mirror of
https://github.com/RYDE-WORK/ballistica.git
synced 2026-01-27 17:33:13 +08:00
commit
9dc20b23a2
@ -14,7 +14,7 @@
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pop-up web dialog to avoid taking users out of the app. This currently works
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on the native (not cmake) Mac build but will probably expand to others in the
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future.
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- The `ba*.app.env.version` `and ba*.app.env.build_number` values are now
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- The `ba*.app.env.version` and `ba*.app.env.build_number` values are now
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`ba*.app.env.engine_version` and `ba*.app.env.engine_build_number`. At this
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point any functionality that cares about versions should be looking at engine
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version anyway. In the future we can add separate `app_version` and
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@ -60,7 +60,9 @@
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multiple `SockAddr`s; it will attempt to contact the host on all of them and
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use whichever responds first. This allows us to pass both ipv4 and ipv6
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addresses when available and transparently use whichever is more performant.
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- Added `docker-build` and `docker-run` targets to Makefile
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- Added `docker-build`, `docker-run`, `docker-clean` and `docker-save` targets
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to Makefile.
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- Finally fixed the very old sticky bomb chaos bug in Assault game.
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### 1.7.34 (build 21823, api 8, 2024-04-26)
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@ -81,7 +81,7 @@ PlayStation / My toaster??**
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* A: The 2.0 update will be the big 'relaunch' release and the plan is to
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launch on at least iOS and Steam at that time. I'm trying to get there as fast
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as I can. As far as consoles, I'd love to and hope to at some point but have
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nothing to announce just yet. See the
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nothing to announce just yet.
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* Check out [Ballistica Roadmap](https://github.com/efroemling/ballistica/wiki/Roadmap)
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for more details or the [Ballistica
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Downloads](https://ballistica.net/downloads) page for early test builds on
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@ -244,9 +244,17 @@ class AssaultGame(bs.TeamGameActivity[Player, Team]):
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bs.timer(0.5, light.delete)
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bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.5: 0})
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if player.actor:
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player.actor.handlemessage(
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bs.StandMessage(new_pos, random.uniform(0, 360))
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)
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random_num = random.uniform(0, 360)
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# A simple hack to work around the chaos caused by
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# any sticky bomb's sticky material, if present and
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# is sticking to the players.
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self._teleport(player, new_pos, random_num)
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bs.timer(0.01, bs.Call(
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self._teleport,
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player,
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new_pos,
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random_num
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))
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# Have teammates celebrate.
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for player in player_team.players:
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@ -258,6 +266,15 @@ class AssaultGame(bs.TeamGameActivity[Player, Team]):
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if player_team.score >= self._score_to_win:
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self.end_game()
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def _teleport(
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self,
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client: Player,
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pos: Sequence[float],
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num: float
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) -> None:
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if client.actor:
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client.actor.handlemessage(bs.StandMessage(pos,num))
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@override
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def end_game(self) -> None:
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results = bs.GameResults()
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@ -388,7 +388,10 @@ class PluginWindow(bui.Window):
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edit=check,
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up_widget=self._back_button,
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left_widget=self._back_button,
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right_widget=self._settings_button,
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right_widget=(
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self._settings_button if button is None else
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button
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),
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)
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if button is not None:
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bui.widget(edit=button, up_widget=self._back_button)
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