bascenev1lib.actor.popuptext
Defines Actor(s).
1# Released under the MIT License. See LICENSE for details. 2# 3"""Defines Actor(s).""" 4 5from __future__ import annotations 6 7import random 8from typing import TYPE_CHECKING, override 9 10import bascenev1 as bs 11 12if TYPE_CHECKING: 13 from typing import Any, Sequence 14 15 16class PopupText(bs.Actor): 17 """Text that pops up above a position to denote something special. 18 19 category: Gameplay Classes 20 """ 21 22 def __init__( 23 self, 24 text: str | bs.Lstr, 25 position: Sequence[float] = (0.0, 0.0, 0.0), 26 color: Sequence[float] = (1.0, 1.0, 1.0, 1.0), 27 random_offset: float = 0.5, 28 offset: Sequence[float] = (0.0, 0.0, 0.0), 29 scale: float = 1.0, 30 ): 31 """Instantiate with given values. 32 33 random_offset is the amount of random offset from the provided position 34 that will be applied. This can help multiple achievements from 35 overlapping too much. 36 """ 37 super().__init__() 38 if len(color) == 3: 39 color = (color[0], color[1], color[2], 1.0) 40 pos = ( 41 position[0] + offset[0] + random_offset * (0.5 - random.random()), 42 position[1] + offset[1] + random_offset * (0.5 - random.random()), 43 position[2] + offset[2] + random_offset * (0.5 - random.random()), 44 ) 45 46 self.node = bs.newnode( 47 'text', 48 attrs={ 49 'text': text, 50 'in_world': True, 51 'shadow': 1.0, 52 'flatness': 1.0, 53 'h_align': 'center', 54 }, 55 delegate=self, 56 ) 57 58 lifespan = 1.5 59 60 # scale up 61 bs.animate( 62 self.node, 63 'scale', 64 { 65 0: 0.0, 66 lifespan * 0.11: 0.020 * 0.7 * scale, 67 lifespan * 0.16: 0.013 * 0.7 * scale, 68 lifespan * 0.25: 0.014 * 0.7 * scale, 69 }, 70 ) 71 72 # translate upward 73 self._tcombine = bs.newnode( 74 'combine', 75 owner=self.node, 76 attrs={'input0': pos[0], 'input2': pos[2], 'size': 3}, 77 ) 78 bs.animate( 79 self._tcombine, 'input1', {0: pos[1] + 1.5, lifespan: pos[1] + 2.0} 80 ) 81 self._tcombine.connectattr('output', self.node, 'position') 82 83 # fade our opacity in/out 84 self._combine = bs.newnode( 85 'combine', 86 owner=self.node, 87 attrs={ 88 'input0': color[0], 89 'input1': color[1], 90 'input2': color[2], 91 'size': 4, 92 }, 93 ) 94 for i in range(4): 95 bs.animate( 96 self._combine, 97 'input' + str(i), 98 { 99 0.13 * lifespan: color[i], 100 0.18 * lifespan: 4.0 * color[i], 101 0.22 * lifespan: color[i], 102 }, 103 ) 104 bs.animate( 105 self._combine, 106 'input3', 107 { 108 0: 0, 109 0.1 * lifespan: color[3], 110 0.7 * lifespan: color[3], 111 lifespan: 0, 112 }, 113 ) 114 self._combine.connectattr('output', self.node, 'color') 115 116 # kill ourself 117 self._die_timer = bs.Timer( 118 lifespan, bs.WeakCall(self.handlemessage, bs.DieMessage()) 119 ) 120 121 @override 122 def handlemessage(self, msg: Any) -> Any: 123 assert not self.expired 124 if isinstance(msg, bs.DieMessage): 125 if self.node: 126 self.node.delete() 127 else: 128 super().handlemessage(msg)
class
PopupText(bascenev1._actor.Actor):
17class PopupText(bs.Actor): 18 """Text that pops up above a position to denote something special. 19 20 category: Gameplay Classes 21 """ 22 23 def __init__( 24 self, 25 text: str | bs.Lstr, 26 position: Sequence[float] = (0.0, 0.0, 0.0), 27 color: Sequence[float] = (1.0, 1.0, 1.0, 1.0), 28 random_offset: float = 0.5, 29 offset: Sequence[float] = (0.0, 0.0, 0.0), 30 scale: float = 1.0, 31 ): 32 """Instantiate with given values. 33 34 random_offset is the amount of random offset from the provided position 35 that will be applied. This can help multiple achievements from 36 overlapping too much. 37 """ 38 super().__init__() 39 if len(color) == 3: 40 color = (color[0], color[1], color[2], 1.0) 41 pos = ( 42 position[0] + offset[0] + random_offset * (0.5 - random.random()), 43 position[1] + offset[1] + random_offset * (0.5 - random.random()), 44 position[2] + offset[2] + random_offset * (0.5 - random.random()), 45 ) 46 47 self.node = bs.newnode( 48 'text', 49 attrs={ 50 'text': text, 51 'in_world': True, 52 'shadow': 1.0, 53 'flatness': 1.0, 54 'h_align': 'center', 55 }, 56 delegate=self, 57 ) 58 59 lifespan = 1.5 60 61 # scale up 62 bs.animate( 63 self.node, 64 'scale', 65 { 66 0: 0.0, 67 lifespan * 0.11: 0.020 * 0.7 * scale, 68 lifespan * 0.16: 0.013 * 0.7 * scale, 69 lifespan * 0.25: 0.014 * 0.7 * scale, 70 }, 71 ) 72 73 # translate upward 74 self._tcombine = bs.newnode( 75 'combine', 76 owner=self.node, 77 attrs={'input0': pos[0], 'input2': pos[2], 'size': 3}, 78 ) 79 bs.animate( 80 self._tcombine, 'input1', {0: pos[1] + 1.5, lifespan: pos[1] + 2.0} 81 ) 82 self._tcombine.connectattr('output', self.node, 'position') 83 84 # fade our opacity in/out 85 self._combine = bs.newnode( 86 'combine', 87 owner=self.node, 88 attrs={ 89 'input0': color[0], 90 'input1': color[1], 91 'input2': color[2], 92 'size': 4, 93 }, 94 ) 95 for i in range(4): 96 bs.animate( 97 self._combine, 98 'input' + str(i), 99 { 100 0.13 * lifespan: color[i], 101 0.18 * lifespan: 4.0 * color[i], 102 0.22 * lifespan: color[i], 103 }, 104 ) 105 bs.animate( 106 self._combine, 107 'input3', 108 { 109 0: 0, 110 0.1 * lifespan: color[3], 111 0.7 * lifespan: color[3], 112 lifespan: 0, 113 }, 114 ) 115 self._combine.connectattr('output', self.node, 'color') 116 117 # kill ourself 118 self._die_timer = bs.Timer( 119 lifespan, bs.WeakCall(self.handlemessage, bs.DieMessage()) 120 ) 121 122 @override 123 def handlemessage(self, msg: Any) -> Any: 124 assert not self.expired 125 if isinstance(msg, bs.DieMessage): 126 if self.node: 127 self.node.delete() 128 else: 129 super().handlemessage(msg)
Text that pops up above a position to denote something special.
category: Gameplay Classes
PopupText( text: str | babase.Lstr, position: Sequence[float] = (0.0, 0.0, 0.0), color: Sequence[float] = (1.0, 1.0, 1.0, 1.0), random_offset: float = 0.5, offset: Sequence[float] = (0.0, 0.0, 0.0), scale: float = 1.0)
23 def __init__( 24 self, 25 text: str | bs.Lstr, 26 position: Sequence[float] = (0.0, 0.0, 0.0), 27 color: Sequence[float] = (1.0, 1.0, 1.0, 1.0), 28 random_offset: float = 0.5, 29 offset: Sequence[float] = (0.0, 0.0, 0.0), 30 scale: float = 1.0, 31 ): 32 """Instantiate with given values. 33 34 random_offset is the amount of random offset from the provided position 35 that will be applied. This can help multiple achievements from 36 overlapping too much. 37 """ 38 super().__init__() 39 if len(color) == 3: 40 color = (color[0], color[1], color[2], 1.0) 41 pos = ( 42 position[0] + offset[0] + random_offset * (0.5 - random.random()), 43 position[1] + offset[1] + random_offset * (0.5 - random.random()), 44 position[2] + offset[2] + random_offset * (0.5 - random.random()), 45 ) 46 47 self.node = bs.newnode( 48 'text', 49 attrs={ 50 'text': text, 51 'in_world': True, 52 'shadow': 1.0, 53 'flatness': 1.0, 54 'h_align': 'center', 55 }, 56 delegate=self, 57 ) 58 59 lifespan = 1.5 60 61 # scale up 62 bs.animate( 63 self.node, 64 'scale', 65 { 66 0: 0.0, 67 lifespan * 0.11: 0.020 * 0.7 * scale, 68 lifespan * 0.16: 0.013 * 0.7 * scale, 69 lifespan * 0.25: 0.014 * 0.7 * scale, 70 }, 71 ) 72 73 # translate upward 74 self._tcombine = bs.newnode( 75 'combine', 76 owner=self.node, 77 attrs={'input0': pos[0], 'input2': pos[2], 'size': 3}, 78 ) 79 bs.animate( 80 self._tcombine, 'input1', {0: pos[1] + 1.5, lifespan: pos[1] + 2.0} 81 ) 82 self._tcombine.connectattr('output', self.node, 'position') 83 84 # fade our opacity in/out 85 self._combine = bs.newnode( 86 'combine', 87 owner=self.node, 88 attrs={ 89 'input0': color[0], 90 'input1': color[1], 91 'input2': color[2], 92 'size': 4, 93 }, 94 ) 95 for i in range(4): 96 bs.animate( 97 self._combine, 98 'input' + str(i), 99 { 100 0.13 * lifespan: color[i], 101 0.18 * lifespan: 4.0 * color[i], 102 0.22 * lifespan: color[i], 103 }, 104 ) 105 bs.animate( 106 self._combine, 107 'input3', 108 { 109 0: 0, 110 0.1 * lifespan: color[3], 111 0.7 * lifespan: color[3], 112 lifespan: 0, 113 }, 114 ) 115 self._combine.connectattr('output', self.node, 'color') 116 117 # kill ourself 118 self._die_timer = bs.Timer( 119 lifespan, bs.WeakCall(self.handlemessage, bs.DieMessage()) 120 )
Instantiate with given values.
random_offset is the amount of random offset from the provided position that will be applied. This can help multiple achievements from overlapping too much.
@override
def
handlemessage(self, msg: Any) -> Any:
122 @override 123 def handlemessage(self, msg: Any) -> Any: 124 assert not self.expired 125 if isinstance(msg, bs.DieMessage): 126 if self.node: 127 self.node.delete() 128 else: 129 super().handlemessage(msg)
General message handling; can be passed any message object.
Inherited Members
- bascenev1._actor.Actor
- autoretain
- on_expire
- expired
- exists
- is_alive
- activity
- getactivity