Merge pull request #13 from Dmitry450/master

Fixed meteor shower. Fixed text in co-op score screen. Fixed TNT respawn
This commit is contained in:
Eric Froemling 2020-04-09 22:52:58 -07:00 committed by GitHub
commit d987239709
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4 changed files with 31 additions and 42 deletions

View File

@ -330,7 +330,7 @@ class GameActivity(Activity):
self._map_type.preload()
self._map: Optional[ba.Map] = None
self._powerup_drop_timer: Optional[ba.Timer] = None
self._tnt_objs: Optional[Dict[int, Any]] = None
self._tnt_spawners: Optional[Dict[int, Any]] = None
self._tnt_drop_timer: Optional[ba.Timer] = None
self.initial_player_info: Optional[List[Dict[str, Any]]] = None
self._game_scoreboard_name_text: Optional[ba.Actor] = None
@ -1111,12 +1111,8 @@ class GameActivity(Activity):
repeat=True)
self._standard_drop_powerups()
if enable_tnt:
self._tnt_objs = {}
self._tnt_drop_timer = _ba.Timer(5.5,
_general.WeakCall(
self._standard_drop_tnt),
repeat=True)
self._standard_drop_tnt()
self._tnt_spawners = {}
self._setup_standard_tnt_drops()
def _standard_drop_powerup(self, index: int, expire: bool = True) -> None:
# pylint: disable=cyclic-import
@ -1136,24 +1132,15 @@ class GameActivity(Activity):
_ba.timer(i * 0.4, _general.WeakCall(self._standard_drop_powerup,
i))
def _standard_drop_tnt(self) -> None:
def _setup_standard_tnt_drops(self) -> None:
"""Standard tnt drop."""
# pylint: disable=cyclic-import
from bastd.actor import bomb
# Drop TNT on the map for any tnt location with no existing tnt box.
for i, point in enumerate(self.map.tnt_points):
assert self._tnt_objs is not None
if i not in self._tnt_objs:
self._tnt_objs[i] = {'absent_ticks': 9999, 'obj': None}
tnt_obj = self._tnt_objs[i]
# Respawn once its been dead for a while.
if not tnt_obj['obj']:
tnt_obj['absent_ticks'] += 1
if tnt_obj['absent_ticks'] > 3:
tnt_obj['obj'] = bomb.Bomb(position=point, bomb_type='tnt')
tnt_obj['absent_ticks'] = 0
assert self._tnt_spawners is not None
if self._tnt_spawners.get(i) is None:
self._tnt_spawners[i] = bomb.TNTSpawner(point)
def setup_standard_time_limit(self, duration: float) -> None:
"""

View File

@ -1193,22 +1193,22 @@ class CoopScoreScreen(ba.Activity):
Text(ba.Lstr(resource='coopSelectWindow.timeRemainingText'),
position=(-360, -70 - 100),
color=(1, 1, 1, 0.7),
h_align='center',
v_align='center',
transition='fade_in',
h_align=Text.HAlign.CENTER,
v_align=Text.VAlign.CENTER,
transition=Text.Transition.FADE_IN,
scale=0.8,
maxwidth=300,
transition_delay=2.0).autoretain()
self._tournament_time_remaining_text = Text('',
position=(-360,
-110 - 100),
color=(1, 1, 1, 0.7),
h_align='center',
v_align='center',
transition='fade_in',
scale=1.6,
maxwidth=150,
transition_delay=2.0)
self._tournament_time_remaining_text = Text(
'',
position=(-360, -110 - 100),
color=(1, 1, 1, 0.7),
h_align=Text.VAlign.CENTER,
v_align=Text.VAlign.CENTER,
transition=Text.Transition.FADE_IN,
scale=1.6,
maxwidth=150,
transition_delay=2.0)
# If we're a tournament, show prizes.
try:

View File

@ -1047,17 +1047,17 @@ class TNTSpawner:
category: Gameplay Classes
"""
def __init__(self, position: Sequence[float], respawn_time: float = 30.0):
def __init__(self, position: Sequence[float], respawn_time: float = 20.0):
"""Instantiate with given position and respawn_time (in seconds)."""
self._position = position
self._tnt: Optional[Bomb] = None
self._respawn_time = random.uniform(0.8, 1.2) * respawn_time
self._wait_time = 0.0
self._update()
# (go with slightly more than 1 second to avoid timer stacking)
self._update_timer = ba.Timer(1.1,
ba.WeakCall(self._update),
repeat=True)
self._respawn_time = random.uniform(0.8, 1.2) * respawn_time
self._wait_time = 0.0
def _update(self) -> None:
tnt_alive = self._tnt is not None and self._tnt.node

View File

@ -164,7 +164,7 @@ class MeteorShowerGame(ba.TeamGameActivity):
# Augment standard behavior.
super().handlemessage(msg)
death_time = ba.time()
death_time = ba.time(timeformat=ba.TimeFormat.MILLISECONDS)
# Record the player's moment of death.
msg.spaz.player.gamedata['death_time'] = death_time
@ -240,8 +240,10 @@ class MeteorShowerGame(ba.TeamGameActivity):
self._meteor_time = max(0.01, self._meteor_time * 0.9)
def end_game(self) -> None:
cur_time = ba.time()
cur_time = ba.time(timeformat=ba.TimeFormat.MILLISECONDS)
assert self._timer is not None
start_time = self._timer.getstarttime(
timeformat=ba.TimeFormat.MILLISECONDS)
# Mark 'death-time' as now for any still-living players
# and award players points for how long they lasted.
@ -252,13 +254,14 @@ class MeteorShowerGame(ba.TeamGameActivity):
# Throw an extra fudge factor in so teams that
# didn't die come out ahead of teams that did.
if 'death_time' not in player.gamedata:
player.gamedata['death_time'] = cur_time + 0.001
player.gamedata['death_time'] = cur_time + 1
# Award a per-player score depending on how many seconds
# they lasted (per-player scores only affect teams mode;
# everywhere else just looks at the per-team score).
score = int(player.gamedata['death_time'] -
self._timer.getstarttime())
self._timer.getstarttime(
timeformat=ba.TimeFormat.MILLISECONDS))
if 'death_time' not in player.gamedata:
score += 50 # a bit extra for survivors
self.stats.player_scored(player, score, screenmessage=False)
@ -281,8 +284,7 @@ class MeteorShowerGame(ba.TeamGameActivity):
longest_life = 0
for player in team.players:
longest_life = max(longest_life,
(player.gamedata['death_time'] -
self._timer.getstarttime()))
player.gamedata['death_time'] - start_time)
results.set_team_score(team, longest_life)
self.end(results=results)