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https://github.com/RYDE-WORK/ballistica.git
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Update mainmenu.py
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@ -7,6 +7,7 @@ from __future__ import annotations
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import time
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import random
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import weakref
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import functools
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from typing import TYPE_CHECKING, override
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import bascenev1 as bs
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@ -566,7 +567,6 @@ class MainMenuActivity(bs.Activity[bs.Player, bs.Team]):
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vr_depth_offset: float = 0.0,
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) -> None:
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# pylint: disable=too-many-locals
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# Temp easter goodness.
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if custom_texture is None:
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custom_texture = self._get_custom_logo_tex_name()
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@ -584,6 +584,7 @@ class MainMenuActivity(bs.Activity[bs.Player, bs.Team]):
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bs.newnode(
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'image',
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attrs={
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'position': (x, y),
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'texture': ltex,
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'mesh_opaque': mopaque,
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'mesh_transparent': mtrans,
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@ -592,47 +593,65 @@ class MainMenuActivity(bs.Activity[bs.Player, bs.Team]):
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'attach': 'center',
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'tilt_translate': 0.21,
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'absolute_scale': True,
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'scale': (
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(2000.0,2000.0) if custom_texture is None
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else None
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)
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},
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)
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)
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self._logo_node = logo.node
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self._word_actors.append(logo)
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# Add a bit of stop-motion-y jitter to the logo (unless we're in
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# VR mode in which case its best to leave things still).
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# Add a bit of stop-motion-y jitter to the logo
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# (unless we're in VR mode in which case its best to
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# leave things still).
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assert logo.node
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if not bs.app.env.vr:
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cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})
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cmb.connectattr('output', logo.node, 'position')
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keys = {}
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time_v = 0.0
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def jitter() -> None:
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if not bs.app.env.vr:
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cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})
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cmb.connectattr('output', logo.node, 'position')
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keys = {}
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time_v = 0.0
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# Gen some random keys for that stop-motion-y look
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for _i in range(10):
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keys[time_v] = x + (random.random() - 0.5) * 0.7 * jitter_scale
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time_v += random.random() * 0.1
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bs.animate(cmb, 'input0', keys, loop=True)
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keys = {}
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time_v = 0.0
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for _i in range(10):
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keys[time_v * self._ts] = (
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y + (random.random() - 0.5) * 0.7 * jitter_scale
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# Gen some random keys for that stop-motion-y look
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for _i in range(10):
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keys[time_v] = x + (random.random() - 0.5) * 0.7 * jitter_scale
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time_v += random.random() * 0.1
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bs.animate(cmb, 'input0', keys, loop=True)
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keys = {}
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time_v = 0.0
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for _i in range(10):
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keys[time_v * self._ts] = (
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y + (random.random() - 0.5) * 0.7 * jitter_scale
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)
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time_v += random.random() * 0.1
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bs.animate(cmb, 'input1', keys, loop=True)
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if custom_texture is None:
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def rotate_logo() -> None:
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logo.node.rotate = logo.node.rotate + 4
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logo.node.scale = (
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logo.node.scale[0] - 20, logo.node.scale[1] - 20
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)
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time_v += random.random() * 0.1
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bs.animate(cmb, 'input1', keys, loop=True)
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if logo.node.rotate >= 355:
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self._logo_rotate_timer = None
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jitter()
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self._logo_rotate_timer = bs.Timer(
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0.001, functools.partial(rotate_logo), repeat = True
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)
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else:
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logo.node.position = (x, y)
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jitter()
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cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})
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cmb = bs.newnode('combine', owner=logo.node, attrs={'size': 2})
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keys = {
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delay: 0.0,
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delay + 0.1: 700.0 * scale,
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delay + 0.2: 600.0 * scale,
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}
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bs.animate(cmb, 'input0', keys)
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bs.animate(cmb, 'input1', keys)
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cmb.connectattr('output', logo.node, 'scale')
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keys = {
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delay: 0.0,
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delay + 0.1: 700.0 * scale,
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delay + 0.2: 600.0 * scale,
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}
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bs.animate(cmb, 'input0', keys)
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bs.animate(cmb, 'input1', keys)
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cmb.connectattr('output', logo.node, 'scale')
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def _start_preloads(self) -> None:
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# FIXME: The func that calls us back doesn't save/restore state
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