Merge pull request #700 from vishal332008/master

Very Important Change
This commit is contained in:
Eric Froemling 2024-05-19 16:55:19 -07:00 committed by GitHub
commit 9dc20b23a2
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4 changed files with 29 additions and 7 deletions

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@ -14,7 +14,7 @@
pop-up web dialog to avoid taking users out of the app. This currently works
on the native (not cmake) Mac build but will probably expand to others in the
future.
- The `ba*.app.env.version` `and ba*.app.env.build_number` values are now
- The `ba*.app.env.version` and `ba*.app.env.build_number` values are now
`ba*.app.env.engine_version` and `ba*.app.env.engine_build_number`. At this
point any functionality that cares about versions should be looking at engine
version anyway. In the future we can add separate `app_version` and
@ -60,7 +60,9 @@
multiple `SockAddr`s; it will attempt to contact the host on all of them and
use whichever responds first. This allows us to pass both ipv4 and ipv6
addresses when available and transparently use whichever is more performant.
- Added `docker-build` and `docker-run` targets to Makefile
- Added `docker-build`, `docker-run`, `docker-clean` and `docker-save` targets
to Makefile.
- Finally fixed the very old sticky bomb chaos bug in Assault game.
### 1.7.34 (build 21823, api 8, 2024-04-26)

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@ -81,7 +81,7 @@ PlayStation / My toaster??**
* A: The 2.0 update will be the big 'relaunch' release and the plan is to
launch on at least iOS and Steam at that time. I'm trying to get there as fast
as I can. As far as consoles, I'd love to and hope to at some point but have
nothing to announce just yet. See the
nothing to announce just yet.
* Check out [Ballistica Roadmap](https://github.com/efroemling/ballistica/wiki/Roadmap)
for more details or the [Ballistica
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]):
bs.timer(0.5, light.delete)
bs.animate(light, 'intensity', {0: 0, 0.1: 1.0, 0.5: 0})
if player.actor:
player.actor.handlemessage(
bs.StandMessage(new_pos, random.uniform(0, 360))
)
random_num = random.uniform(0, 360)
# A simple hack to work around the chaos caused by
# any sticky bomb's sticky material, if present and
# is sticking to the players.
self._teleport(player, new_pos, random_num)
bs.timer(0.01, bs.Call(
self._teleport,
player,
new_pos,
random_num
))
# Have teammates celebrate.
for player in player_team.players:
@ -258,6 +266,15 @@ class AssaultGame(bs.TeamGameActivity[Player, Team]):
if player_team.score >= self._score_to_win:
self.end_game()
def _teleport(
self,
client: Player,
pos: Sequence[float],
num: float
) -> None:
if client.actor:
client.actor.handlemessage(bs.StandMessage(pos,num))
@override
def end_game(self) -> None:
results = bs.GameResults()

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@ -388,7 +388,10 @@ class PluginWindow(bui.Window):
edit=check,
up_widget=self._back_button,
left_widget=self._back_button,
right_widget=self._settings_button,
right_widget=(
self._settings_button if button is None else
button
),
)
if button is not None:
bui.widget(edit=button, up_widget=self._back_button)