bascenev1lib package¶
Subpackages¶
- bascenev1lib.activity package
- Submodules
- bascenev1lib.activity.coopjoin module
- bascenev1lib.activity.coopscore module
- bascenev1lib.activity.drawscore module
- bascenev1lib.activity.dualteamscore module
- bascenev1lib.activity.freeforallvictory module
- bascenev1lib.activity.multiteamjoin module
- bascenev1lib.activity.multiteamscore module
- bascenev1lib.activity.multiteamvictory module
- Module contents
- bascenev1lib.actor package
- Submodules
- bascenev1lib.actor.background module
- bascenev1lib.actor.bomb module
ArmMessage
Blast
Bomb
BombFactory
BombFactory.activate_sound
BombFactory.blast_material
BombFactory.bomb_material
BombFactory.bomb_mesh
BombFactory.debris_fall_sound
BombFactory.dink_sounds
BombFactory.explode_sounds
BombFactory.freeze_sound
BombFactory.fuse_sound
BombFactory.get()
BombFactory.hiss_sound
BombFactory.ice_tex
BombFactory.impact_blast_material
BombFactory.impact_bomb_mesh
BombFactory.impact_lit_tex
BombFactory.impact_tex
BombFactory.land_mine_blast_material
BombFactory.land_mine_lit_tex
BombFactory.land_mine_mesh
BombFactory.land_mine_no_explode_material
BombFactory.land_mine_tex
BombFactory.normal_sound_material
BombFactory.random_explode_sound()
BombFactory.regular_tex
BombFactory.roll_sound
BombFactory.sticky_bomb_mesh
BombFactory.sticky_impact_sound
BombFactory.sticky_material
BombFactory.sticky_tex
BombFactory.tnt_mesh
BombFactory.tnt_tex
BombFactory.warn_sound
BombFactory.wood_debris_fall_sound
ExplodeHitMessage
ExplodeMessage
ImpactMessage
SplatMessage
TNTSpawner
WarnMessage
- bascenev1lib.actor.controlsguide module
- bascenev1lib.actor.flag module
- bascenev1lib.actor.image module
- bascenev1lib.actor.onscreencountdown module
- bascenev1lib.actor.onscreentimer module
- bascenev1lib.actor.playerspaz module
- bascenev1lib.actor.popuptext module
- bascenev1lib.actor.powerupbox module
PowerupBox
PowerupBoxFactory
PowerupBoxFactory.get()
PowerupBoxFactory.get_random_powerup_type()
PowerupBoxFactory.health_powerup_sound
PowerupBoxFactory.mesh
PowerupBoxFactory.mesh_simple
PowerupBoxFactory.powerdown_sound
PowerupBoxFactory.powerup_accept_material
PowerupBoxFactory.powerup_material
PowerupBoxFactory.powerup_sound
PowerupBoxFactory.tex_bomb
PowerupBoxFactory.tex_curse
PowerupBoxFactory.tex_health
PowerupBoxFactory.tex_ice_bombs
PowerupBoxFactory.tex_impact_bombs
PowerupBoxFactory.tex_land_mines
PowerupBoxFactory.tex_punch
PowerupBoxFactory.tex_shield
PowerupBoxFactory.tex_sticky_bombs
- bascenev1lib.actor.respawnicon module
- bascenev1lib.actor.scoreboard module
- bascenev1lib.actor.spawner module
- bascenev1lib.actor.spaz module
BombDiedMessage
CurseExplodeMessage
PickupMessage
PunchHitMessage
Spaz
Spaz.add_dropped_bomb_callback()
Spaz.curse()
Spaz.curse_explode()
Spaz.curse_time
Spaz.default_bomb_count
Spaz.default_bomb_type
Spaz.default_boxing_gloves
Spaz.default_hitpoints
Spaz.default_shields
Spaz.drop_bomb()
Spaz.equip_boxing_gloves()
Spaz.equip_shields()
Spaz.exists()
Spaz.get_death_points()
Spaz.handlemessage()
Spaz.is_alive()
Spaz.node
Spaz.on_bomb_press()
Spaz.on_bomb_release()
Spaz.on_expire()
Spaz.on_fly_press()
Spaz.on_fly_release()
Spaz.on_hold_position_press()
Spaz.on_hold_position_release()
Spaz.on_jump_press()
Spaz.on_jump_release()
Spaz.on_move()
Spaz.on_move_left_right()
Spaz.on_move_up_down()
Spaz.on_pickup_press()
Spaz.on_pickup_release()
Spaz.on_punch_press()
Spaz.on_punch_release()
Spaz.on_punched()
Spaz.on_run()
Spaz.points_mult
Spaz.set_bomb_count()
Spaz.set_land_mine_count()
Spaz.set_score_text()
Spaz.shatter()
Spaz.shield_decay()
- bascenev1lib.actor.spazappearance module
- bascenev1lib.actor.spazbot module
BomberBot
BomberBotLite
BomberBotPro
BomberBotProShielded
BomberBotProStatic
BomberBotProStaticShielded
BomberBotStatic
BomberBotStaticLite
BouncyBot
BouncyBot.bouncy
BouncyBot.character
BouncyBot.charge_dist_max
BouncyBot.charge_dist_min
BouncyBot.charge_speed_max
BouncyBot.charge_speed_min
BouncyBot.color
BouncyBot.default_boxing_gloves
BouncyBot.highlight
BouncyBot.points_mult
BouncyBot.punchiness
BouncyBot.run
BouncyBot.throw_dist_max
BouncyBot.throw_dist_min
BrawlerBot
BrawlerBotLite
BrawlerBotPro
BrawlerBotProShielded
ChargerBot
ChargerBotPro
ChargerBotProShielded
ExplodeyBot
ExplodeyBotNoTimeLimit
ExplodeyBotShielded
SpazBot
SpazBot.bouncy
SpazBot.character
SpazBot.charge_dist_max
SpazBot.charge_dist_min
SpazBot.charge_speed_max
SpazBot.charge_speed_min
SpazBot.color
SpazBot.default_bomb_count
SpazBot.default_bomb_type
SpazBot.handlemessage()
SpazBot.highlight
SpazBot.map
SpazBot.on_expire()
SpazBot.on_punched()
SpazBot.punchiness
SpazBot.run
SpazBot.run_dist_min
SpazBot.set_player_points()
SpazBot.start_cursed
SpazBot.static
SpazBot.throw_dist_max
SpazBot.throw_dist_min
SpazBot.throw_rate
SpazBot.throwiness
SpazBot.update_ai()
SpazBotDiedMessage
SpazBotPunchedMessage
SpazBotSet
StickyBot
StickyBot.character
StickyBot.charge_dist_max
StickyBot.charge_dist_min
StickyBot.charge_speed_max
StickyBot.charge_speed_min
StickyBot.default_bomb_count
StickyBot.default_bomb_type
StickyBot.points_mult
StickyBot.punchiness
StickyBot.run
StickyBot.throw_dist_max
StickyBot.throw_dist_min
StickyBot.throw_rate
StickyBot.throwiness
StickyBotStatic
TriggerBot
TriggerBotPro
TriggerBotProShielded
TriggerBotStatic
- bascenev1lib.actor.spazfactory module
SpazFactory
SpazFactory.block_sound
SpazFactory.curse_material
SpazFactory.get()
SpazFactory.get_media()
SpazFactory.get_style()
SpazFactory.impact_sounds_hard
SpazFactory.impact_sounds_harder
SpazFactory.impact_sounds_medium
SpazFactory.pickup_material
SpazFactory.punch_material
SpazFactory.punch_sound
SpazFactory.punch_sound_strong
SpazFactory.punch_sound_stronger
SpazFactory.punch_sound_weak
SpazFactory.roller_material
SpazFactory.shatter_sound
SpazFactory.single_player_death_sound
SpazFactory.spaz_material
SpazFactory.splatter_sound
SpazFactory.swish_sound
- bascenev1lib.actor.text module
- bascenev1lib.actor.tipstext module
- bascenev1lib.actor.zoomtext module
- Module contents
- bascenev1lib.game package
- Submodules
- bascenev1lib.game.assault module
AssaultGame
AssaultGame.available_settings
AssaultGame.create_team()
AssaultGame.description
AssaultGame.end_game()
AssaultGame.get_instance_description()
AssaultGame.get_instance_description_short()
AssaultGame.get_supported_maps()
AssaultGame.handlemessage()
AssaultGame.name
AssaultGame.on_begin()
AssaultGame.on_team_join()
AssaultGame.supports_session_type()
Player
Team
- bascenev1lib.game.capturetheflag module
CTFFlag
CaptureTheFlagGame
CaptureTheFlagGame.available_settings
CaptureTheFlagGame.create_team()
CaptureTheFlagGame.description
CaptureTheFlagGame.end_game()
CaptureTheFlagGame.get_instance_description()
CaptureTheFlagGame.get_instance_description_short()
CaptureTheFlagGame.get_supported_maps()
CaptureTheFlagGame.handlemessage()
CaptureTheFlagGame.name
CaptureTheFlagGame.on_begin()
CaptureTheFlagGame.on_player_leave()
CaptureTheFlagGame.on_team_join()
CaptureTheFlagGame.spawn_player_spaz()
CaptureTheFlagGame.supports_session_type()
Player
Team
- bascenev1lib.game.chosenone module
ChosenOneGame
ChosenOneGame.available_settings
ChosenOneGame.create_team()
ChosenOneGame.description
ChosenOneGame.end_game()
ChosenOneGame.get_instance_description()
ChosenOneGame.get_supported_maps()
ChosenOneGame.handlemessage()
ChosenOneGame.name
ChosenOneGame.on_begin()
ChosenOneGame.on_player_leave()
ChosenOneGame.on_team_join()
ChosenOneGame.scoreconfig
Player
Team
- bascenev1lib.game.conquest module
ConquestFlag
ConquestGame
ConquestGame.available_settings
ConquestGame.description
ConquestGame.end_game()
ConquestGame.get_instance_description()
ConquestGame.get_instance_description_short()
ConquestGame.get_supported_maps()
ConquestGame.handlemessage()
ConquestGame.name
ConquestGame.on_begin()
ConquestGame.on_player_join()
ConquestGame.on_team_join()
ConquestGame.spawn_player()
ConquestGame.supports_session_type()
Player
Team
- bascenev1lib.game.deathmatch module
DeathMatchGame
DeathMatchGame.announce_player_deaths
DeathMatchGame.description
DeathMatchGame.end_game()
DeathMatchGame.get_available_settings()
DeathMatchGame.get_instance_description()
DeathMatchGame.get_instance_description_short()
DeathMatchGame.get_supported_maps()
DeathMatchGame.handlemessage()
DeathMatchGame.name
DeathMatchGame.on_begin()
DeathMatchGame.on_team_join()
DeathMatchGame.supports_session_type()
Player
Team
- bascenev1lib.game.easteregghunt module
EasterEggHuntGame
EasterEggHuntGame.available_settings
EasterEggHuntGame.description
EasterEggHuntGame.end_game()
EasterEggHuntGame.get_supported_maps()
EasterEggHuntGame.handlemessage()
EasterEggHuntGame.name
EasterEggHuntGame.on_begin()
EasterEggHuntGame.on_team_join()
EasterEggHuntGame.scoreconfig
EasterEggHuntGame.spawn_player()
EasterEggHuntGame.supports_session_type()
Egg
Player
Team
- bascenev1lib.game.elimination module
EliminationGame
EliminationGame.allow_mid_activity_joins
EliminationGame.announce_player_deaths
EliminationGame.description
EliminationGame.end_game()
EliminationGame.get_available_settings()
EliminationGame.get_instance_description()
EliminationGame.get_instance_description_short()
EliminationGame.get_supported_maps()
EliminationGame.handlemessage()
EliminationGame.name
EliminationGame.on_begin()
EliminationGame.on_player_join()
EliminationGame.on_player_leave()
EliminationGame.scoreconfig
EliminationGame.spawn_player()
EliminationGame.supports_session_type()
Icon
Player
Team
- bascenev1lib.game.football module
FootballCoopGame
FootballCoopGame.default_music
FootballCoopGame.do_end()
FootballCoopGame.end_game()
FootballCoopGame.get_instance_description()
FootballCoopGame.get_instance_description_short()
FootballCoopGame.get_score_type()
FootballCoopGame.handlemessage()
FootballCoopGame.name
FootballCoopGame.on_begin()
FootballCoopGame.on_transition_in()
FootballCoopGame.scoreconfig
FootballCoopGame.spawn_player()
FootballCoopGame.tips
FootballCoopGame.update_scores()
FootballFlag
FootballTeamGame
FootballTeamGame.available_settings
FootballTeamGame.description
FootballTeamGame.end_game()
FootballTeamGame.get_instance_description()
FootballTeamGame.get_instance_description_short()
FootballTeamGame.get_supported_maps()
FootballTeamGame.handlemessage()
FootballTeamGame.name
FootballTeamGame.on_begin()
FootballTeamGame.on_team_join()
FootballTeamGame.supports_session_type()
Player
Team
- bascenev1lib.game.hockey module
HockeyGame
HockeyGame.available_settings
HockeyGame.description
HockeyGame.end_game()
HockeyGame.get_instance_description()
HockeyGame.get_instance_description_short()
HockeyGame.get_supported_maps()
HockeyGame.handlemessage()
HockeyGame.name
HockeyGame.on_begin()
HockeyGame.on_team_join()
HockeyGame.supports_session_type()
Player
Puck
PuckDiedMessage
Team
- bascenev1lib.game.keepaway module
FlagState
KeepAwayGame
KeepAwayGame.available_settings
KeepAwayGame.create_team()
KeepAwayGame.description
KeepAwayGame.end_game()
KeepAwayGame.get_instance_description()
KeepAwayGame.get_instance_description_short()
KeepAwayGame.get_supported_maps()
KeepAwayGame.handlemessage()
KeepAwayGame.name
KeepAwayGame.on_begin()
KeepAwayGame.on_team_join()
KeepAwayGame.scoreconfig
KeepAwayGame.supports_session_type()
Player
Team
- bascenev1lib.game.kingofthehill module
FlagState
KingOfTheHillGame
KingOfTheHillGame.available_settings
KingOfTheHillGame.create_team()
KingOfTheHillGame.description
KingOfTheHillGame.end_game()
KingOfTheHillGame.get_instance_description()
KingOfTheHillGame.get_instance_description_short()
KingOfTheHillGame.get_supported_maps()
KingOfTheHillGame.handlemessage()
KingOfTheHillGame.name
KingOfTheHillGame.on_begin()
KingOfTheHillGame.scoreconfig
KingOfTheHillGame.supports_session_type()
Player
Team
- bascenev1lib.game.meteorshower module
MeteorShowerGame
MeteorShowerGame.allow_mid_activity_joins
MeteorShowerGame.announce_player_deaths
MeteorShowerGame.available_settings
MeteorShowerGame.description
MeteorShowerGame.end_game()
MeteorShowerGame.get_supported_maps()
MeteorShowerGame.handlemessage()
MeteorShowerGame.name
MeteorShowerGame.on_begin()
MeteorShowerGame.on_player_leave()
MeteorShowerGame.scoreconfig
MeteorShowerGame.spawn_player()
MeteorShowerGame.supports_session_type()
Player
Team
- bascenev1lib.game.ninjafight module
- bascenev1lib.game.onslaught module
Delay
OnslaughtGame
OnslaughtGame.add_bot_at_angle()
OnslaughtGame.add_bot_at_point()
OnslaughtGame.announce_player_deaths
OnslaughtGame.description
OnslaughtGame.do_end()
OnslaughtGame.end_game()
OnslaughtGame.handlemessage()
OnslaughtGame.name
OnslaughtGame.on_begin()
OnslaughtGame.on_transition_in()
OnslaughtGame.spawn_player()
OnslaughtGame.tips
Player
Point
Point.BOTTOM
Point.BOTTOM_HALF_LEFT
Point.BOTTOM_HALF_RIGHT
Point.BOTTOM_LEFT
Point.BOTTOM_RIGHT
Point.LEFT
Point.LEFT_LOWER
Point.LEFT_LOWER_MORE
Point.LEFT_UPPER
Point.LEFT_UPPER_MORE
Point.RIGHT
Point.RIGHT_LOWER
Point.RIGHT_LOWER_MORE
Point.RIGHT_UPPER
Point.RIGHT_UPPER_MORE
Point.TOP
Point.TOP_HALF_LEFT
Point.TOP_HALF_RIGHT
Point.TOP_LEFT
Point.TOP_RIGHT
Point.TURRET_BOTTOM_LEFT
Point.TURRET_BOTTOM_RIGHT
Point.TURRET_TOP_LEFT
Point.TURRET_TOP_MIDDLE
Point.TURRET_TOP_MIDDLE_LEFT
Point.TURRET_TOP_MIDDLE_RIGHT
Point.TURRET_TOP_RIGHT
Preset
Spacing
Spawn
Team
Wave
- bascenev1lib.game.race module
Player
RaceGame
RaceGame.description
RaceGame.end_game()
RaceGame.get_available_settings()
RaceGame.get_instance_description()
RaceGame.get_instance_description_short()
RaceGame.get_supported_maps()
RaceGame.handlemessage()
RaceGame.name
RaceGame.on_begin()
RaceGame.on_player_leave()
RaceGame.on_team_join()
RaceGame.on_transition_in()
RaceGame.scoreconfig
RaceGame.spawn_player()
RaceGame.supports_session_type()
RaceMine
RaceRegion
Team
- bascenev1lib.game.runaround module
Player
Point
Preset
RunaroundGame
RunaroundGame.add_bot_at_point()
RunaroundGame.default_music
RunaroundGame.description
RunaroundGame.do_end()
RunaroundGame.end_game()
RunaroundGame.handlemessage()
RunaroundGame.heart_dyin()
RunaroundGame.name
RunaroundGame.on_begin()
RunaroundGame.on_transition_in()
RunaroundGame.spawn_player()
RunaroundGame.tips
Spacing
Spawn
Team
Wave
- bascenev1lib.game.targetpractice module
Player
Target
TargetPracticeGame
TargetPracticeGame.available_settings
TargetPracticeGame.default_music
TargetPracticeGame.description
TargetPracticeGame.end_game()
TargetPracticeGame.get_supported_maps()
TargetPracticeGame.handlemessage()
TargetPracticeGame.name
TargetPracticeGame.on_begin()
TargetPracticeGame.on_team_join()
TargetPracticeGame.spawn_player()
TargetPracticeGame.supports_session_type()
TargetPracticeGame.update_scoreboard()
Team
- bascenev1lib.game.thelaststand module
Player
SpawnInfo
Team
TheLastStandGame
TheLastStandGame.announce_player_deaths
TheLastStandGame.default_music
TheLastStandGame.description
TheLastStandGame.do_end()
TheLastStandGame.end_game()
TheLastStandGame.handlemessage()
TheLastStandGame.name
TheLastStandGame.on_begin()
TheLastStandGame.on_transition_in()
TheLastStandGame.slow_motion
TheLastStandGame.spawn_player()
TheLastStandGame.tips
- Module contents
- bascenev1lib.mapdata package
- Submodules
- bascenev1lib.mapdata.big_g module
- bascenev1lib.mapdata.bridgit module
- bascenev1lib.mapdata.courtyard module
- bascenev1lib.mapdata.crag_castle module
- bascenev1lib.mapdata.doom_shroom module
- bascenev1lib.mapdata.football_stadium module
- bascenev1lib.mapdata.happy_thoughts module
- bascenev1lib.mapdata.hockey_stadium module
- bascenev1lib.mapdata.lake_frigid module
- bascenev1lib.mapdata.monkey_face module
- bascenev1lib.mapdata.rampage module
- bascenev1lib.mapdata.roundabout module
- bascenev1lib.mapdata.step_right_up module
- bascenev1lib.mapdata.the_pad module
- bascenev1lib.mapdata.tip_top module
- bascenev1lib.mapdata.tower_d module
- bascenev1lib.mapdata.zig_zag module
- Module contents
- bascenev1lib.session package
Submodules¶
bascenev1lib.gameutils module¶
Various utilities useful for gameplay.
Bases:
object
Various common components for use in games.
Category: Gameplay Classes
Objects contained here are created on-demand as accessed and shared by everything in the current activity. This includes things such as standard materials.
A bascenev1.Material applied to explosion shapes, punch shapes, etc. An object not wanting to receive impulse/etc messages can disable collisions against this material.
A bascenev1.Material that sends a ba.DieMessage() to anything that touches it; handy for terrain below a cliff, etc.
Anything that can be ‘walked on’ should have this bascenev1.Material applied; generally just terrain and whatnot. A character will snap upright whenever touching something with this material so it should not be applied to props, etc.
Fetch/create the instance of this class for the current activity.
A bascenev1.Material that should be applied to any small, normal, physical objects such as bombs, boxes, players, etc. Other materials often check for the presence of this material as a prerequisite for performing certain actions (such as disabling collisions between initially-overlapping objects)
A bascenev1.Material; collision shapes used for picking things up will have this material applied. To prevent an object from being picked up, you can add a material that disables collisions against things containing this material.
a bascenev1.Material to be applied to player parts. Generally, materials related to the process of scoring when reaching a goal, etc will look for the presence of this material on things that hit them.
A bascenev1.Material with a very low friction/stiffness/etc that can be applied to invisible ‘railings’ useful for gently keeping characters from falling off of cliffs.
A bascenev1.Material used for non-physical collision shapes (regions); collisions can generally be allowed with this material even when initially overlapping since it is not physical.
bascenev1lib.maps module¶
Standard maps.
- class bascenev1lib.maps.BigG[source]¶
Bases:
Map
Large G shaped map for racing
- defs = <module 'bascenev1lib.mapdata.big_g' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/big_g.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Big G'¶
- class bascenev1lib.maps.Bridgit[source]¶
Bases:
Map
Map with a narrow bridge in the middle.
- dataname = 'bridgit'¶
- defs = <module 'bascenev1lib.mapdata.bridgit' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/bridgit.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Bridgit'¶
- class bascenev1lib.maps.Courtyard[source]¶
Bases:
Map
A courtyard-ish looking map for co-op levels.
- defs = <module 'bascenev1lib.mapdata.courtyard' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/courtyard.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- is_point_near_edge(point: Vec3, running: bool = False) bool [source]¶
Return whether the provided point is near an edge of the map.
Simple bot logic uses this call to determine if they are approaching a cliff or wall. If this returns True they will generally not walk/run any farther away from the origin. If ‘running’ is True, the buffer should be a bit larger.
- name = 'Courtyard'¶
- class bascenev1lib.maps.CragCastle[source]¶
Bases:
Map
A lovely castle map.
- defs = <module 'bascenev1lib.mapdata.crag_castle' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/crag_castle.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Crag Castle'¶
- class bascenev1lib.maps.DoomShroom[source]¶
Bases:
Map
A giant mushroom. Of doom!
- defs = <module 'bascenev1lib.mapdata.doom_shroom' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/doom_shroom.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- is_point_near_edge(point: Vec3, running: bool = False) bool [source]¶
Return whether the provided point is near an edge of the map.
Simple bot logic uses this call to determine if they are approaching a cliff or wall. If this returns True they will generally not walk/run any farther away from the origin. If ‘running’ is True, the buffer should be a bit larger.
- name = 'Doom Shroom'¶
- class bascenev1lib.maps.FootballStadium[source]¶
Bases:
Map
Stadium map for football games.
- defs = <module 'bascenev1lib.mapdata.football_stadium' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/football_stadium.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- is_point_near_edge(point: Vec3, running: bool = False) bool [source]¶
Return whether the provided point is near an edge of the map.
Simple bot logic uses this call to determine if they are approaching a cliff or wall. If this returns True they will generally not walk/run any farther away from the origin. If ‘running’ is True, the buffer should be a bit larger.
- name = 'Football Stadium'¶
- class bascenev1lib.maps.HappyThoughts[source]¶
Bases:
Map
Flying map.
- defs = <module 'bascenev1lib.mapdata.happy_thoughts' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/happy_thoughts.py'>¶
- classmethod get_music_type() MusicType [source]¶
Return a music-type string that should be played on this map.
If None is returned, default music will be used.
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Happy Thoughts'¶
- class bascenev1lib.maps.HockeyStadium[source]¶
Bases:
Map
Stadium map used for ice hockey games.
- defs = <module 'bascenev1lib.mapdata.hockey_stadium' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/hockey_stadium.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Hockey Stadium'¶
- class bascenev1lib.maps.LakeFrigid[source]¶
Bases:
Map
An icy lake fit for racing.
- defs = <module 'bascenev1lib.mapdata.lake_frigid' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/lake_frigid.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Lake Frigid'¶
- class bascenev1lib.maps.MonkeyFace[source]¶
Bases:
Map
Map sorta shaped like a monkey face; teehee!
- defs = <module 'bascenev1lib.mapdata.monkey_face' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/monkey_face.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Monkey Face'¶
- class bascenev1lib.maps.Rampage[source]¶
Bases:
Map
Wee little map with ramps on the sides.
- defs = <module 'bascenev1lib.mapdata.rampage' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/rampage.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- is_point_near_edge(point: Vec3, running: bool = False) bool [source]¶
Return whether the provided point is near an edge of the map.
Simple bot logic uses this call to determine if they are approaching a cliff or wall. If this returns True they will generally not walk/run any farther away from the origin. If ‘running’ is True, the buffer should be a bit larger.
- name = 'Rampage'¶
- class bascenev1lib.maps.Roundabout[source]¶
Bases:
Map
CTF map featuring two platforms and a long way around between them
- defs = <module 'bascenev1lib.mapdata.roundabout' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/roundabout.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Roundabout'¶
- class bascenev1lib.maps.StepRightUp[source]¶
Bases:
Map
Wide stepped map good for CTF or Assault.
- defs = <module 'bascenev1lib.mapdata.step_right_up' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/step_right_up.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Step Right Up'¶
- class bascenev1lib.maps.ThePad[source]¶
Bases:
Map
A simple square shaped map with a raised edge.
- defs = <module 'bascenev1lib.mapdata.the_pad' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/the_pad.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'The Pad'¶
- class bascenev1lib.maps.TipTop[source]¶
Bases:
Map
A pointy map good for king-of-the-hill-ish games.
- defs = <module 'bascenev1lib.mapdata.tip_top' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/tip_top.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Tip Top'¶
- class bascenev1lib.maps.TowerD[source]¶
Bases:
Map
Map used for runaround mini-game.
- defs = <module 'bascenev1lib.mapdata.tower_d' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/tower_d.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- is_point_near_edge(point: Vec3, running: bool = False) bool [source]¶
Return whether the provided point is near an edge of the map.
Simple bot logic uses this call to determine if they are approaching a cliff or wall. If this returns True they will generally not walk/run any farther away from the origin. If ‘running’ is True, the buffer should be a bit larger.
- name = 'Tower D'¶
- class bascenev1lib.maps.ZigZag[source]¶
Bases:
Map
A very long zig-zaggy map
- defs = <module 'bascenev1lib.mapdata.zig_zag' from '/home/runner/work/ballistica/ballistica/src/assets/ba_data/python/bascenev1lib/mapdata/zig_zag.py'>¶
- classmethod get_preview_texture_name() str [source]¶
Return the name of the preview texture for this map.
- name = 'Zigzag'¶
bascenev1lib.tutorial module¶
Wrangles the game tutorial sequence.
- class bascenev1lib.tutorial.ButtonPress(button: str, delay: int = 0, release: bool = True, release_delay: int = 0)[source]¶
Bases:
object
- run(a: TutorialActivity) None [source]¶
- class bascenev1lib.tutorial.ButtonRelease(button: str, delay: int = 0)[source]¶
Bases:
object
- run(a: TutorialActivity) None [source]¶
- class bascenev1lib.tutorial.TutorialActivity(settings: dict | None = None)[source]¶
-
- on_begin() None [source]¶
Called once the previous Activity has finished transitioning out.
At this point the activity’s initial players and teams are filled in and it should begin its actual game logic.
- on_player_join(player: Player) None [source]¶
Called when a new bascenev1.Player has joined the Activity.
(including the initial set of Players)
- on_player_leave(player: Player) None [source]¶
Called when a bascenev1.Player is leaving the Activity.
- on_transition_in() None [source]¶
Called when the Activity is first becoming visible.
Upon this call, the Activity should fade in backgrounds, start playing music, etc. It does not yet have access to players or teams, however. They remain owned by the previous Activity up until bascenev1.Activity.on_begin() is called.
Module contents¶
Library of stuff using the bascenev1 api: games, actors, etc.