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639
dist/ba_data/python/bastd/actor/controlsguide.py
vendored
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639
dist/ba_data/python/bastd/actor/controlsguide.py
vendored
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@ -0,0 +1,639 @@
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# Released under the MIT License. See LICENSE for details.
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#
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"""Defines Actors related to controls guides."""
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import ba
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import ba.internal
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if TYPE_CHECKING:
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from typing import Any, Sequence
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class ControlsGuide(ba.Actor):
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"""A screen overlay of game controls.
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category: Gameplay Classes
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Shows button mappings based on what controllers are connected.
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Handy to show at the start of a series or whenever there might
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be newbies watching.
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"""
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def __init__(
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self,
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position: tuple[float, float] = (390.0, 120.0),
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scale: float = 1.0,
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delay: float = 0.0,
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lifespan: float | None = None,
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bright: bool = False,
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):
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"""Instantiate an overlay.
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delay: is the time in seconds before the overlay fades in.
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lifespan: if not None, the overlay will fade back out and die after
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that long (in milliseconds).
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bright: if True, brighter colors will be used; handy when showing
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over gameplay but may be too bright for join-screens, etc.
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"""
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# pylint: disable=too-many-statements
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# pylint: disable=too-many-locals
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super().__init__()
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show_title = True
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scale *= 0.75
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image_size = 90.0 * scale
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offs = 74.0 * scale
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offs5 = 43.0 * scale
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ouya = False
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maxw = 50
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self._lifespan = lifespan
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self._dead = False
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self._bright = bright
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self._cancel_timer: ba.Timer | None = None
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self._fade_in_timer: ba.Timer | None = None
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self._update_timer: ba.Timer | None = None
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self._title_text: ba.Node | None
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clr: Sequence[float]
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extra_pos_1: tuple[float, float] | None
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extra_pos_2: tuple[float, float] | None
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if ba.app.iircade_mode:
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xtweak = 0.2
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ytweak = 0.2
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jump_pos = (
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position[0] + offs * (-1.2 + xtweak),
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position[1] + offs * (0.1 + ytweak),
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)
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bomb_pos = (
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position[0] + offs * (0.0 + xtweak),
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position[1] + offs * (0.5 + ytweak),
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)
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punch_pos = (
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position[0] + offs * (1.2 + xtweak),
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position[1] + offs * (0.5 + ytweak),
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)
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pickup_pos = (
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position[0] + offs * (-1.4 + xtweak),
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position[1] + offs * (-1.2 + ytweak),
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)
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extra_pos_1 = (
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position[0] + offs * (-0.2 + xtweak),
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position[1] + offs * (-0.8 + ytweak),
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)
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extra_pos_2 = (
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position[0] + offs * (1.0 + xtweak),
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position[1] + offs * (-0.8 + ytweak),
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)
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self._force_hide_button_names = True
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else:
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punch_pos = (position[0] - offs * 1.1, position[1])
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jump_pos = (position[0], position[1] - offs)
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bomb_pos = (position[0] + offs * 1.1, position[1])
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pickup_pos = (position[0], position[1] + offs)
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extra_pos_1 = None
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extra_pos_2 = None
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self._force_hide_button_names = False
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if show_title:
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self._title_text_pos_top = (
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position[0],
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position[1] + 139.0 * scale,
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)
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self._title_text_pos_bottom = (
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position[0],
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position[1] + 139.0 * scale,
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)
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clr = (1, 1, 1) if bright else (0.7, 0.7, 0.7)
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tval = ba.Lstr(
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value='${A}:', subs=[('${A}', ba.Lstr(resource='controlsText'))]
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)
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self._title_text = ba.newnode(
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'text',
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attrs={
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'text': tval,
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'host_only': True,
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'scale': 1.1 * scale,
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'shadow': 0.5,
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'flatness': 1.0,
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'maxwidth': 480,
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'v_align': 'center',
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'h_align': 'center',
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'color': clr,
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},
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)
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else:
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self._title_text = None
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pos = jump_pos
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clr = (0.4, 1, 0.4)
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self._jump_image = ba.newnode(
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'image',
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attrs={
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'texture': ba.gettexture('buttonJump'),
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'absolute_scale': True,
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'host_only': True,
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'vr_depth': 10,
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'position': pos,
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'scale': (image_size, image_size),
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'color': clr,
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},
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)
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self._jump_text = ba.newnode(
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'text',
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attrs={
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'v_align': 'top',
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'h_align': 'center',
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'scale': 1.5 * scale,
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'flatness': 1.0,
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'color': clr,
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},
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)
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clr = (0.2, 0.6, 1) if ouya else (1, 0.7, 0.3)
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pos = punch_pos
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self._punch_image = ba.newnode(
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'image',
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attrs={
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'texture': ba.gettexture('buttonPunch'),
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'absolute_scale': True,
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'host_only': True,
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'vr_depth': 10,
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'position': pos,
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'scale': (image_size, image_size),
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'color': clr,
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},
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)
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self._punch_text = ba.newnode(
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'text',
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attrs={
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'v_align': 'top',
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'h_align': 'center',
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'scale': 1.5 * scale,
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'flatness': 1.0,
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'color': clr,
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},
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)
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pos = bomb_pos
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clr = (1, 0.3, 0.3)
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self._bomb_image = ba.newnode(
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'image',
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attrs={
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'texture': ba.gettexture('buttonBomb'),
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'absolute_scale': True,
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'host_only': True,
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'vr_depth': 10,
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'position': pos,
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'scale': (image_size, image_size),
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'color': clr,
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},
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)
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self._bomb_text = ba.newnode(
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'text',
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attrs={
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'h_align': 'center',
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'v_align': 'top',
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'scale': 1.5 * scale,
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'flatness': 1.0,
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'color': clr,
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},
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)
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pos = pickup_pos
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clr = (1, 0.8, 0.3) if ouya else (0.8, 0.5, 1)
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self._pickup_image = ba.newnode(
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'image',
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attrs={
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'texture': ba.gettexture('buttonPickUp'),
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'absolute_scale': True,
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'host_only': True,
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'vr_depth': 10,
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'position': pos,
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'scale': (image_size, image_size),
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'color': clr,
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},
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)
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self._pick_up_text = ba.newnode(
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'text',
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attrs={
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'v_align': 'top',
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'h_align': 'center',
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'scale': 1.5 * scale,
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'flatness': 1.0,
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'host_only': True,
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'shadow': 1.0,
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'maxwidth': maxw,
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'position': (pos[0], pos[1] - offs5),
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'color': clr,
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},
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)
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clr = (0.9, 0.9, 2.0, 1.0) if bright else (0.8, 0.8, 2.0, 1.0)
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self._run_text_pos_top = (position[0], position[1] - 135.0 * scale)
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self._run_text_pos_bottom = (position[0], position[1] - 172.0 * scale)
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sval = 1.0 * scale if ba.app.vr_mode else 0.8 * scale
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self._run_text = ba.newnode(
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'text',
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attrs={
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'scale': sval,
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'host_only': True,
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'shadow': 1.0 if ba.app.vr_mode else 0.5,
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'flatness': 1.0,
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'maxwidth': 380,
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'v_align': 'top',
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'h_align': 'center',
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'color': clr,
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},
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)
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clr = (1, 1, 1) if bright else (0.7, 0.7, 0.7)
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self._extra_text = ba.newnode(
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'text',
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attrs={
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'scale': 0.8 * scale,
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'host_only': True,
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'shadow': 0.5,
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'flatness': 1.0,
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'maxwidth': 380,
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'v_align': 'top',
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'h_align': 'center',
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'color': clr,
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},
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)
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if extra_pos_1 is not None:
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self._extra_image_1: ba.Node | None = ba.newnode(
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'image',
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attrs={
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'texture': ba.gettexture('nub'),
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'absolute_scale': True,
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'host_only': True,
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'vr_depth': 10,
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'position': extra_pos_1,
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'scale': (image_size, image_size),
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'color': (0.5, 0.5, 0.5),
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},
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)
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else:
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self._extra_image_1 = None
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if extra_pos_2 is not None:
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self._extra_image_2: ba.Node | None = ba.newnode(
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'image',
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attrs={
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'texture': ba.gettexture('nub'),
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'absolute_scale': True,
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'host_only': True,
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'vr_depth': 10,
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'position': extra_pos_2,
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'scale': (image_size, image_size),
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'color': (0.5, 0.5, 0.5),
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},
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)
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else:
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self._extra_image_2 = None
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self._nodes = [
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self._bomb_image,
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self._bomb_text,
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self._punch_image,
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self._punch_text,
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self._jump_image,
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self._jump_text,
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self._pickup_image,
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self._pick_up_text,
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self._run_text,
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self._extra_text,
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]
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if show_title:
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assert self._title_text
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self._nodes.append(self._title_text)
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if self._extra_image_1 is not None:
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self._nodes.append(self._extra_image_1)
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if self._extra_image_2 is not None:
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self._nodes.append(self._extra_image_2)
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# Start everything invisible.
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for node in self._nodes:
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node.opacity = 0.0
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# Don't do anything until our delay has passed.
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ba.timer(delay, ba.WeakCall(self._start_updating))
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@staticmethod
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def _meaningful_button_name(device: ba.InputDevice, button: int) -> str:
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"""Return a flattened string button name; empty for non-meaningful."""
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if not device.has_meaningful_button_names:
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return ''
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return device.get_button_name(button).evaluate()
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def _start_updating(self) -> None:
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# Ok, our delay has passed. Now lets periodically see if we can fade
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# in (if a touch-screen is present we only want to show up if gamepads
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# are connected, etc).
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# Also set up a timer so if we haven't faded in by the end of our
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# duration, abort.
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if self._lifespan is not None:
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self._cancel_timer = ba.Timer(
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self._lifespan,
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ba.WeakCall(self.handlemessage, ba.DieMessage(immediate=True)),
|
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)
|
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self._fade_in_timer = ba.Timer(
|
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1.0, ba.WeakCall(self._check_fade_in), repeat=True
|
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)
|
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self._check_fade_in() # Do one check immediately.
|
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|
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def _check_fade_in(self) -> None:
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from ba.internal import get_device_value
|
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# If we have a touchscreen, we only fade in if we have a player with
|
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# an input device that is *not* the touchscreen.
|
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# (otherwise it is confusing to see the touchscreen buttons right
|
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# next to our display buttons)
|
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touchscreen: ba.InputDevice | None = ba.internal.getinputdevice(
|
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'TouchScreen', '#1', doraise=False
|
||||
)
|
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|
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if touchscreen is not None:
|
||||
# We look at the session's players; not the activity's.
|
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# We want to get ones who are still in the process of
|
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# selecting a character, etc.
|
||||
input_devices = [
|
||||
p.inputdevice for p in ba.getsession().sessionplayers
|
||||
]
|
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input_devices = [
|
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i for i in input_devices if i and i is not touchscreen
|
||||
]
|
||||
fade_in = False
|
||||
if input_devices:
|
||||
# Only count this one if it has non-empty button names
|
||||
# (filters out wiimotes, the remote-app, etc).
|
||||
for device in input_devices:
|
||||
for name in (
|
||||
'buttonPunch',
|
||||
'buttonJump',
|
||||
'buttonBomb',
|
||||
'buttonPickUp',
|
||||
):
|
||||
if (
|
||||
self._meaningful_button_name(
|
||||
device, get_device_value(device, name)
|
||||
)
|
||||
!= ''
|
||||
):
|
||||
fade_in = True
|
||||
break
|
||||
if fade_in:
|
||||
break # No need to keep looking.
|
||||
else:
|
||||
# No touch-screen; fade in immediately.
|
||||
fade_in = True
|
||||
if fade_in:
|
||||
self._cancel_timer = None # Didn't need this.
|
||||
self._fade_in_timer = None # Done with this.
|
||||
self._fade_in()
|
||||
|
||||
def _fade_in(self) -> None:
|
||||
for node in self._nodes:
|
||||
ba.animate(node, 'opacity', {0: 0.0, 2.0: 1.0})
|
||||
|
||||
# If we were given a lifespan, transition out after it.
|
||||
if self._lifespan is not None:
|
||||
ba.timer(
|
||||
self._lifespan, ba.WeakCall(self.handlemessage, ba.DieMessage())
|
||||
)
|
||||
self._update()
|
||||
self._update_timer = ba.Timer(
|
||||
1.0, ba.WeakCall(self._update), repeat=True
|
||||
)
|
||||
|
||||
def _update(self) -> None:
|
||||
# pylint: disable=too-many-statements
|
||||
# pylint: disable=too-many-branches
|
||||
# pylint: disable=too-many-locals
|
||||
from ba.internal import get_device_value, get_remote_app_name
|
||||
|
||||
if self._dead:
|
||||
return
|
||||
punch_button_names = set()
|
||||
jump_button_names = set()
|
||||
pickup_button_names = set()
|
||||
bomb_button_names = set()
|
||||
|
||||
# We look at the session's players; not the activity's - we want to
|
||||
# get ones who are still in the process of selecting a character, etc.
|
||||
input_devices = [p.inputdevice for p in ba.getsession().sessionplayers]
|
||||
input_devices = [i for i in input_devices if i]
|
||||
|
||||
# If there's no players with input devices yet, try to default to
|
||||
# showing keyboard controls.
|
||||
if not input_devices:
|
||||
kbd = ba.internal.getinputdevice('Keyboard', '#1', doraise=False)
|
||||
if kbd is not None:
|
||||
input_devices.append(kbd)
|
||||
|
||||
# We word things specially if we have nothing but keyboards.
|
||||
all_keyboards = input_devices and all(
|
||||
i.name == 'Keyboard' for i in input_devices
|
||||
)
|
||||
only_remote = len(input_devices) == 1 and all(
|
||||
i.name == 'Amazon Fire TV Remote' for i in input_devices
|
||||
)
|
||||
|
||||
right_button_names = set()
|
||||
left_button_names = set()
|
||||
up_button_names = set()
|
||||
down_button_names = set()
|
||||
|
||||
# For each player in the game with an input device,
|
||||
# get the name of the button for each of these 4 actions.
|
||||
# If any of them are uniform across all devices, display the name.
|
||||
for device in input_devices:
|
||||
# We only care about movement buttons in the case of keyboards.
|
||||
if all_keyboards:
|
||||
right_button_names.add(
|
||||
device.get_button_name(
|
||||
get_device_value(device, 'buttonRight')
|
||||
)
|
||||
)
|
||||
left_button_names.add(
|
||||
device.get_button_name(
|
||||
get_device_value(device, 'buttonLeft')
|
||||
)
|
||||
)
|
||||
down_button_names.add(
|
||||
device.get_button_name(
|
||||
get_device_value(device, 'buttonDown')
|
||||
)
|
||||
)
|
||||
up_button_names.add(
|
||||
device.get_button_name(get_device_value(device, 'buttonUp'))
|
||||
)
|
||||
|
||||
# Ignore empty values; things like the remote app or
|
||||
# wiimotes can return these.
|
||||
bname = self._meaningful_button_name(
|
||||
device, get_device_value(device, 'buttonPunch')
|
||||
)
|
||||
if bname != '':
|
||||
punch_button_names.add(bname)
|
||||
bname = self._meaningful_button_name(
|
||||
device, get_device_value(device, 'buttonJump')
|
||||
)
|
||||
if bname != '':
|
||||
jump_button_names.add(bname)
|
||||
bname = self._meaningful_button_name(
|
||||
device, get_device_value(device, 'buttonBomb')
|
||||
)
|
||||
if bname != '':
|
||||
bomb_button_names.add(bname)
|
||||
bname = self._meaningful_button_name(
|
||||
device, get_device_value(device, 'buttonPickUp')
|
||||
)
|
||||
if bname != '':
|
||||
pickup_button_names.add(bname)
|
||||
|
||||
# If we have no values yet, we may want to throw out some sane
|
||||
# defaults.
|
||||
if all(
|
||||
not lst
|
||||
for lst in (
|
||||
punch_button_names,
|
||||
jump_button_names,
|
||||
bomb_button_names,
|
||||
pickup_button_names,
|
||||
)
|
||||
):
|
||||
# Otherwise on android show standard buttons.
|
||||
if ba.app.platform == 'android':
|
||||
punch_button_names.add('X')
|
||||
jump_button_names.add('A')
|
||||
bomb_button_names.add('B')
|
||||
pickup_button_names.add('Y')
|
||||
|
||||
run_text = ba.Lstr(
|
||||
value='${R}: ${B}',
|
||||
subs=[
|
||||
('${R}', ba.Lstr(resource='runText')),
|
||||
(
|
||||
'${B}',
|
||||
ba.Lstr(
|
||||
resource='holdAnyKeyText'
|
||||
if all_keyboards
|
||||
else 'holdAnyButtonText'
|
||||
),
|
||||
),
|
||||
],
|
||||
)
|
||||
|
||||
# If we're all keyboards, lets show move keys too.
|
||||
if (
|
||||
all_keyboards
|
||||
and len(up_button_names) == 1
|
||||
and len(down_button_names) == 1
|
||||
and len(left_button_names) == 1
|
||||
and len(right_button_names) == 1
|
||||
):
|
||||
up_text = list(up_button_names)[0]
|
||||
down_text = list(down_button_names)[0]
|
||||
left_text = list(left_button_names)[0]
|
||||
right_text = list(right_button_names)[0]
|
||||
run_text = ba.Lstr(
|
||||
value='${M}: ${U}, ${L}, ${D}, ${R}\n${RUN}',
|
||||
subs=[
|
||||
('${M}', ba.Lstr(resource='moveText')),
|
||||
('${U}', up_text),
|
||||
('${L}', left_text),
|
||||
('${D}', down_text),
|
||||
('${R}', right_text),
|
||||
('${RUN}', run_text),
|
||||
],
|
||||
)
|
||||
|
||||
if self._force_hide_button_names:
|
||||
jump_button_names.clear()
|
||||
punch_button_names.clear()
|
||||
bomb_button_names.clear()
|
||||
pickup_button_names.clear()
|
||||
|
||||
self._run_text.text = run_text
|
||||
w_text: ba.Lstr | str
|
||||
if only_remote and self._lifespan is None:
|
||||
w_text = ba.Lstr(
|
||||
resource='fireTVRemoteWarningText',
|
||||
subs=[('${REMOTE_APP_NAME}', get_remote_app_name())],
|
||||
)
|
||||
else:
|
||||
w_text = ''
|
||||
self._extra_text.text = w_text
|
||||
if len(punch_button_names) == 1:
|
||||
self._punch_text.text = list(punch_button_names)[0]
|
||||
else:
|
||||
self._punch_text.text = ''
|
||||
|
||||
if len(jump_button_names) == 1:
|
||||
tval = list(jump_button_names)[0]
|
||||
else:
|
||||
tval = ''
|
||||
self._jump_text.text = tval
|
||||
if tval == '':
|
||||
self._run_text.position = self._run_text_pos_top
|
||||
self._extra_text.position = (
|
||||
self._run_text_pos_top[0],
|
||||
self._run_text_pos_top[1] - 50,
|
||||
)
|
||||
else:
|
||||
self._run_text.position = self._run_text_pos_bottom
|
||||
self._extra_text.position = (
|
||||
self._run_text_pos_bottom[0],
|
||||
self._run_text_pos_bottom[1] - 50,
|
||||
)
|
||||
if len(bomb_button_names) == 1:
|
||||
self._bomb_text.text = list(bomb_button_names)[0]
|
||||
else:
|
||||
self._bomb_text.text = ''
|
||||
|
||||
# Also move our title up/down depending on if this is shown.
|
||||
if len(pickup_button_names) == 1:
|
||||
self._pick_up_text.text = list(pickup_button_names)[0]
|
||||
if self._title_text is not None:
|
||||
self._title_text.position = self._title_text_pos_top
|
||||
else:
|
||||
self._pick_up_text.text = ''
|
||||
if self._title_text is not None:
|
||||
self._title_text.position = self._title_text_pos_bottom
|
||||
|
||||
def _die(self) -> None:
|
||||
for node in self._nodes:
|
||||
node.delete()
|
||||
self._nodes = []
|
||||
self._update_timer = None
|
||||
self._dead = True
|
||||
|
||||
def exists(self) -> bool:
|
||||
return not self._dead
|
||||
|
||||
def handlemessage(self, msg: Any) -> Any:
|
||||
assert not self.expired
|
||||
if isinstance(msg, ba.DieMessage):
|
||||
if msg.immediate:
|
||||
self._die()
|
||||
else:
|
||||
# If they don't need immediate,
|
||||
# fade out our nodes and die later.
|
||||
for node in self._nodes:
|
||||
ba.animate(node, 'opacity', {0: node.opacity, 3.0: 0.0})
|
||||
ba.timer(3.1, ba.WeakCall(self._die))
|
||||
return None
|
||||
return super().handlemessage(msg)
|
||||
Loading…
Add table
Add a link
Reference in a new issue