codetower/ct.py

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import importlib
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import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import aud # Sounds
import math
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
###############################################################################
# ct.py
# @title: the CodeTower game
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# @project: CodeTower
# @lang: fr,en
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @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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# Dynamic import user file
sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
importlib.invalidate_caches()
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ct_map = importlib.import_module('ct_map1') # waves script
ct_cmd = importlib.import_module('ct_cmd') # user script (commands)
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# UPBGE scene
scene = bge.logic.getCurrentScene()
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eevee = bpy.context.scene.eevee
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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]
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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]
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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
color_link = [0.024, 0.006, 0.8, 1] # bleu
color_link_hl = [0.8, 0.005, 0.315, 1] # majenta
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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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# 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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audiodev.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 : ")
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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=="":
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scene.objects['Text_info-1'].setVisible(False,False)
scene.objects['Text_info-2'].setVisible(False,False)
else:
lines_txt=text.split("\n", 6)
for i in range (len(lines_txt),6):
lines_txt.append("")
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scene.objects['Text_info-1'].setVisible(True,False)
scene.objects['Text_info-2'].setVisible(True,False)
scene.objects['Text_info-1']['Text']=lines_txt[0]+"\n"+lines_txt[1]+"\n"+lines_txt[2]
scene.objects['Text_info-2']['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):
scene.objects['Lifes_text']['Text']=str(scene.objects['Points']['lifes'])+"/"+str(scene.objects['Points']['lifes_max'])
scene.objects['Coins_text']['Text']=str(scene.objects['Points']['coins'])
scene.objects['Level_text']['Text']=str(scene.objects['Points']['level'])+"/"+str(scene.objects['Points']['level_max'])
scene.objects['Minions_text']['Text']=str(scene.objects['Points']['minions'])
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scene.objects['Points']['tics'] +=1
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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['Level_text'].color = color_text_red
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if scene.objects['Points']['level'] <= scene.objects['Points']['level_max']:
scene.objects['Level_text'].color = color_text
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# Ramasse minions perdues
if scene.objects['Points']['tics']%120 ==0: # Toutes les 2 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():
if 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
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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:
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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)))
# 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 (cont):
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# Cacher la bannière de fin
scene.objects['End'].setVisible(False,True)
scene.objects['End']['timer']=0
# Pile des draws
scene.objects['Terrain']['draw_process']=False
scene.objects['Terrain']['draw_list']=[]
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# Ramasse-miettes
scene.objects['Points']['minions_lost']=[]
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# Configuration du moteur de rendu
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if scene.objects['Terrain']['speed']<4: # 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
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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['Level_text'].color = color_text
# Mise en route et pause du cycle
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def terrain_run ():
audiodev.play(sndbuff_click)
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# Pause
if scene.objects['Terrain']['run'] == True:
scene.objects['Terrain']['run']=False
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Run-Hl'].setVisible(True,False)
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
else :
scene.objects['Terrain']['run']=True
scene.objects['Run'].setVisible(False,False)
scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(True,False)
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# Démarrage de la map
if scene.objects['Terrain']['thread_run']==False:
scene.objects['Stop'].setVisible(True,False)
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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
scene.objects['Terrain']['map_run'] = True
scene.objects['Terrain']['thread_run']=True
scene.objects['Points']['time_begin']=time.localtime()
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if scene.objects['Terrain']['debug_flag']==False: # Lecture dynamique du script python (risque de Segfault de Blender)
importlib.reload(ct_cmd)
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# importlib.reload(ct_map)
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ct_cmd.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 ():
audiodev.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
ct_cmd.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-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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# 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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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']
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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
scene.objects['Endbanner_wave_text']['Text']="Wave \n"+str(scene.objects['Points']['wave'])
if maptime_mn<=99:
scene.objects['Endbanner_points_text']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"+ str(maptime_sec)+"\""
else:
scene.objects['Endbanner_points_text']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"
scene.objects['Endbanner'].color = color_endbanner_bluelight
scene.objects['Endbanner_wave_text'].color = color_black
scene.objects['Endbanner_points_text'].color = color_black
scene.objects['Endbanner_ok_text'].color = color_black
scene.objects['End'].setVisible(True,True)
scene.objects['End']['init_localPosition']= [scene.objects['End'].localPosition.x, scene.objects['End'].localPosition.y, scene.objects['End'].localPosition.z]
pas=0.5
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']=scene.objects['End']['timer']+1
if scene.objects['End']['timer']== 40:
scene.objects['Terrain']['map_run'] = False
# Vitesse du jeu
def terrain_speed (obj):
audiodev.play(sndbuff_click)
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
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 "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']
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# Configuration du moteur de rendu
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if scene.objects['Terrain']['speed']<4: # 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)
# Fermer la page de fin
def endbanner_hl(cont):
if cont.sensors['MO'].status == JUST_ACTIVATED:
scene.objects['Endbanner'].color = color_white
scene.objects['Endbanner_wave_text'].color = color_white
scene.objects['Endbanner_points_text'].color = color_white
scene.objects['Endbanner_ok_text'].color = color_white
if cont.sensors['MO'].status == JUST_RELEASED:
scene.objects['Endbanner'].color = color_endbanner_bluelight
scene.objects['Endbanner_wave_text'].color = color_black
scene.objects['Endbanner_points_text'].color = color_black
scene.objects['Endbanner_ok_text'].color = color_black
def endbanner_close(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
audiodev.play(sndbuff_click)
scene.objects['Terrain']['manip_mode']=0
scene.objects['End'].localPosition.y=scene.objects['End']['init_localPosition'][0]
scene.objects['End'].localPosition.y=scene.objects['End']['init_localPosition'][1]
scene.objects['End'].localPosition.z=scene.objects['End']['init_localPosition'][2]
scene.objects['End'].setVisible(False,True)
scene.objects['Endbanner'].color = [0.592, 0.68, 0.407, 1]
scene.objects['Endbanner_wave_text'].color = color_black
scene.objects['Endbanner_points_text'].color = color_black
scene.objects['End']['timer']= 0
###############################################################################
# Commandes
###############################################################################
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# Init
def cmd_init():
# scene.objects['Terrain']['run']=False
scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(False,False)
scene.objects['Pause-Hl'].setVisible(False,False)
scene.objects['Stop'].setVisible(False,False)
scene.objects['Stop-Hl'].setVisible(False,False)
scene.objects['Construc-Hl'].setVisible(False,False)
scene.objects['Map_text'].setVisible(False,False)
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scene.objects['Text_info-1'].setVisible(False,False)
scene.objects['Text_info-2'].setVisible(False,False)
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scene.objects['Tower_construc_mode'].setVisible(False,False)
scene.objects['Terrain']['map_run'] = False
# scene.objects['Raz-vue-Hl'].setVisible(False,False)
# scene.objects['Aide-cmd-Hl'].setVisible(False,False)
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# Récupérer la config (vitesse du jeu : data/config/speed)
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]
# Le 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:
if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl":
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)
# Désactivation
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Terrain']['manip_mode']==0:
if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl":
scene.objects[obj.name+'-Hl'].setVisible(False,True)
obj.setVisible(True,True)
# 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)
else:
scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Run'].setVisible(True,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)
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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": # FIXME problème sur l'icone pause
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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)
###############################################################################
# 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):
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if scene.objects['Terrain']['manip_mode']==9: # Fenêtre modale
return
obj = cont.owner
keyboard = bge.logic.keyboard
# 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:
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']
applyRotationTo(scene.objects['Terrain'], 0, 0, 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 ()
###############################################################################
# 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
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
# 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
def manip_reset(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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']
applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
# 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)
# Zoom
if obj['manip_mode']==2: # Ctrl
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
# 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
if cont.sensors['WheelUp'].positive:
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
if cont.sensors['WheelDown'].positive:
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
###############################################################################
# Aide
###############################################################################
# # Ouvrir la page d'aide
# def aide(cont):
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
# # scene.replace('Scene-Aide') # Bug Eevee -> même scene mais camera différente
# scene.active_camera=scene.objects['Aide-Camera']
# scene.objects['Apropos-Lien_projet'].color= color_link
# scene.objects['Apropos-Lien_maquette'].color= color_link
# scene.objects['Apropos-Lien_a4'].color= color_link
# scene.objects['Apropos-Lien_blender'].color= color_link
# scene.objects['Apropos-Lien_upbge'].color= color_link
# scene.objects['Apropos-Lien_cc'].color= color_link
# scene.objects['Apropos-Lien_gpl'].color= color_link
# # Fermer la page d'aide
# def aide_fermer(cont):
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
# # bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente
# scene.active_camera=scene.objects['Camera']
# # Aller sur les liens
# def aide_apropos(cont):
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
# obj = cont.owner
# if obj.name == "Apropos-Lien_maquette" :
# webbrowser.open('https://www.a4.fr/wiki/')
# if obj.name == "Apropos-Lien_projet" :
# webbrowser.open('https://gitlab.com/blender-edutech')
# if obj.name == "Apropos-Lien_a4" :
# webbrowser.open('https://www.a4.fr')
# if obj.name == "Apropos-Lien_blender" :
# webbrowser.open('https://blender.org')
# if obj.name == "Apropos-Lien_upbge" :
# webbrowser.open('https://upbge.org')
# if obj.name == "Apropos-Lien_cc" :
# webbrowser.open('https://creativecommons.org/licenses/by-sa/4.0/')
# if obj.name == "Apropos-Lien_gpl" :
# webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html')
# # Le highlight des liens
# def aide_apropos_hl(cont):
# if cont.sensors['MO'].status == JUST_ACTIVATED :
# obj = cont.owner
# obj.color = color_link_hl
# if cont.sensors['MO'].status == JUST_RELEASED :
# obj = cont.owner
# obj.color = color_link