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MusicalFlags.py
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#Musical Flags
import bs
import random
import math
import bsVector
import bsUtils
from math import sin, cos, degrees
def bsGetAPIVersion():
return 4
def bsGetGames():
return [MusicalFlags]
def bsGetLevels():
return [bs.Level('Musical Flags Beta',
displayName='${GAME}',
gameType=MusicalFlags,
settings={},
previewTexName='courtyardPreview')]
class MusicalFlags(bs.TeamGameActivity):
tips = ['Though it seems that the flags to the sides are closer,\nthey are all the same distance from you.',
'You can always pick up your opponent to keep them from scoring.',
'If a player leaves, there would be enough flags for everyone\nso the next round starts automatically.',
'RUN!',
'If you accidentally run off a cliff, no worries.\nYou respawn!']
@classmethod
def getName(cls):
return "Musical Flags"
@classmethod
def getDescription(cls, sessionType):
return "Don't be the one stuck without a flag!"
@classmethod
def getScoreInfo(cls):
return{'scoreType':'points'}
@classmethod
def getSettings(cls, sessionType):
return [("Epic Mode", {'default': False}),
("Enable Running", {'default': True}),
("Enable Punching", {'default': False}),
("Time Limit", {
'choices': [
("30 Seconds", 30),
("1 Minute", 60),
("2 Minutes", 120),
("3 Minutes", 180)
],
'default': 60})]
@classmethod
def getSupportedMaps(cls, sessionType):
return ['Doom Shroom']
@classmethod
def supportsSessionType(cls, sessionType):
return True if issubclass(sessionType, bs.FreeForAllSession) else False
def __init__(self,settings):
bs.TeamGameActivity.__init__(self,settings)
self.nodes = []
if self.settings['Epic Mode']: self._isSlowMotion = True
self.info = bs.NodeActor(bs.newNode('text',
attrs={'vAttach': 'bottom',
'hAlign': 'center',
'vrDepth': 0,
'color': (0,.2,0),
'shadow': 1.0,
'flatness': 1.0,
'position': (0,0),
'scale': 0.8,
'text': "Created by MattZ45986 on Github",
}))
def onTransitionIn(self):
bs.TeamGameActivity.onTransitionIn(self,music='FlagCatcher')
def onBegin(self):
self.timer = bs.OnScreenCountdown(self.settings['Time Limit'], endCall=self.endGame)
self.timer.start()
self.ended = False
self.roundNum = 0
self.numPickedUp = 0
self.nodes = []
self.flags = []
bs.screenMessage(str(len(self.flags)))
self.spawned = []
self.leftPlayers = 0
self.scores = {}
for player in self.players:
self.scores[player] = 0
player.gameData['survived'] = True
player.gameData['done'] = False
player.gameData['score'] = 0
bs.TeamGameActivity.onBegin(self)
self.makeRound()
def onPlayerJoin(self,player):
if self.hasBegun():
bs.screenMessage(bs.Lstr(resource='playerDelayedJoinText',subs=[('${PLAYER}',player.getName(full=True))]),color=(0,1,0))
self.player.gameData['survived'] = False
self.checkEnd()
def onPlayerLeave(self,player):
bs.screenMessage(str(len(self.flags)))
message = str(player.getName(icon=False)) + " has chickened out!"
bs.screenMessage(message, color=player.color)
player.actor.handleMessage(bs.DieMessage())
if len(self.players) == 1: self.endGame()
self.checkEnd()
def makeRound(self):
for player in self.players:
if player.gameData['survived']: player.gameData['score'] += 10
self.roundNum += 1
self.flags = []
self.spawned = []
angle = random.randint(0,359)
c=0
for player in self.players:
if player.gameData['survived']: c+=1
spacing = 10
for player in self.players:
player.gameData['done'] = False
if player.gameData['survived']:
self.spawnPlayerSpaz(player,(.5,5,-4))
self.spawned.append(player)
try: spacing = 360 // (c)
except: self.checkEnd()
colors = [(1,0,0),(0,1,0),(0,0,1),(1,1,0),(1,0,1),(0,1,1),(0,0,0)]
for i in range(c-1):
angle += spacing
angle %= 360
x=6 * sin(degrees(angle))
z=6 * cos(degrees(angle))
flag = bs.Flag(position=(x+.5,5,z-4), color=colors[i]).autoRetain()
self.flags.append(flag)
def killRound(self):
self.numPickedUp = 0
for player in self.players:
if player.isAlive(): player.actor.handleMessage(bs.DieMessage())
for flag in self.flags: flag.node.delete()
for light in self.nodes: light.delete()
bs.screenMessage(str(len(self.flags)))
def spawnPlayerSpaz(self,player,position=(.5,5,-4),angle=0):
s = self.settings
name = player.getName()
color = player.color
highlight = player.highlight
players = self.players
num = len(players)
i = 0
position = (-.5+random.random()*2,3+random.random()*2,-5+random.random()*2)
angle = 0
spaz = bs.PlayerSpaz(color=color,
highlight=highlight,
character=player.character,
player=player)
player.setActor(spaz)
spaz.connectControlsToPlayer(enableBomb=False, enableRun=s["Enable Running"], enablePunch=s["Enable Punching"])
spaz.handleMessage(bs.StandMessage(position,angle))
spaz.node.name = name
spaz.node.nameColor = color
self.scoreSet.playerGotNewSpaz(player,spaz)
# move to the stand position and add a flash of light
spaz.handleMessage(bs.StandMessage(position,angle if angle is not None else random.uniform(0,360)))
t = bs.getGameTime()
bs.playSound(self._spawnSound,1,position=spaz.node.position)
light = bs.newNode('light',attrs={'color':color})
spaz.node.connectAttr('position',light,'position')
bsUtils.animate(light,'intensity',{0:0,250:1,500:0})
bs.gameTimer(500,light.delete)
return spaz
def handleMessage(self, m):
if isinstance(m, bs.FlagPickedUpMessage):
bs.screenMessage(str(len(self.flags)))
self.numPickedUp += 1
m.node.getDelegate().getPlayer().gameData['done'] = True
l = bs.newNode('light',
owner=None,
attrs={'color':m.node.color,
'position':(m.node.positionCenter),
'intensity':1})
self.nodes.append(l)
m.flag.handleMessage(bs.DieMessage())
m.node.handleMessage(bs.DieMessage())
m.node.delete()
if self.numPickedUp == len(self.flags):
for player in self.spawned:
if not player.gameData['done']:
bs.screenMessage(player.getName())
player.gameData['survived'] = False
spaz = player.actor.node.getDelegate()
spaz.handleMessage(bs.StandMessage((0,3,-2)))
bs.gameTimer(100,bs.Call(spaz.handleMessage, bs.FreezeMessage()))
bs.gameTimer(2500,bs.Call(spaz.handleMessage, bs.ShouldShatterMessage()))
bs.gameTimer(3000,self.killRound)
bs.gameTimer(3050,self.makeRound)
bs.screenMessage(str(len(self.flags)))
if isinstance(m, bs.PlayerSpazDeathMessage):
if m.how == 'fall': self.spawnPlayerSpaz(m.spaz.getPlayer())
self.checkEnd()
def checkEnd(self):
bs.screenMessage(str(len(self.flags)))
i = 0
for player in self.players:
if player.gameData['survived']:
i+=1
if i <= 1:
self.endGame()
def endGame(self):
self.ended = True
if isinstance(self.getSession(), bs.FreeForAllSession):
results = bs.TeamGameResults()
for team in self.teams:
score = 0
for player in team.players:
score += player.gameData['score']
results.setTeamScore(team, score)
self.end(results=results)
for i in self.nodes:
i.delete()
for flag in self.flags:
flag.handleMessage(bs.DieMessage())