codetower/ct.py

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# import importlib
# import imp
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import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import aud # Sounds
import math
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import mathutils
import time
import sys
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import os
import webbrowser
import threading # Multithreading
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import xml.etree.ElementTree as ET # Creating/parsing XML file
import runpy
import ct_map1 as ct_map # waves script
# import ct_cmd # user script (commands)
###############################################################################
# ct.py
# @title: the CodeTower game
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# @project: CodeTower
# @lang: fr,en
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# @authors: Philippe Roy <phroy@phroy.org>
# @copyright: Copyright (C) 2022 Philippe Roy
# @license: GNU GPL
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#
# This game is a tower defense coding game. The towers are driven by Python code.
# Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
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#
# Commands trigged by button : cmd_*
# Commands trigged by 3D scene objects : scn_*
# Commands trigged by user (student or map designer) : ct_*
# 3D scene manipulation : manip_*
#
###############################################################################
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# Debug flag
scene = bge.logic.getCurrentScene()
scene.objects['Commands']['debug_fps']=False
# Memory
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sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
# Dynamic import user file
# importlib.invalidate_caches()
# ct_map = importlib.import_module('ct_map1') # Waves script
# ct_cmd = importlib.import_module('ct_cmd') # User script (commands) -> segfault de Blender
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# UPBGE scene
eevee = bpy.context.scene.eevee
fps_time=0.0
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# Config file
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# print (os.getcwd())
ct_config = ET.parse('ct_config.xml')
ct_config_tree = ct_config.getroot()
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# Colors
color_magenta = (0.800, 0.005, 0.315,1)
color_orange = (0.799, 0.130, 0.063,1)
color_white = (0.8, 0.8, 0.8, 1)
color_yellow = (0.8, 0.619, 0.021, 1)
color_black = (0, 0, 0, 1)
color_kaykit_black = (0.019, 0.032, 0.037, 1)
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color_endbanner_bluelight = (0.361, 0.527, 0.716, 1)
color_endbanner_bluedark = (0.130, 0.254, 0.407, 1)
color_text = (0, 0, 0, 1) # Noir
color_text_red = (0.799, 0.031, 0.038, 1)
color_text_orange = (0.799, 0.176, 0.054, 1)
color_text_yellow = (0.799, 0.617, 0.021, 1)
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# Sounds
audiodev = aud.Device()
snd_click = aud.Sound('asset/sounds/click.ogg')
sndbuff_click = aud.Sound.cache(snd_click)
snd_construct = aud.Sound('asset/sounds/click_construct.ogg')
sndbuff_construct = aud.Sound.cache(snd_construct)
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snd_book_open = aud.Sound('asset/sounds/book_open.ogg')
sndbuff_book_open = aud.Sound.cache(snd_book_open)
snd_book_close = aud.Sound('asset/sounds/book_close.ogg')
sndbuff_book_close = aud.Sound.cache(snd_book_close)
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# UPBGE constants
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
###############################################################################
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# Tour
###############################################################################
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# Commande pour afficher la position de la tour de construction
def cmd_tower_construct(cont):
obj = cont.owner
obj_Hl= scene.objects[obj.name+"-Hl"]
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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sound_play (sndbuff_construct)
if scene.objects['Terrain']['construct_mode']==True:
scene.objects['Terrain']['construct_mode']=False
obj.worldScale=[1, 1, 1]
obj.color = color_cmd
obj_Hl.worldScale=[1, 1, 1]
obj_Hl.color = color_cmd
scene.objects['Tower_construc_mode'].setVisible(False,False)
scene.objects['Tower_construc_mode'].color = color_cmd
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text_info ("")
else:
scene.objects['Terrain']['construct_mode']=True
obj.worldScale=[1.25, 1.25, 1.25]
obj.color = color_cmd_hl
obj_Hl.worldScale=[1.25, 1.25, 1.25]
obj_Hl.color = color_cmd_hl
scene.objects['Tower_construc_mode'].setVisible(True,False)
scene.objects['Tower_construc_mode'].color = color_cmd
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text_info ("Tower position : ")
scene.objects['Cmd-text']['Text']= ""
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###############################################################################
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# User interface : texte info et compteurs
###############################################################################
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# Affichage sur la boite de texte sur 6 lignes
def text_info (text):
if text=="":
scene.objects['Info-1-text'].setVisible(False,False)
scene.objects['Info-2-text'].setVisible(False,False)
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else:
lines_txt=text.split("\n", 6)
for i in range (len(lines_txt),6):
lines_txt.append("")
scene.objects['Info-1-text'].setVisible(True,False)
scene.objects['Info-2-text'].setVisible(True,False)
scene.objects['Info-1-text']['Text']=lines_txt[0]+"\n"+lines_txt[1]+"\n"+lines_txt[2]
scene.objects['Info-2-text']['Text']=lines_txt[3]+"\n"+lines_txt[4]+"\n"+lines_txt[5]
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# Mise à jour de l'affichage des compteurs
def points_maj (cont):
global fps_time
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# Synchronisation des threads : attente dela création d'une tour ou de l'apparition d'un minion
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while scene.objects['Terrain']['thread_cmd_lock'] == True:
# print ("UPBGE : thread_cmd_lock =True")
time.sleep(0.01)
# Texte
scene.objects['Points-Lifes-text']['Text']=str(scene.objects['Points']['lifes'])+"/"+str(scene.objects['Points']['lifes_max'])
scene.objects['Points-Coins-text']['Text']=str(scene.objects['Points']['coins'])
scene.objects['Points-Level-text']['Text']=str(scene.objects['Points']['level'])+"/"+str(scene.objects['Points']['level_max'])
scene.objects['Points-Minions-text']['Text']=str(scene.objects['Points']['minions'])
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scene.objects['Points']['tics'] +=1
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# Texte de la vague
if scene.objects['Points-Map-text']['anim']:
if scene.objects['Points-Map-text']['timer']<120:
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decal = 0.1
vect=scene.objects['Points-Map-text'].getVectTo(scene.objects['Camera'])[1]
scene.objects['Points-Map-text'].applyMovement((vect[0]*decal, vect[1]*decal, vect[2]*decal), False)
scene.objects['Points-Map-text']['timer']+=1
if int(scene.objects['Points-Map-text']['timer'])>=120:
scene.objects['Points-Map-text'].color = color_text
scene.objects['Points-Map-text'].worldPosition.x= scene.objects['Points'].worldPosition.x+ scene.objects['Points-Map-text']['init_relativ_lx']
scene.objects['Points-Map-text'].worldPosition.y= scene.objects['Points'].worldPosition.y+ scene.objects['Points-Map-text']['init_relativ_ly']
scene.objects['Points-Map-text'].worldPosition.z= scene.objects['Points'].worldPosition.z+ scene.objects['Points-Map-text']['init_relativ_lz']
scene.objects['Points-Map-text']['anim']=False
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# Gestion du FPS - Tous les tics
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if scene.objects['Commands']['debug_fps']:
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# if scene.objects['Points']['tics']%60 ==0: # Toutes les 60 tics
milliseconds = int(time.time() * 1000) # Tous les tics
if milliseconds != fps_time:
fps = int(1000/(milliseconds-fps_time))
else:
fps= "----"
print ("Durée entre deux tics (16 ms), fps (60), coins :", milliseconds-fps_time, fps, str(scene.objects['Points']['coins']))
fps_time = milliseconds
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# Augmentation d'un niveau
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if scene.objects['Points']['coins']>=100:
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scene.objects['Points']['level_max'] +=1
scene.objects['Points']['coins'] -=100
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# Level trop élevé
if scene.objects['Points']['level'] > scene.objects['Points']['level_max'] :
scene.objects['Points-Level-text'].color = color_text_red
if scene.objects['Points']['level'] < scene.objects['Points']['level_max'] :
scene.objects['Points-Level-text'].color = color_text_yellow
if scene.objects['Points']['level'] == scene.objects['Points']['level_max']:
scene.objects['Points-Level-text'].color = color_text
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# Ramassage des minions perdues ou zombis
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if scene.objects['Terrain']['run'] == True: # Pas en pause
if scene.objects['Points']['tics']%240 == 0: # Toutes les 4 secondes
scene.objects['Points']['minions_lost']=[]
for obj_i in scene.objects:
if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames() and obj_i.visible==True:
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# print ("Minion lost : (dist, dist_old, x, last_x, y, last_y) : ", obj_i.name, obj_i['dist'], obj_i['dist_old'], obj_i.worldPosition.x, obj_i['dist_last_x'], obj_i.worldPosition.y, obj_i['dist_last_y'])
if obj_i['dist']==obj_i['dist_old'] and obj_i['dist_new']==False:
print ("Minion lost : dist =dist_old (dist, dist_old) : ", obj_i.name, obj_i['dist'], obj_i['dist_old'])
obj_i['dead']=True
elif obj_i.worldLinearVelocity.x >0 and abs(obj_i.worldLinearVelocity.x) < 0.001 and obj_i.worldLinearVelocity.y >0 and abs(obj_i.worldLinearVelocity.y) < 0.001:
print ("Minion lost : x' or y' very slow (x, y, z, x', y') : ", obj_i.name, obj_i.worldPosition.x, obj_i.worldPosition.y, obj_i.worldPosition.z, abs(obj_i.worldLinearVelocity.x), abs(obj_i.worldLinearVelocity.y))
obj_i['dead']=True
elif obj_i.worldPosition.x<scene.objects['Terrain']['size'][0] or obj_i.worldPosition.x>scene.objects['Terrain']['size'][1] or obj_i.worldPosition.y<scene.objects['Terrain']['size'][2] or obj_i.worldPosition.y>scene.objects['Terrain']['size'][3]:
print ("Minion lost : x or y outside the map (x, y, z, x', y') : ", obj_i.name, obj_i.worldPosition.x, obj_i.worldPosition.y, obj_i.worldPosition.z, abs(obj_i.worldLinearVelocity.x), abs(obj_i.worldLinearVelocity.y))
obj_i['dead']=True
obj_i['dist_old'] = obj_i['dist']
obj_i['dist_new']=False
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# Fin de la vague
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if scene.objects['Terrain']['thread_wave']==False and scene.objects['Terrain']['map_run'] == True :
if scene.objects['Points']['minions_run']==0 :
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# Fin ou vague suivante
if scene.objects['Points']['lifes'] == 0 or scene.objects['Points']['wave'] == scene.objects['Terrain']['nb_waves'] :
terrain_end ()
else:
scene.objects['Points']['minions']=0
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scene.objects['Points']['wave'] +=1
ct_map.start(scene.objects['Points']['wave']) # Lancement du script de la vague
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###############################################################################
# Terrain
###############################################################################
# Mouse over du terrain
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def scn_terrain_mo (cont):
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# Affiche la position de la tour de construction
if scene.objects['Terrain']['construct_mode']==True:
hitObject = cont.sensors['MO'].hitObject
hitPosition = cont.sensors['MO'].hitPosition
if hitObject is not None :
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if round(hitPosition.x) >= scene.objects['Terrain']['size'][0] and round(hitPosition.x) <= scene.objects['Terrain']['size'][1] and round(hitPosition.y) >= scene.objects['Terrain']['size'][2] and round(hitPosition.y) <= scene.objects['Terrain']['size'][3] :
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if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_noncontruct'] or [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_tower']:
pass
else:
scene.objects['Tower_construc_mode'].worldPosition.x=round(hitPosition.x)
scene.objects['Tower_construc_mode'].worldPosition.y=round(hitPosition.y)
scene.objects['Tower_construc_mode'].worldPosition.z=0.2
text_info ("Tower position : "+str(round(hitPosition.x))+","+str(round(hitPosition.y)))
scene.objects['Cmd-text']['Text']= ""
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# Affiche les informations sur la tour
# FIXME : High-light sur la tower sélectionnée
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else:
hitPosition = cont.sensors['MO'].hitPosition
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_tower']:
for obj_i in scene.objects:
if "type_tower" in obj_i.getPropertyNames():
if round(hitPosition.x) == obj_i.worldPosition.x and round(hitPosition.y) == obj_i.worldPosition.y:
text =obj_i['tower_name'] + "\n" + "- level : "+ str(obj_i['lvl']) + "\n" + "- damage : "+ str(obj_i['damage']) + "\n" + "- speed : "+ str(round(obj_i['speed'],2)) + "\n" + "- range : "+ str(obj_i['range'])
text_info (text)
break
else:
text_info ("")
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# Initialisation lors du chargement du terrain
def terrain_init ():
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# Cacher la bannière de fin
scene.objects['End'].setVisible(False,True)
scene.objects['End']['timer']=0
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scene.objects['Doc'].setVisible(False,True)
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# Pile des draws
scene.objects['Terrain']['draw2d_process']=False
scene.objects['Terrain']['draw2d_list']=[]
scene.objects['Terrain']['draw3d_process']=False
scene.objects['Terrain']['draw3d_list']=[]
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# Ramasse-miettes
scene.objects['Points']['minions_lost']=[]
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# Configuration du moteur de rendu
eevee.use_eevee_smaa = False
if scene.objects['Terrain']['speed']<10: # smaa avec en vitesse 4 et 10 -> tendance au plantage
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eevee.use_eevee_smaa = True
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# Recherche les tuiles non constructibles (chemin)
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scene.objects['Terrain']['scene_tile_noncontruct'] = []
for obj_i in scene.objects:
if "tile_straight" in obj_i.name:
scene.objects['Terrain']['scene_tile_noncontruct'].append([obj_i.worldPosition.x, obj_i.worldPosition.y])
obj_i.collisionGroup=2
if "tile_cornerRound" in obj_i.name:
scene.objects['Terrain']['scene_tile_noncontruct'].append([obj_i.worldPosition.x, obj_i.worldPosition.y])
obj_i.collisionGroup=2
if "tile_hill" in obj_i.name:
obj_i.collisionGroup=2
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scene.objects['Terrain']['scene_tile_tower']= []
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# Init de la carte
ct_map.map_init()
ct_map.map_reset()
scene.objects['Points-Level-text'].color = color_text
# Mise en route et pause du cycle
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def terrain_run ():
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sound_play (sndbuff_click)
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# Pause
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# FIXME : HL alors que c'est avec les touches
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if scene.objects['Terrain']['run'] == True:
scene.objects['Terrain']['run']=False
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause'].suspendPhysics()
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scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Run']. restorePhysics()
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scene.objects['Run-Hl'].setVisible(True,False)
scene.objects['Cmd-text']['Text']= "Run (F5)"
scene.objects['Cmd-text'].setVisible(True,False) # FIXME : suppresion de du message
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for obj_i in scene.objects: # Pause des Steerings
if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
obj_i.actuators['Steering'].velocity=0
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# Run
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# FIXME : HL alors que c'est avec les touches
else :
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scene.objects['Terrain']['run']=True
scene.objects['Run'].setVisible(False,False)
scene.objects['Run'].suspendPhysics()
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scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Pause']. restorePhysics()
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scene.objects['Pause-Hl'].setVisible(True,False)
scene.objects['Cmd-text']['Text']= "Pause (F5)"
scene.objects['Cmd-text'].setVisible(True,False)
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# Démarrage de la map
if scene.objects['Terrain']['thread_run']==False:
scene.objects['Stop'].setVisible(True,False)
scene.objects['Stop']. restorePhysics()
runpy.run_module('ct_cmd', run_name='stop') # Stop du script utilisateur
ct_map.stop() # Stop du script des vagues
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# Mise à zéro des compteurs
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ct_map.map_reset()
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# Supprimer les tours
for obj_i in scene.objects:
if "type_tower" in obj_i.getPropertyNames() :
obj_i.endObject()
if "type_towerminion" in obj_i.getPropertyNames() :
obj_i.endObject()
scene.objects['Terrain']['scene_tile_tower']= []
# Scripts utilisateur et vagues
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scene.objects['Terrain']['map_run'] = True
scene.objects['Terrain']['thread_run']=True
scene.objects['Points']['time_begin']=time.localtime()
# scene.objects['Commands']['cmd_start']=True
# Execution du script utilisateur par importlib -> Segfault de Blender
# importlib.reload(ct_cmd)
# ct_cmd.start() # Execution du script utilisateur
runpy.run_module('ct_cmd', run_name='start') # Execution du script utilisateur
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ct_map.start(1) # Lancement du script de la permière vague
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# Arrêt de la pause
else:
for obj_i in scene.objects: # Relance des Steerings
if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
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obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed']
# Arrêt et réinitialisation du cycle
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def terrain_stop ():
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sound_play (sndbuff_click)
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# Arrêt des threads utilisateurs
scene.objects['Terrain']['run']=False
scene.objects['Terrain']['thread_run']=False
scene.objects['Terrain']['map_run'] = False # Ne pas afficher la bannière de fin
runpy.run_module('ct_cmd', run_name='stop') # Stop du script utilisateur
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ct_map.stop() # Stop du script des vagues
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# Supprimer les enemis
for obj_i in scene.objects:
if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
obj_i.endObject()
scene.objects['Points']['minions']=0
scene.objects['Points']['minions_run']=0
# Commandes
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause'].suspendPhysics()
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scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Run'].setVisible(True,False)
scene.objects['Run']. restorePhysics()
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scene.objects['Stop'].setVisible(False,False)
scene.objects['Stop'].suspendPhysics()
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scene.objects['Stop-Hl'].setVisible(False,False)
scene.objects['Cmd-text'].setVisible(False,False)
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# Fin de la map
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def terrain_end ():
scene.objects['Terrain']['run']=False
scene.objects['Terrain']['thread_run']=False
# Commandes
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Run'].setVisible(True,False)
scene.objects['Stop'].setVisible(False,False)
scene.objects['Stop-Hl'].setVisible(False,False)
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# Affichage des résultats
if scene.objects['End']['timer']== 0:
scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale
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manip_reset()
# scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
# scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
# scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
# Wave
if scene.objects['Points']['wave']== scene.objects['Terrain']['nb_waves'] and scene.objects['Points']['lifes'] > 0:
scene.objects['Endbanner_wave']['Text']="Victory"
else:
scene.objects['Endbanner_wave']['Text']="Wave \n"+str(scene.objects['Points']['wave'])
# Time
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maptime_mn=time.localtime().tm_min-scene.objects['Points']['time_begin'].tm_min
maptime_sec=time.localtime().tm_sec-scene.objects['Points']['time_begin'].tm_sec
if maptime_sec<0:
maptime_mn-=1
maptime_sec+=60
if maptime_mn<=99:
scene.objects['Endbanner_points']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"+ str(maptime_sec)+"\""
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else:
scene.objects['Endbanner_points']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"
# Object 3D
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scene.objects['Endbanner'].color = color_endbanner_bluelight
scene.objects['Endbanner_wave'].color = color_black
scene.objects['Endbanner_points'].color = color_black
scene.objects['Endbanner_ok'].color = color_black
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scene.objects['End'].setVisible(True,True)
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scene.objects['End'].worldPosition = [0, 1.53623, -1.8]
scene.objects['End']['timer'] = 0
scene.objects['End']['anim'] = True
# Animation
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pas=0.5
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scene.objects['End'].localPosition.y -= pas
scene.objects['End'].localPosition.z += (0.85*pas)
# scene.objects['End'].localPosition.y=scene.objects['End'].localPosition.y-1*pas
# scene.objects['End'].localPosition.z=scene.objects['End'].localPosition.z+0.85*pas
scene.objects['End']['timer']+=1
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if scene.objects['End']['timer']== 40:
scene.objects['Terrain']['map_run'] = False
# Vitesse du jeu
def terrain_speed (obj):
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sound_play (sndbuff_click)
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speed_mode=[0.25, 0.5, 1,2,4,10]
speed_mode_txt=["1/4", "1/2", "1", "2","4","10"]
i=speed_mode.index(scene.objects['Terrain']['speed'])
# Affichage
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if obj.name=="Speed_up" and i<5:
scene.objects['Terrain']['speed']=speed_mode[i+1]
scene.objects['Text_speed']['Text']=speed_mode_txt[i+1]
if obj.name=="Speed_down" and i>0:
scene.objects['Terrain']['speed']=speed_mode[i-1]
scene.objects['Text_speed']['Text']=speed_mode_txt[i-1]
# Maj des Nears (Towers) et des Steerings (Minions)
for obj_i in scene.objects:
if "type_tower" in obj_i.getPropertyNames() and "Near" in obj_i.sensors :
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obj_i.sensors['Near'].skippedTicks =round(1/(obj_i['speed']*scene.objects['Terrain']['speed']))
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if scene.objects['Terrain']['run'] == True: # Pas en pause
if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed']
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# Configuration du moteur de rendu
if scene.objects['Terrain']['speed']<10: # smaa avec en vitesse 4 et 10 -> tendance au plantage
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eevee.use_eevee_smaa = True
else:
eevee.use_eevee_smaa = False
# Maj du fichier de config (vitesse du jeu : data/config/speed)
ct_config_tree[0][0].text=str(scene.objects['Terrain']['speed'])
buffer_xml = ET.tostring(ct_config_tree)
with open("ct_config.xml", "wb") as f:
f.write(buffer_xml)
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# Highlight de la page de fin
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def endbanner_hl(cont):
if cont.sensors['MO'].status == JUST_ACTIVATED:
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if scene.objects['Mouse_main']['mouse_graphic']:
mouse_up()
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scene.objects['Endbanner'].color = color_white
scene.objects['Endbanner_wave'].color = color_white
scene.objects['Endbanner_points'].color = color_white
scene.objects['Endbanner_ok'].color = color_white
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if cont.sensors['MO'].status == JUST_RELEASED:
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if scene.objects['Mouse_main']['mouse_graphic']:
mouse_down()
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scene.objects['Endbanner'].color = color_endbanner_bluelight
scene.objects['Endbanner_wave'].color = color_black
scene.objects['Endbanner_points'].color = color_black
scene.objects['Endbanner_ok'].color = color_black
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# Fermer la page de fin
def endbanner_close():
sound_play (sndbuff_click)
scene.objects['Terrain']['manip_mode']=0
scene.objects['End'].setVisible(False,True)
scene.objects['End'].worldPosition = [20, 1.53623, -0.892838] # Position dans Blender [20, 1.53623, -0.892838]
scene.objects['Endbanner'].color = [0.592, 0.68, 0.407, 1]
scene.objects['Endbanner_wave'].color = color_black
scene.objects['Endbanner_points'].color = color_black
scene.objects['End']['timer']= 0
# Click pour fermer la page de fin
def endbanner_close_click(cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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endbanner_close()
###############################################################################
# Sons
###############################################################################
def sound_play (sound):
if scene.objects['Commands']['sound']:
audiodev.play(sound)
def sound_set ():
scene.objects['NoSound-cmd'].suspendPhysics()
scene.objects['NoSound-cmd'].setVisible(False,False)
scene.objects['NoSound-cmd-Hl'].setVisible(False,False)
scene.objects['Sound-cmd']. restorePhysics()
scene.objects['Sound-cmd-Hl'].setVisible(True,False)
scene.objects['Commands']['sound']=True
scene.objects['Cmd-text']['Text']= "Mute"
scene.objects['Cmd-text'].setVisible(True,False)
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# Maj du fichier de config (sound : data/config/sound -> [0][1].text)
ct_config_tree[0][1].text=str(scene.objects['Commands']['sound'])
buffer_xml = ET.tostring(ct_config_tree)
with open("ct_config.xml", "wb") as f:
f.write(buffer_xml)
def sound_unset ():
scene.objects['Sound-cmd'].suspendPhysics()
scene.objects['Sound-cmd'].setVisible(False,False)
scene.objects['Sound-cmd-Hl'].setVisible(False,False)
scene.objects['NoSound-cmd']. restorePhysics()
scene.objects['NoSound-cmd-Hl'].setVisible(True,False)
scene.objects['Commands']['sound']=False
scene.objects['Cmd-text']['Text']= "Unmute"
scene.objects['Cmd-text'].setVisible(True,False)
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# Maj du fichier de config (sound : data/config/sound -> [0][1].text)
ct_config_tree[0][1].text=str(scene.objects['Commands']['sound'])
buffer_xml = ET.tostring(ct_config_tree)
with open("ct_config.xml", "wb") as f:
f.write(buffer_xml)
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###############################################################################
# Commandes
###############################################################################
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color_cmd = (0.8, 0.8, 0.8, 1) # Blanc
color_cmd_hl = (0.8, 0.619, 0.021, 1) # Jaune
# Init
def cmd_init():
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# UI : Commands
scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause'].suspendPhysics()
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Stop'].setVisible(False,False)
scene.objects['Stop'].suspendPhysics()
scene.objects['Stop-Hl'].setVisible(False,False)
scene.objects['Construc-Hl'].setVisible(False,False)
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scene.objects['Book-cmd-Hl'].setVisible(False,False)
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scene.objects['ResetView-Hl'].setVisible(False,False)
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scene.objects['About-cmd-Hl'].setVisible(False,False)
scene.objects['About'].setVisible(False,True)
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# UI : Sounds
# Read config (sound : data/config/sound -> [0][1].text)
if ct_config_tree[0][1].text == "True":
sound_set ()
else:
sound_unset ()
audiodev.unlock()
# UI : Text, ...
scene.objects['Cmd-text'].setVisible(False,False)
scene.objects['Points-Map-text'].setVisible(False,False)
scene.objects['Info-1-text'].setVisible(False,False)
scene.objects['Info-2-text'].setVisible(False,False)
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scene.objects['Tower_construc_mode'].setVisible(False,False)
scene.objects['Terrain']['map_run'] = False
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# UI : Mouse
# Window size : 738.5 415.5
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if scene.objects['Mouse_main']['mouse_graphic']:
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
bge.render.showMouse(scene.objects['Commands']['debug_mouse'])
scene.objects['Mouse_main'].worldPosition = [0.07, -8.11, 4.71035] # Vielle version : [0.118161, -8.24305, 4.71035] ; [0, -3.5, 2], [0, -8, 6]
scene.objects['Mouse_main'].worldScale=[30, 30, 30]
scene.objects['Mouse_main']['past_x']=0
scene.objects['Mouse_main']['past_y']=0
scene.objects['Mouse_main']['mouse_up']=0
else:
scene.objects['Mouse_main'].setVisible(False,False)
bge.render.showMouse(True)
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# Speed
# Read config (game speed : data/config/speed -> [0][0].text)
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speed_mode=[0.25, 0.5, 1,2,4,10]
speed_mode_txt=["1/4", "1/2", "1", "2","4","10"]
scene.objects['Terrain']['speed']=float(ct_config_tree[0][0].text)
i=speed_mode.index(scene.objects['Terrain']['speed'])
scene.objects['Text_speed']['Text']=speed_mode_txt[i]
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# Highlight des commandes
def cmd_hl(cont):
obj = cont.owner
# Activation
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Terrain']['manip_mode']==0:
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" :
obj.setVisible(False,True)
scene.objects[obj.name+'-Hl'].setVisible(True,True)
# Run et pause
if obj.name=="Pause" or obj.name=="Run":
if scene.objects['Terrain']['run'] == True:
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
else:
scene.objects['Run'].setVisible(False,False)
scene.objects['Run-Hl'].setVisible(True,False)
# Stop
if obj.name=="Stop":
if scene.objects['Terrain']['thread_run']==True:
scene.objects['Stop'].setVisible(False,False)
scene.objects['Stop-Hl'].setVisible(True,False)
# Text
text_hl ={"Run":"Run (F5)",
"Stop":"Stop (F6)",
"Pause":"Pause (F5)",
"Construc": "Show tower position",
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"ResetView": "Reset view (Home key)",
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"Book-cmd": "Documentation",
"About-cmd": "About",
"Speed_down": "Speed down (-)",
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"Speed_up": "Speed up (+)",
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"Sound-cmd": "Mute",
"NoSound-cmd": "Unmute"}
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text=text_hl[obj.name]
if obj.name == "Construc" and scene.objects['Terrain']['construct_mode']==True: # Bascule le construct
text="Hide tower position"
scene.objects['Cmd-text']['Text']= text
scene.objects['Cmd-text'].setVisible(True,False)
# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and (scene.objects['Terrain']['manip_mode']==0 or scene.objects['Terrain']['manip_mode']==9):
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" and obj.name!="Sound-cmd" and obj.name!="NoSound-cmd":
scene.objects[obj.name+'-Hl'].setVisible(False,True)
obj.setVisible(True,True)
scene.objects['Cmd-text'].setVisible(False,False)
# Run et pause
if obj.name=="Pause" or obj.name=="Run":
if scene.objects['Terrain']['run'] == True:
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(True,False)
scene.objects['Cmd-text'].setVisible(False,False)
else:
scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Run'].setVisible(True,False)
scene.objects['Cmd-text'].setVisible(False,False)
# Stop
if obj.name=="Stop":
if scene.objects['Terrain']['thread_run']==True:
scene.objects['Stop-Hl'].setVisible(False,False)
scene.objects['Stop'].setVisible(True,False)
scene.objects['Cmd-text'].setVisible(False,False)
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# Sound
if obj.name=="NoSound-cmd" and scene.objects['Commands']['sound']==False:
scene.objects['NoSound-cmd-Hl'].setVisible(False,False)
scene.objects['NoSound-cmd'].setVisible(True,False)
scene.objects['Cmd-text'].setVisible(False,False)
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if obj.name=="Sound-cmd" and scene.objects['Commands']['sound']==True:
scene.objects['Sound-cmd-Hl'].setVisible(False,False)
scene.objects['Sound-cmd'].setVisible(True,False)
scene.objects['Cmd-text'].setVisible(False,False)
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# Click sur les commandes
def cmd_click (cont):
obj = cont.owner
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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if obj.name=="Pause" or obj.name=="Run":
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terrain_run ()
if obj.name=="Stop":
terrain_stop ()
if obj.name=="Speed_up" or obj.name=="Speed_down":
terrain_speed (obj)
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if obj.name=="ResetView":
manip_reset()
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if obj.name=="Sound-cmd":
sound_unset ()
if obj.name=="NoSound-cmd":
sound_set ()
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if obj.name=="About-cmd":
about_open ()
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###############################################################################
# Gestion du clavier
###############################################################################
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# Mode :
# 0 : rien (par défaut)
# 1 : Pan avec Shift
# 2 : Zoom avec Ctrl
# 9 : Fenêtre modale
def mode(cont):
obj = cont.owner
keyboard = bge.logic.keyboard
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# Touche ESC
if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue:
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# Fenêtres modales
if scene.objects['Terrain']['manip_mode']==9:
if scene.objects['Book'].visible:
doc_close()
if scene.objects['About'].visible:
about_close()
if scene.objects['End'].visible:
endbanner_close()
return
else: # Sortir du jeux
terrain_stop ()
bge.logic.endGame()
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# Fenêtre modale (inhibition des touches hors ESC)
if scene.objects['Terrain']['manip_mode']==9:
return
# Shift -> mode 1 : Pan (clic milieu)
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
obj['manip_mode']=1
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
obj['manip_mode']=1
# Ctrl -> mode 2 : Zoom (clic milieu)
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
obj['manip_mode']=2
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
obj['manip_mode']=2
# Pas de modificateur -> mode 0 : Pas de Orbit (mode 0) ici
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
obj['manip_mode']=0
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
obj['manip_mode']=0
# Touche Home -> Reset de la vue
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
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manip_reset()
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if scene.objects['Mouse_main']['mouse_graphic']:
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
scene.objects['Mouse_main'].worldPosition = [0.07, -8.11, 4.71035] # Vielle version : [0.118161, -8.24305, 4.71035] ; [0, -3.5, 2], [0, -8, 6]
scene.objects['Mouse_main'].worldScale=[30, 30, 30]
scene.objects['Mouse_main']['past_x']=0
scene.objects['Mouse_main']['past_y']=0
# Touche F5 -> Run et Pause
if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue:
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terrain_run ()
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# Touche F6 -> Stop / Init
if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue:
if scene.objects['Terrain']['thread_run']==True:
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terrain_stop ()
# Touche +/- du pad -> Vitesse + ou /
if JUST_ACTIVATED in keyboard.inputs[bge.events.PADPLUSKEY].queue:
terrain_speed (scene.objects['Speed_up'])
if JUST_ACTIVATED in keyboard.inputs[bge.events.PADMINUS].queue:
terrain_speed (scene.objects['Speed_down'])
###############################################################################
# Manipulation 3D de la scène
###############################################################################
# Mémorisation de la position et orientation initiales du modèle 3D et de la caméra
def manip_init(cont):
scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
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scene.objects['Camera']['past_lx']=scene.objects['Camera'].worldPosition.x
scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y
scene.objects['Camera']['past_lz']=scene.objects['Camera'].worldPosition.z
scene.objects['Terrain']['init_lx']=scene.objects['Terrain'].worldPosition.x
scene.objects['Terrain']['init_ly']=scene.objects['Terrain'].worldPosition.y
scene.objects['Terrain']['init_lz']=scene.objects['Terrain'].worldPosition.z
scene.objects['Terrain']['init_rx']=scene.objects['Terrain'].worldOrientation.to_euler().x
scene.objects['Terrain']['init_ry']=scene.objects['Terrain'].worldOrientation.to_euler().y
scene.objects['Terrain']['init_rz']=scene.objects['Terrain'].worldOrientation.to_euler().z
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scene.objects['Commands']['init_lx']=scene.objects['Commands'].worldPosition.x
scene.objects['Commands']['init_ly']=scene.objects['Commands'].worldPosition.y
scene.objects['Commands']['init_lz']=scene.objects['Commands'].worldPosition.z
scene.objects['Points']['init_lx']=scene.objects['Points'].worldPosition.x
scene.objects['Points']['init_ly']=scene.objects['Points'].worldPosition.y
scene.objects['Points']['init_lz']=scene.objects['Points'].worldPosition.z
scene.objects['Points-Map-text']['init_relativ_lx']=scene.objects['Points-Map-text'].worldPosition.x-scene.objects['Points'].worldPosition.x
scene.objects['Points-Map-text']['init_relativ_ly']=scene.objects['Points-Map-text'].worldPosition.y-scene.objects['Points'].worldPosition.y
scene.objects['Points-Map-text']['init_relativ_lz']=scene.objects['Points-Map-text'].worldPosition.z-scene.objects['Points'].worldPosition.z
# Atteindre une orientation (bas niveau)
def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
rres=0.001 # resolution rotation
# x
if rx is not None:
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
if obj.worldOrientation.to_euler().x-rx > rres:
obj.applyRotation((-rres, 0, 0), Local)
if rx-obj.worldOrientation.to_euler().x > rres:
obj.applyRotation((rres, 0, 0), Local)
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
# y
if ry is not None:
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
if obj.worldOrientation.to_euler().y-ry > rres:
obj.applyRotation((0, -rres, 0), Local)
if ry-obj.worldOrientation.to_euler().y > rres:
obj.applyRotation((0, rres, 0), Local)
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
# z
if rz is not None:
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
if obj.worldOrientation.to_euler().z-rz > rres:
obj.applyRotation((0, 0, -rres), Local)
if rz-obj.worldOrientation.to_euler().z > rres:
obj.applyRotation((0, 0, rres), Local)
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
# Reset de la manipulation de la vue
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def manip_reset():
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
scene.objects['Commands'].worldPosition.x = scene.objects['Commands']['init_lx']
scene.objects['Commands'].worldPosition.y = scene.objects['Commands']['init_ly']
scene.objects['Commands'].worldPosition.z = scene.objects['Commands']['init_lz']
scene.objects['Points'].worldPosition.x = scene.objects['Points']['init_lx']
scene.objects['Points'].worldPosition.y = scene.objects['Points']['init_ly']
scene.objects['Points'].worldPosition.z = scene.objects['Points']['init_lz']
applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
scene.objects['Cmd-text']['Text']= ""
# Position de départ pour la manipulation de la vue
def manip_start(cont):
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if scene.objects['Terrain']['manip_mode']!=9:
obj = cont.owner
obj['click_x']=cont.sensors['ClickM'].position[0]
obj['click_y']=cont.sensors['ClickM'].position[1]
# Cacher le cercle de la manipulation Orbit
def manip_stop(cont):
# scene.objects['Orbit'].setVisible(False,False)
pass
# Manipulation du modèle ou de la caméra
def manip(cont):
obj = cont.owner
sensibilite_orbit=0.00005 # Base : 0.0005
sensibilite_pan=0.001 # Base : 0.005
sensibilite_zoom=0.005 # Base : 0.01
delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
# Pan
if obj['manip_mode']==1: # Shift
scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
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scene.objects['Commands'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan*math.cos(50*2*math.pi*(1/360)), delta_y*sensibilite_pan*math.sin(50*2*math.pi*(1/360))), True)
scene.objects['Points'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan*math.cos(50*2*math.pi*(1/360)), delta_y*sensibilite_pan*math.sin(50*2*math.pi*(1/360))), True)
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if scene.objects['Mouse_main']['mouse_graphic']:
scene.objects['Mouse_main'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
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# Zoom FIXME : marche pas au niveau de la souris
if obj['manip_mode']==2: # Ctrl
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if scene.objects['Mouse_main']['mouse_graphic']:
position_scale_x = 0.0005
position_scale_y = position_scale_x
mouse_x=scene.objects['Mouse_main'].sensors["Mouse"].position[0]-int(bge.render.getWindowWidth() / 2)
mouse_y=scene.objects['Mouse_main'].sensors["Mouse"].position[1]-int(bge.render.getWindowHeight() / 2)
distance_cam_past= math.sqrt(scene.objects['Camera']['past_ly']**2+scene.objects['Camera']['past_lz']**2)
distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2))
size_scale = (distance_cam/distance_cam_past) * 0.23
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
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if scene.objects['Mouse_main']['mouse_graphic']:
scene.objects['Mouse_main'].applyMovement((mouse_x*(delta_x+delta_y)*sensibilite_zoom*position_scale_x, -mouse_y*(delta_x+delta_y)*sensibilite_zoom*position_scale_y, 0), True)
scene.objects['Mouse_main'].worldScale *= (delta_x+delta_y)*sensibilite_zoom*size_scale
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scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y
scene.objects['Camera']['past_lz']=scene.objects['Camera'].worldPosition.z
# Manipulation du modèle ou de la caméra
def manip_wheel(cont):
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if scene.objects['Terrain']['manip_mode']!=9: # Fenêtre modale
obj = cont.owner
sensibilite_wheel = 5 # Base : 20
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if scene.objects['Mouse_main']['mouse_graphic']:
position_scale_x = 0.0005
position_scale_y = position_scale_x
mouse_x=scene.objects['Mouse_main'].sensors["Mouse"].position[0]-int(bge.render.getWindowWidth() / 2)
mouse_y=scene.objects['Mouse_main'].sensors["Mouse"].position[1]-int(bge.render.getWindowHeight() / 2)
distance_cam_past = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2))
# size_scale = (distance_cam/distance_cam_past) * 0.23
size_scale = 0.2
# size_scale = 0.23
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if cont.sensors['WheelUp'].positive:
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
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if scene.objects['Mouse_main']['mouse_graphic']:
distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2))
scene.objects['Mouse_main'].applyMovement((-mouse_x*sensibilite_wheel*position_scale_x, mouse_y*sensibilite_wheel*position_scale_y, 0), True)
scene.objects['Mouse_main'].worldScale *= sensibilite_wheel* (distance_cam/distance_cam_past) *size_scale
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elif cont.sensors['WheelDown'].positive:
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scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
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if scene.objects['Mouse_main']['mouse_graphic']:
distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2))
scene.objects['Mouse_main'].applyMovement((mouse_x*sensibilite_wheel*position_scale_x, -mouse_y*sensibilite_wheel*position_scale_y, 0), True)
scene.objects['Mouse_main'].worldScale /= sensibilite_wheel* (distance_cam_past/distance_cam) *size_scale
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else:
return
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# Icone de la souris
def mouse(cont):
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if scene.objects['Mouse_main']['mouse_graphic']==False:
return
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obj = cont.owner
# Ancienne version basée sur la position de la caméra
# distance_cam_init= math.sqrt(scene.objects['Camera']['init_ly']**2+scene.objects['Camera']['init_lz']**2)
# distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2))
# ratio = ((distance_cam_init - distance_cam)/distance_cam_init)*1.39 # trop vite -> +, pas assez vite -> -
# scale_x=0.0118-0.0118*ratio
# scale_y=scale_x
# delta_x=cont.sensors["Mouse"].position[0]-obj['past_x']
# delta_y=cont.sensors["Mouse"].position[1]-obj['past_y']
# if delta_x<500 and delta_y<500:
# scene.objects['Mouse_main'].worldPosition.x += delta_x*scale_x
# scene.objects['Mouse_main'].worldPosition.y -= delta_y*scale_y*math.cos(50*2*math.pi*(1/360))
# scene.objects['Mouse_main'].worldPosition.z -= delta_y*scale_y*math.sin(50*2*math.pi*(1/360))
# scene.objects['Mouse_main']['past_x']=cont.sensors["Mouse"].position[0]
# scene.objects['Mouse_main']['past_y']=cont.sensors["Mouse"].position[1]
# Version basée sur obj.getDistanceTo(scene.objects['Camera'])
delta_x=cont.sensors["Mouse"].position[0]-obj['past_x']
delta_y=cont.sensors["Mouse"].position[1]-obj['past_y']
vect=mathutils.Vector((1,1,1))-obj.getVectTo(scene.objects['Camera'])[1]
dist= obj.getDistanceTo(scene.objects['Camera'])
# print ("delta_x, delta_y, vect, dist : ", delta_x, delta_y, vect, dist)
if obj['past_dist']==0:
obj['past_dist']=obj.getDistanceTo(scene.objects['Camera'])
ratio = dist/obj['past_dist']
# print ("delta_x, delta_y, vect, dist : ", delta_x, delta_y, vect, dist)
scale_x=ratio*0.016
scale_y=ratio*0.0162
# scale_xy=ratio*0.0005
scale_xy=ratio*0
if delta_x<500 and delta_y<500:
# scene.objects['Mouse_main'].applyMovement((delta_x*scale_x, -vect[1]*delta_y*scale_y, -vect[1]*delta_y*scale_y), False)
scene.objects['Mouse_main'].applyMovement((delta_x*scale_x+delta_x*delta_y*scale_xy,
-delta_y*scale_y*math.cos(50*2*math.pi*(1/360)),
-delta_y*scale_y*math.sin(50*2*math.pi*(1/360))), False)
obj['past_x']=cont.sensors["Mouse"].position[0]
obj['past_y']=cont.sensors["Mouse"].position[1]
# Mise en avant de la souris
def mouse_up():
scene.objects['Mouse_main']['mouse_up']+=1
if scene.objects['Mouse_main']['mouse_up'] == 1:
decal = 18
size_scale = 0.2
# print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1])
vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]
dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
scene.objects['Mouse_main'].applyMovement((vect[0]*decal, vect[1]*decal, vect[2]*decal), False)
dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
scene.objects['Mouse_main'].worldScale *= (dist/dist_past) *size_scale
scene.objects['Mouse_main'].worldScale=[8, 8, 8]
# Mise en arrière de la souris
def mouse_down():
scene.objects['Mouse_main']['mouse_up']-=1
if scene.objects['Mouse_main']['mouse_up'] == 0:
decal = 18
size_scale = 0.2
# print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1])
vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]
dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
scene.objects['Mouse_main'].applyMovement((-vect[0]*decal, -vect[1]*decal, -vect[2]*decal), False)
dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
scene.objects['Mouse_main'].worldScale /= (dist_past/dist) *size_scale
scene.objects['Mouse_main'].worldScale=[30, 30, 30]
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###############################################################################
# Documentation
###############################################################################
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color_doc_chap = (0.153, 0.116, 0.105, 1) # WoodDark
color_doc_fct = (0.326, 0.101, 0.0592, 1) # BrownDark
color_doc_hl = (0.13, 0.254, 0.407, 1) # BlueDark
color_doc_activate = (1.0, 0.025, 0.116, 1) # Red
# Ouvrir le livre
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def doc (cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale
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sound_play (sndbuff_book_open)
manip_reset()
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scene.objects['Book'].worldPosition = [0, -22, 16.5]
scene.objects['Book_close'].color = color_doc_chap
scene.objects['Book_chap-screen'].color = color_doc_chap
scene.objects['Book_chap-map'].color = color_doc_chap
scene.objects['Book_chap-tower'].color = color_doc_chap
scene.objects['Book_chap-tech'].color = color_doc_chap
scene.objects['Book_chap-spell'].color = color_doc_chap
scene.objects['Book_close'].color = color_doc_chap
scene.objects['Book'].setVisible(True,True)
# Tout effacer
for i in range (1,13): # Tout effacer
if i<10:
name_fct = "Book_fct-0"+str(i)
else:
name_fct = "Book_fct-"+str(i)
scene.objects[name_fct].setVisible(False,False)
scene.objects[name_fct].color = color_doc_fct
scene.objects['Book_text_title'].setVisible(False,True)
scene.objects['Book_text'].setVisible(False,True)
# Activer la page screen
scene.objects["Book"]['page_chap'] = "Book_chap-screen"
scene.objects["Book_chap-screen"].color = color_doc_activate
scene.objects['Book_page_screen'].worldPosition = scene.objects['Book'].worldPosition
scene.objects['Book_page_screen'].setVisible(True,True)
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# Fermer le livre
def doc_close ():
sound_play (sndbuff_book_close)
scene.objects['Terrain']['manip_mode']=0 # Fenêtre modale
scene.objects['Book_page_screen'].setVisible(False,True)
scene.objects['Book'].setVisible(False,True)
scene.objects['Book'].worldPosition = [28, 0.84549, 1.53626] # Position dans Blender [28, 0.84549, 1.53626]
scene.objects['Book_page_screen'].worldPosition = scene.objects['Book'].worldPosition
# Click pour fermer le livre
def doc_close_click (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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doc_close()
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# Highlight du livre
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def doc_hl (cont):
if cont.sensors['MO'].status == JUST_ACTIVATED :
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_doc_hl
if name == scene.objects['Book']['page_chap'] or name == scene.objects['Book']['page_fct'] :
scene.objects[name].color = color_doc_activate
else:
scene.objects[name].color = color_doc_hl
if cont.sensors['MO'].status == JUST_RELEASED :
obj = cont.owner
name=obj.name[:-7]
if name == scene.objects['Book']['page_chap'] or name == scene.objects['Book']['page_fct'] :
scene.objects[name].color = color_doc_activate
else:
if name[5]=="c":
scene.objects[name].color = color_doc_chap
else:
scene.objects[name].color = color_doc_fct
###############################################################################
# About
###############################################################################
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color_link = (0.799, 0.617, 0.021, 1) # Jaune
color_link_hl = (0.8, 0.8, 0.8, 1) # Blanc
# Ouvrir le about
def about_open():
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scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale
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manip_reset()
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scene.objects['About_title'].color = color_black
scene.objects['About_text'].color = color_black
scene.objects['About_copyright'].color = color_black
scene.objects['About_link-git'].color= color_link
scene.objects['About_link-gpl'].color= color_link
# scene.objects['About_link-blender'].color= color_link
scene.objects['About_link-upbge'].color= color_link
scene.objects['About_link-kay'].color= color_link
scene.objects['About_link-kenney'].color= color_link
scene.objects['About_close'].color= color_link
scene.objects['About'].setVisible(True,True)
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scene.objects['About'].worldPosition = [0, 1.53623, -1.8] # old [0, 1.53623, -0.892838]
scene.objects['About']['timer'] = 0
scene.objects['About']['anim'] = True
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# Animation du about
def about_open_anim():
pas=0.5
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scene.objects['About'].localPosition.y -= pas
scene.objects['About'].localPosition.z += 0.85*pas
# scene.objects['About'].localPosition.y=scene.objects['About'].localPosition.y-1*pas
# scene.objects['About'].localPosition.z=scene.objects['About'].localPosition.z+0.85*pas
scene.objects['About']['timer']+=1
if scene.objects['About']['timer']== 40:
scene.objects['About']['anim'] = False
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# Highlight du about
def about_hl(cont):
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# decal = 18
# size_scale = 0.2
if cont.sensors['MO'].status == JUST_ACTIVATED:
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if scene.objects['Mouse_main']['mouse_graphic']:
mouse_up()
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# # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1])
# vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]
# dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
# scene.objects['Mouse_main'].applyMovement((vect[0]*decal, vect[1]*decal, vect[2]*decal), False)
# dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
# scene.objects['Mouse_main'].worldScale *= (dist/dist_past) *size_scale
scene.objects['Aboutbanner'].color = color_white
scene.objects['About_close'].color = color_white
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scene.objects['About_title'].color = color_white
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# scene.objects['Mouse_main'].worldScale=[8, 8, 8]
# print("about_hl A après", scene.objects['Mouse_main'].worldPosition)
if cont.sensors['MO'].status == JUST_RELEASED:
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# print("about_hl R avant", scene.objects['Mouse_main'].worldPosition)
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if scene.objects['Mouse_main']['mouse_graphic']:
mouse_down()
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# print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1])
# vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]
# dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
# scene.objects['Mouse_main'].applyMovement((-vect[0]*decal, -vect[1]*decal, -vect[2]*decal), False)
# dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera'])
# scene.objects['Mouse_main'].worldScale /= (dist_past/dist) *size_scale
scene.objects['Aboutbanner'].color = color_endbanner_bluelight
scene.objects['About_close'].color = color_link
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scene.objects['About_title'].color = color_black
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# scene.objects['Mouse_main'].worldScale=[30, 30, 30]
# print("about_hl R après", scene.objects['Mouse_main'].worldPosition)
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# Fermer le about
def about_close():
sound_play (sndbuff_click)
scene.objects['Terrain']['manip_mode']=0
scene.objects['About'].setVisible(False,True)
scene.objects['About'].worldPosition = [22, 1.53623, -0.892838]
scene.objects['Aboutbanner'].color = [0.592, 0.68, 0.407, 1]
scene.objects['About']['timer']= 0
# Click pour fermer le about
def about_close_click(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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about_close()
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# Liens du about
def about_link(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
obj = cont.owner
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name=obj.name[:-7]
link={
'About_link-git' : 'https://gitlab.com/phroy/codetower',
'About_link-gpl' : 'https://www.gnu.org/licenses/gpl-3.0.html',
'About_link-blender': 'https://www.blender.org',
'About_link-upbge' : 'https://www.upbge.org',
'About_link-kay' : 'https://www.kaylousberg.com',
'About_link-kenney' : 'https://www.kenney.nl'}
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webbrowser.open(link [name])
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# FIXME: souris graphique trop compliqué
def about_link_hl(cont):
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decal = 15
if cont.sensors['MO'].status == JUST_ACTIVATED :
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_link_hl
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if scene.objects['Mouse_main']['mouse_graphic']:
mouse_up()
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if cont.sensors['MO'].status == JUST_RELEASED :
obj = cont.owner
name=obj.name[:-7]
scene.objects[name].color = color_link
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if scene.objects['Mouse_main']['mouse_graphic']:
mouse_down()