__ == s: s.__class__.__ins__ = None
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if s.__class__.__ins__ == s:
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s.__class__.__ins__ = None
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"""Controls overlay"""
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class Overlay:
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__lst__ = None
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"""Place nodes"""
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def __init__(s):
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s.__class__.__lst__ = str(ga())
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s.colors = [
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[(0.2,0.6,0.2),(0.4,1,0.4)],
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[(0.6,0,0),(1,0,0)],
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[(0.2,0.6,0.6),(0.4,1,1)],
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[(0.6,0.6,0.2),(1,1,0.4)],
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[(0.3,0.23,0.5),(0.2,0.13,0.3)]
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[(0.2, 0.6, 0.2), (0.4, 1, 0.4)],
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[(0.6, 0, 0), (1, 0, 0)],
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[(0.2, 0.6, 0.6), (0.4, 1, 1)],
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[(0.6, 0.6, 0.2), (1, 1, 0.4)],
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[(0.3, 0.23, 0.5), (0.2, 0.13, 0.3)]
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]
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s.pics = []
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s.texts = []
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s.pos = []
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s.nub = []
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s.old = [0,0,0]
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s.old = [0, 0, 0]
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s.dead = False
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with ga().context:
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for i in range(4):
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j = ['Jump','Bomb','PickUp','Punch'][i]
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k = [600,650,600,550][i]
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l = [170,220,270,220][i]
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j = ['Jump', 'Bomb', 'PickUp', 'Punch'][i]
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k = [600, 650, 600, 550][i]
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l = [170, 220, 270, 220][i]
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c = s.colors[i][0]
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n = newnode(
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'image',
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attrs={
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'texture': gbt('button'+j),
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'absolute_scale': True,
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'position': (k,l),
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'scale': (60,60),
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'position': (k, l),
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'scale': (60, 60),
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'color': c
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}
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)
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s.pics.append(n)
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j = ['Down','Done','Up','Mark'][i]
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k = [600,680,600,515][i]
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l = [115,220,325,220][i]
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h = ['center','left','center','right'][i]
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v = ['bottom','center','top','center'][i]
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j = ['Down', 'Done', 'Up', 'Mark'][i]
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k = [600, 680, 600, 515][i]
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l = [115, 220, 325, 220][i]
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h = ['center', 'left', 'center', 'right'][i]
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v = ['bottom', 'center', 'top', 'center'][i]
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n = newnode(
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'text',
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attrs={
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'text': j,
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'position': (k,l),
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'position': (k, l),
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'color': c,
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'h_align': h,
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'v_align': v
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@ -355,92 +377,103 @@ class Overlay:
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)
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s.texts.append(n)
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for i in range(3):
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c = s.colors[[1,0,2][i]][0]
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c = s.colors[[1, 0, 2][i]][0]
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n = newnode(
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'text',
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attrs={
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'text': '0',
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'position': (640,155-30*i),
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'position': (640, 155-30*i),
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'color': c,
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'h_align': 'left'
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}
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)
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s.pos.append(n)
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s.np = (790,140)
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for i in [0,1]:
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j = [110,60][i]
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s.np = (790, 140)
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for i in [0, 1]:
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j = [110, 60][i]
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n = newnode(
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'image',
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attrs={
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'texture': gbt('nub'),
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'absolute_scale': True,
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'position': s.np,
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'scale': (j,j),
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'scale': (j, j),
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'color': s.colors[4][i]
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}
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)
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s.nub.append(n)
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s.fade()
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"""Color overlays"""
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def set(s,i,c):
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def set(s, i, c):
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s.pics[i].color = s.texts[i].color = c
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"""Color position"""
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def pset(s,i,c):
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def pset(s, i, c):
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s.pos[i].color = c
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"""Simulate pressed"""
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def press(s,i):
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s.set(i,s.colors[i][1])
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def press(s, i):
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s.set(i, s.colors[i][1])
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s.pics[i].opacity = 1.0
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"""Simulate released"""
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def release(s,i):
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s.set(i,s.colors[i][0])
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def release(s, i):
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s.set(i, s.colors[i][0])
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s.pics[i].opacity = 0.7
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"""Get all nodes"""
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def nodes(s):
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return s.pics+s.texts+s.pos+s.nub
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"""Update position"""
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def up(s,x,y,z,lr,ud):
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new = [x,y,z]
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def up(s, x, y, z, lr, ud):
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new = [x, y, z]
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for i in range(3):
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c = s.colors[[1,0,2][i]]
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if s.old[i] == new[i]: s.pset(i,c[0]); continue
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c = s.colors[[1, 0, 2][i]]
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if s.old[i] == new[i]:
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s.pset(i, c[0])
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continue
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t = s.pos[i]
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t.text = str(round(new[i],5))
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s.pset(i,c[1])
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t.text = str(round(new[i], 5))
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s.pset(i, c[1])
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s.old = new
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[setattr(s.nub[i],'opacity',[[0.5,0.2],[0.7,0.3]][bool(lr or ud)][i]) for i in [0,1]]
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[setattr(s.nub[i], 'opacity', [[0.5, 0.2], [0.7, 0.3]][bool(lr or ud)][i]) for i in [0, 1]]
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p = s.np
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m = sqrt(lr**2+ud**2) or 1
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d = 25*min(sqrt(lr**2+ud**2),1)
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d = 25*min(sqrt(lr**2+ud**2), 1)
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lr /= m
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ud /= m
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s.nub[1].position = (p[0]+lr*d,p[1]+ud*d)
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s.nub[1].position = (p[0]+lr*d, p[1]+ud*d)
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"""Fade"""
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def fade(s,i=0):
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if str(ga()) != s.__class__.__lst__: return
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def fade(s, i=0):
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if str(ga()) != s.__class__.__lst__:
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return
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mem = s.nodes()
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[tick(1, animate(n,'opacity',{0:i,0.5:abs(i-0.7)}).delete) for n in mem]
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[tick(1, animate(n, 'opacity', {0: i, 0.5: abs(i-0.7)}).delete) for n in mem]
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"""Destroy overlay"""
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def destroy(s):
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if s.dead: return
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if s.dead:
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return
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s.dead = True
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with ga().context:
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tick(0.2,lambda:s.fade(0.7))
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||||
tick(2,lambda: [n.delete() for n in s.nodes()])
|
||||
tick(0.2, lambda: s.fade(0.7))
|
||||
tick(2, lambda: [n.delete() for n in s.nodes()])
|
||||
|
||||
|
||||
# Mini tools
|
||||
note = lambda t, b=False: (push(t,color=(1,1,0)),gs('block').play() if b else None)
|
||||
nice = lambda t: (push(t,color=(0,1,0)),gs('dingSmallHigh').play())
|
||||
SCM = lambda b: (setattr(Camera,'__lst__',b),SSCM(b))
|
||||
scale = lambda v,s: (v[0]*s,v[1]*s,v[2]*s)
|
||||
cross = lambda a,b: (a[1]*b[2]-a[2]*b[1],a[2]*b[0]-a[0]*b[2],a[0]*b[1]-a[1]*b[0])
|
||||
sub = lambda a,b: (a[0]-b[0],a[1]-b[1],a[2]-b[2])
|
||||
add = lambda a,b: (a[0]+b[0],a[1]+b[1],a[2]+b[2])
|
||||
def note(t, b=False): return (push(t, color=(1, 1, 0)), gs('block').play() if b else None)
|
||||
def nice(t): return (push(t, color=(0, 1, 0)), gs('dingSmallHigh').play())
|
||||
def SCM(b): return (setattr(Camera, '__lst__', b), SSCM(b))
|
||||
def scale(v, s): return (v[0]*s, v[1]*s, v[2]*s)
|
||||
def cross(a, b): return (a[1]*b[2]-a[2]*b[1], a[2]*b[0]-a[0]*b[2], a[0]*b[1]-a[1]*b[0])
|
||||
def sub(a, b): return (a[0]-b[0], a[1]-b[1], a[2]-b[2])
|
||||
def add(a, b): return (a[0]+b[0], a[1]+b[1], a[2]+b[2])
|
||||
|
||||
|
||||
def getme(actor=0):
|
||||
for p in ga().players:
|
||||
if p.sessionplayer.inputdevice.client_id == -1:
|
||||
return p.actor if actor else p
|
||||
def LN(d): me = getme(); [me.assigninput(getattr(IT,k), d[k]) for k in d]
|
||||
|
||||
|
||||
def LN(d): me = getme(); [me.assigninput(getattr(IT, k), d[k]) for k in d]
|
||||
|
||||
|
||||
def RESUME():
|
||||
u = APP.ui_v1
|
||||
c = APP.classic
|
||||
|
|
@ -448,70 +481,80 @@ def RESUME():
|
|||
u.clear_main_window()
|
||||
[z() for z in c.main_menu_resume_callbacks]
|
||||
c.main_menu_resume_callbacks.clear()
|
||||
|
||||
|
||||
def norm(v):
|
||||
a,b,c = v
|
||||
a, b, c = v
|
||||
l = sqrt(a**2+b**2+c**2)
|
||||
return (0, 0, 0) if l == 0 else (a/l,b/l,c/l)
|
||||
def var(s,v=None):
|
||||
return (0, 0, 0) if l == 0 else (a/l, b/l, c/l)
|
||||
|
||||
|
||||
def var(s, v=None):
|
||||
c = APP.config
|
||||
s = 'cam_'+s
|
||||
if v is None: return c.get(s,v)
|
||||
if v is None:
|
||||
return c.get(s, v)
|
||||
c[s] = v
|
||||
c.commit()
|
||||
|
||||
# brobord collide grass
|
||||
# ba_meta require api 9
|
||||
# ba_meta export babase.Plugin
|
||||
|
||||
|
||||
class byBordd(Plugin):
|
||||
has_settings_ui = lambda s: True
|
||||
show_settings_ui = lambda s, src: s.ui(source=src)
|
||||
col = (0.18,0.18,0.18)
|
||||
def has_settings_ui(s): return True
|
||||
def show_settings_ui(s, src): return s.ui(source=src)
|
||||
col = (0.18, 0.18, 0.18)
|
||||
|
||||
def __init__(s):
|
||||
o = igm._refresh_in_game
|
||||
def e(f,*a,**k):
|
||||
r = o(f,*a,**k)
|
||||
|
||||
def e(f, *a, **k):
|
||||
r = o(f, *a, **k)
|
||||
b = bw(
|
||||
label='',
|
||||
size=(90,40),
|
||||
size=(90, 40),
|
||||
button_type='square',
|
||||
parent=f._root_widget,
|
||||
color=(0.18,0.18,0.18),
|
||||
position=(f._width-20,0),
|
||||
color=(0.18, 0.18, 0.18),
|
||||
position=(f._width-20, 0),
|
||||
)
|
||||
bw(b,on_activate_call=lambda:s.ui(source=b,main=True))
|
||||
bw(b, on_activate_call=lambda: s.ui(source=b, main=True))
|
||||
iw(
|
||||
size=(40,40),
|
||||
size=(40, 40),
|
||||
texture=gt('tv'),
|
||||
parent=f._root_widget,
|
||||
position=(f._width-20,5)
|
||||
position=(f._width-20, 5)
|
||||
)
|
||||
tw(
|
||||
maxwidth=50,
|
||||
text='Camera',
|
||||
h_align='left',
|
||||
parent=f._root_widget,
|
||||
position=(f._width+15,0)
|
||||
position=(f._width+15, 0)
|
||||
)
|
||||
return r
|
||||
igm._refresh_in_game = e
|
||||
"""The UI"""
|
||||
def ui(s,source=None,main=False):
|
||||
def ui(s, source=None, main=False):
|
||||
s.main = main
|
||||
off = source.get_screen_space_center() if source else (0,0)
|
||||
off = source.get_screen_space_center() if source else (0, 0)
|
||||
w = cw(
|
||||
color=s.col,
|
||||
size=(350,305),
|
||||
size=(350, 305),
|
||||
stack_offset=off,
|
||||
transition='in_scale',
|
||||
parent=gsw('overlay_stack'),
|
||||
scale_origin_stack_offset=off
|
||||
)
|
||||
s.back = lambda b=True: (cw(w,transition=['out_right','out_scale'][bool(source) and b]),gs('swish').play() if b else None)
|
||||
cw(w,on_outside_click_call=s.back)
|
||||
s.back = lambda b=True: (
|
||||
cw(w, transition=['out_right', 'out_scale'][bool(source) and b]), gs('swish').play() if b else None)
|
||||
cw(w, on_outside_click_call=s.back)
|
||||
b = Camera.__yes__
|
||||
t = [
|
||||
('Camera is ready!',(0,1,1)),
|
||||
('Camera is running!',(0,1,0)),
|
||||
('Camera is ready!', (0, 1, 1)),
|
||||
('Camera is running!', (0, 1, 0)),
|
||||
][b]
|
||||
tw(
|
||||
parent=w,
|
||||
|
|
@ -519,59 +562,68 @@ class byBordd(Plugin):
|
|||
scale=1.5,
|
||||
color=t[1],
|
||||
h_align='center',
|
||||
position=(155,250)
|
||||
position=(155, 250)
|
||||
)
|
||||
for i in range(4):
|
||||
j = [
|
||||
('3D Camera mapper',s.start),
|
||||
('Last mapped config',s.load),
|
||||
('Last dev command',s.copy),
|
||||
('Reset all settings',s.reset)
|
||||
('3D Camera mapper', s.start),
|
||||
('Last mapped config', s.load),
|
||||
('Last dev command', s.copy),
|
||||
('Reset all settings', s.reset)
|
||||
][i]
|
||||
tw(
|
||||
parent=w,
|
||||
text=j[0],
|
||||
maxwidth=195,
|
||||
position=(20,30+55*i)
|
||||
position=(20, 30+55*i)
|
||||
)
|
||||
k = [
|
||||
(['Start','Stop'][b],'cursor'),
|
||||
('Load','achievementOutline'),
|
||||
('Copy','file'),
|
||||
('Reset','replayIcon')
|
||||
(['Start', 'Stop'][b], 'cursor'),
|
||||
('Load', 'achievementOutline'),
|
||||
('Copy', 'file'),
|
||||
('Reset', 'replayIcon')
|
||||
][i]
|
||||
bw(
|
||||
parent=w,
|
||||
label=k[0],
|
||||
color=s.col,
|
||||
size=(120,50),
|
||||
size=(120, 50),
|
||||
icon=gt(k[1]),
|
||||
enable_sound=not i,
|
||||
textcolor=(1,1,1),
|
||||
textcolor=(1, 1, 1),
|
||||
button_type='square',
|
||||
on_activate_call=j[1],
|
||||
position=(220,20+55*i)
|
||||
position=(220, 20+55*i)
|
||||
)
|
||||
"""Gather last"""
|
||||
def gather(s):
|
||||
return var('lp1'),var('lp2')
|
||||
return var('lp1'), var('lp2')
|
||||
"""Reset"""
|
||||
def reset(s):
|
||||
SCM(False)
|
||||
nice('Resetored original settings!')
|
||||
"""Copy last"""
|
||||
def copy(s):
|
||||
if not CIS(): note('Unsupported!',True); return
|
||||
if not CIS():
|
||||
note('Unsupported!', True)
|
||||
return
|
||||
g = s.gather()
|
||||
if not g[1]: note('Apply something first!',True); return
|
||||
g = [tuple([round(i,2) for i in j]) for j in g]
|
||||
COPY(f'from _babase import set_camera_manual as SCM, set_camera_target as SCT, set_camera_position as SCP; SCM(True); SCP(*{g[0]}); SCT(*{g[1]})')
|
||||
if not g[1]:
|
||||
note('Apply something first!', True)
|
||||
return
|
||||
g = [tuple([round(i, 2) for i in j]) for j in g]
|
||||
COPY(
|
||||
f'from _babase import set_camera_manual as SCM, set_camera_target as SCT, set_camera_position as SCP; SCM(True); SCP(*{g[0]}); SCT(*{g[1]})')
|
||||
nice('Copied command!\nPaste it in dev console anytime to load config!')
|
||||
"""Load last"""
|
||||
def load(s):
|
||||
g = s.gather()
|
||||
if not g[1]: note('Apply something first!',True); return
|
||||
if Camera.__yes__: note('Stop camera first!',True); return
|
||||
if not g[1]:
|
||||
note('Apply something first!', True)
|
||||
return
|
||||
if Camera.__yes__:
|
||||
note('Stop camera first!', True)
|
||||
return
|
||||
SCM(True)
|
||||
SCP(*g[0])
|
||||
SCT(*g[1])
|
||||
|
|
@ -579,8 +631,13 @@ class byBordd(Plugin):
|
|||
"""Start camera"""
|
||||
def start(s):
|
||||
a = ga()
|
||||
if not a: note('Only mapping requires you to be the host!\nYou still can load previous config though',True); return
|
||||
if not getme(): note('Join the game first!',True); return
|
||||
if not a:
|
||||
note('Only mapping requires you to be the host!\nYou still can load previous config though', True)
|
||||
return
|
||||
if not getme():
|
||||
note('Join the game first!', True)
|
||||
return
|
||||
s.back(False)
|
||||
RESUME() if s.main else None
|
||||
with a.context: Camera()
|
||||
with a.context:
|
||||
Camera()
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue