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snowyPowerup.py
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snowyPowerup.py
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import bs
import random
#add for bunny buddy:
import BuddyBunny
import SnoBallz
import bsPowerup
import bsSpaz
import Portal
import Volcano
from bsPowerup import PowerupMessage, PowerupAcceptMessage, _TouchedMessage, PowerupFactory, Powerup
defaultPowerupInterval = 8000
class NewPowerupFactory(PowerupFactory):
def __init__(self):
self._lastPowerupType = None
self.model = bs.getModel("powerup")
self.modelSimple = bs.getModel("powerupSimple")
self.texBomb = bs.getTexture("powerupBomb")
self.texPunch = bs.getTexture("powerupPunch")
self.texIceBombs = bs.getTexture("powerupIceBombs")
self.texStickyBombs = bs.getTexture("powerupStickyBombs")
self.texShield = bs.getTexture("powerupShield")
self.texImpactBombs = bs.getTexture("powerupImpactBombs")
self.texHealth = bs.getTexture("powerupHealth")
self.texLandMines = bs.getTexture("powerupLandMines")
self.texCurse = bs.getTexture("powerupCurse")
#Add for Bunnybot:
self.eggModel = bs.getModel('egg')
self.texEgg = bs.getTexture('eggTex1')
#Add for snoBalls:
self.texSno = bs.getTexture("bunnyColor") #Bunny is most uniform plain white color.
self.snoModel = bs.getModel("frostyPelvis") #Frosty pelvis is very nice and round...
self.healthPowerupSound = bs.getSound("healthPowerup")
self.powerupSound = bs.getSound("powerup01")
self.powerdownSound = bs.getSound("powerdown01")
self.dropSound = bs.getSound("boxDrop")
self.texPort = bs.getTexture("ouyaOButton")
self.texVolcano = bs.getTexture("boxingGlovesColor")
# material for powerups
self.powerupMaterial = bs.Material()
# material for anyone wanting to accept powerups
self.powerupAcceptMaterial = bs.Material()
# pass a powerup-touched message to applicable stuff
self.powerupMaterial.addActions(
conditions=(("theyHaveMaterial",self.powerupAcceptMaterial)),
actions=(("modifyPartCollision","collide",True),
("modifyPartCollision","physical",False),
("message","ourNode","atConnect",_TouchedMessage())))
# we dont wanna be picked up
self.powerupMaterial.addActions(
conditions=("theyHaveMaterial",bs.getSharedObject('pickupMaterial')),
actions=( ("modifyPartCollision","collide",False)))
self.powerupMaterial.addActions(
conditions=("theyHaveMaterial",bs.getSharedObject('footingMaterial')),
actions=(("impactSound",self.dropSound,0.5,0.1)))
self._powerupDist = []
for p,freq in getDefaultPowerupDistribution():
for i in range(int(freq)):
self._powerupDist.append(p)
def getRandomPowerupType(self, forceType=None, excludeTypes=None):
if excludeTypes:
# exclude custom powerups if there is some custom powerup logic
# example: bsFootball.py:456
excludeTypes.append('snoball')
excludeTypes.append('bunny')
else:
excludeTypes = []
return PowerupFactory.getRandomPowerupType(self, forceType, excludeTypes)
def getDefaultPowerupDistribution():
return (('tripleBombs',3),
('iceBombs',3),
('punch',3),
('impactBombs',3),
('landMines',2),
('stickyBombs',3),
('shield',2),
('health',1),
('bunny',2),
('portal',2),
('curse',1),
('volcano',10),
('snoball',3))
class NewPowerup(Powerup):
def __init__(self,position=(0,1,0),powerupType='tripleBombs',expire=True):
"""
Create a powerup-box of the requested type at the requested position.
see bs.Powerup.powerupType for valid type strings.
"""
bs.Actor.__init__(self)
factory = self.getFactory()
self.powerupType = powerupType;
self._powersGiven = False
mod = factory.model
mScl = 1
if powerupType == 'tripleBombs': tex = factory.texBomb
elif powerupType == 'punch': tex = factory.texPunch
elif powerupType == 'iceBombs': tex = factory.texIceBombs
elif powerupType == 'impactBombs': tex = factory.texImpactBombs
elif powerupType == 'landMines': tex = factory.texLandMines
elif powerupType == 'stickyBombs': tex = factory.texStickyBombs
elif powerupType == 'shield': tex = factory.texShield
elif powerupType == 'health': tex = factory.texHealth
elif powerupType == 'curse': tex = factory.texCurse
elif powerupType == 'portal': tex = factory.texPort
elif powerupType == 'volcano': tex = factory.texVolcano
elif powerupType == 'bunny':
tex = factory.texEgg
mod = factory.eggModel
mScl = 0.7
elif powerupType == 'snoball':
tex = factory.texSno
mod = factory.snoModel
else: raise Exception("invalid powerupType: "+str(powerupType))
if len(position) != 3: raise Exception("expected 3 floats for position")
self.node = bs.newNode('prop',
delegate=self,
attrs={'body':'box',
'position':position,
'model':mod,
'lightModel':factory.modelSimple,
'shadowSize':0.5,
'colorTexture':tex,
'reflection':'powerup',
'reflectionScale':[1.0],
'materials':(factory.powerupMaterial,bs.getSharedObject('objectMaterial'))})
# animate in..
curve = bs.animate(self.node,"modelScale",{0:0,140:1.6,200:mScl})
bs.gameTimer(200,curve.delete)
if expire:
bs.gameTimer(defaultPowerupInterval-2500,bs.WeakCall(self._startFlashing))
bs.gameTimer(defaultPowerupInterval-1000,bs.WeakCall(self.handleMessage,bs.DieMessage()))
def delpor(self):
Portal.currentnum -= 1
self.port.delete()
def handleMessage(self,m):
self._handleMessageSanityCheck()
if isinstance(m,PowerupAcceptMessage):
factory = self.getFactory()
if self.powerupType == 'health':
bs.playSound(factory.healthPowerupSound,3,position=self.node.position)
bs.playSound(factory.powerupSound,3,position=self.node.position)
self._powersGiven = True
self.handleMessage(bs.DieMessage())
elif isinstance(m,_TouchedMessage):
if not self._powersGiven:
node = bs.getCollisionInfo("opposingNode")
if node is not None and node.exists():
#We won't tell the spaz about the bunny. It'll just happen.
if self.powerupType == 'bunny':
p=node.getDelegate().getPlayer()
if 'bunnies' not in p.gameData:
p.gameData['bunnies'] = BuddyBunny.BunnyBotSet(p)
p.gameData['bunnies'].doBunny()
self._powersGiven = True
self.handleMessage(bs.DieMessage())
#a Spaz doesn't know what to do with a snoball powerup. All the snowball functionality
#is handled through SnoBallz.py to minimize modifications to the original game files
elif self.powerupType == 'snoball':
spaz=node.getDelegate()
SnoBallz.snoBall().getFactory().giveBallz(spaz)
self._powersGiven = True
self.handleMessage(bs.DieMessage())
elif self.powerupType == 'portal':
t = bsSpaz.gPowerupWearOffTime
if Portal.currentnum < Portal.maxportals :
Portal.currentnum += 1
self._powersGiven = True
if self.node.position in Portal.lastpos :
self.port = Portal.Portal(position1 = None,r = 0.9,color = (random.random(),random.random(),random.random()),activity = bs.getActivity())
bs.gameTimer(t,bs.Call(self.delpor))
else :
m = self.node.position
Portal.lastpos.append(m)
self.port = Portal.Portal(position1 = self.node.position,r = 0.9,color = (random.random(),random.random(),random.random()),activity = bs.getActivity())
bs.gameTimer(t,bs.Call(self.delpor))
else :
bs.screenMessage('Only '+str(Portal.maxportals)+' pairs of portals are allowed at a time.')
self._powersGiven = True
self.handleMessage(bs.DieMessage())
elif self.powerupType == 'volcano':
spaz=node.getDelegate()
self.volcano = Volcano.Volcano(position=self.node.position, player=node.getDelegate().getPlayer())
self.volcano.erupt()
self._powersGiven = True
self.handleMessage(bs.DieMessage())
else:
node.handleMessage(PowerupMessage(self.powerupType,sourceNode=self.node))
elif isinstance(m,bs.DieMessage):
if self.node.exists():
if (m.immediate):
self.node.delete()
else:
curve = bs.animate(self.node,"modelScale",{0:1,100:0})
bs.gameTimer(100,self.node.delete)
elif isinstance(m,bs.OutOfBoundsMessage):
self.handleMessage(bs.DieMessage())
elif isinstance(m,bs.HitMessage):
# dont die on punches (thats annoying)
if m.hitType != 'punch':
self.handleMessage(bs.DieMessage())
else:
bs.Actor.handleMessage(self,m)
bsPowerup.PowerupFactory = NewPowerupFactory
bsPowerup.Powerup = NewPowerup