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Tower bullet with 3d object but without physic
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121
ct.py
121
ct.py
@ -1,8 +1,8 @@
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# import importlib
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# import imp
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import bge # Blender Game Engine (UPBGE)
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import bpy # Blender
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import aud # Sounds
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import bge # Blender Game Engine (UPBGE)
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import bpy # Blender
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import aud # Sounds
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import math
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import mathutils
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import time
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@ -94,7 +94,10 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# Tour
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###############################################################################
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##
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# Commande pour afficher la position de la tour de construction
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##
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def cmd_tower_construct(cont):
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obj = cont.owner
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obj_Hl= scene.objects[obj.name+"-Hl"]
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@ -124,7 +127,10 @@ def cmd_tower_construct(cont):
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# User interface : texte info et compteurs
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###############################################################################
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##
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# Affichage sur la boite de texte sur 6 lignes
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##
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def text_info (text):
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if text=="":
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scene.objects['Info-1-text'].setVisible(False,False)
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@ -138,7 +144,10 @@ def text_info (text):
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scene.objects['Info-1-text']['Text']=lines_txt[0]+"\n"+lines_txt[1]+"\n"+lines_txt[2]
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scene.objects['Info-2-text']['Text']=lines_txt[3]+"\n"+lines_txt[4]+"\n"+lines_txt[5]
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##
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# Mise à jour de l'affichage des compteurs
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##
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def points_maj (cont):
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global fps_time
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@ -176,7 +185,7 @@ def points_maj (cont):
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if milliseconds != fps_time:
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fps = int(1000/(milliseconds-fps_time))
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else:
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fps= "----"
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fps = "----"
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print ("Durée entre deux tics (16 ms), fps (60), coins :", milliseconds-fps_time, fps, str(scene.objects['Points']['coins']))
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fps_time = milliseconds
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@ -228,7 +237,10 @@ def points_maj (cont):
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# Terrain
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###############################################################################
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##
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# Mouse over du terrain
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##
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def scn_terrain_mo (cont):
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# Affiche la position de la tour de construction
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@ -261,7 +273,10 @@ def scn_terrain_mo (cont):
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else:
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text_info ("")
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##
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# Initialisation lors du chargement du terrain
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##
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def terrain_init ():
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# Cacher les fenêtres
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@ -306,7 +321,10 @@ def terrain_init ():
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ct_map.map_reset()
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scene.objects['Points-Level-text'].color = color_text
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##
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# Mise en route et pause du cycle
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##
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def terrain_run ():
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sound_play (sndbuff_click)
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@ -374,7 +392,10 @@ def terrain_run ():
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if "type_minion" 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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##
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# Arrêt et réinitialisation du cycle
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##
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def terrain_stop ():
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sound_play (sndbuff_click)
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@ -403,7 +424,10 @@ def terrain_stop ():
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scene.objects['Stop-Hl'].setVisible(False,False)
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scene.objects['Cmd-text'].setVisible(False,False)
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##
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# Fin de la map
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##
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def terrain_end ():
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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@ -460,7 +484,10 @@ def terrain_end ():
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if scene.objects['End']['timer']== 40:
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scene.objects['Terrain']['map_run'] = False
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##
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# Vitesse du jeu
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##
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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]
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@ -495,7 +522,10 @@ def terrain_speed (obj):
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with open("ct_config.xml", "wb") as f:
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f.write(buffer_xml)
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##
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# Highlight de la page de fin
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##
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def endbanner_hl(cont):
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if cont.sensors['MO'].status == JUST_ACTIVATED:
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if scene.objects['Mouse_main']['mouse_graphic']:
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@ -512,7 +542,10 @@ def endbanner_hl(cont):
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scene.objects['Endbanner_points'].color = color_black
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scene.objects['Endbanner_ok'].color = color_black
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##
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# Fermer la page de fin
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##
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def endbanner_close():
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sound_play (sndbuff_click)
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scene.objects['Terrain']['manip_mode']=0
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@ -575,7 +608,10 @@ def sound_unset ():
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color_cmd = (0.8, 0.8, 0.8, 1) # Blanc
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color_cmd_hl = (0.8, 0.619, 0.021, 1) # Jaune
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##
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# Init
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##
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def cmd_init():
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# UI : Commands
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@ -632,7 +668,10 @@ def cmd_init():
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i=speed_mode.index(scene.objects['Terrain']['speed'])
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scene.objects['Text_speed']['Text']=speed_mode_txt[i]
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##
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# Highlight des commandes
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##
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def cmd_hl(cont):
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obj = cont.owner
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@ -720,7 +759,10 @@ def cmd_hl(cont):
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scene.objects[obj.name].setVisible(False,True)
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scene.objects['Cmd-text'].setVisible(False,False)
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##
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# Click sur les commandes
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##
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def cmd_click (cont):
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obj = cont.owner
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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@ -744,11 +786,14 @@ def cmd_click (cont):
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# Gestion du clavier
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###############################################################################
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# Mode :
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##
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# Mode
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#
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# 0 : rien (par défaut)
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# 1 : Pan avec Shift
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# 2 : Zoom avec Ctrl
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# 9 : Fenêtre modale
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# 9 : Fenêtre modal
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##
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def mode(cont):
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obj = cont.owner
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@ -825,7 +870,10 @@ def mode(cont):
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# Manipulation 3D de la scène
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###############################################################################
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##
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# Mémorisation de la position et orientation initiales du modèle 3D et de la caméra
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##
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def manip_init(cont):
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scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
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scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
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@ -843,7 +891,10 @@ def manip_init(cont):
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scene.objects['Points-Map-text']['init_relativ_ly']=scene.objects['Points-Map-text'].worldPosition.y-scene.objects['Points'].worldPosition.y
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scene.objects['Points-Map-text']['init_relativ_lz']=scene.objects['Points-Map-text'].worldPosition.z-scene.objects['Points'].worldPosition.z
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##
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# Atteindre une orientation (bas niveau)
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##
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def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
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rres=0.001 # resolution rotation
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@ -874,7 +925,10 @@ def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
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obj.applyRotation((0, 0, rres), Local)
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# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
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##
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# Reset de la manipulation de la vue
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##
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def manip_reset():
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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@ -882,19 +936,28 @@ def manip_reset():
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applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
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scene.objects['Cmd-text']['Text']= ""
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##
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# Position de départ pour la manipulation de la vue
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##
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def manip_start(cont):
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if scene.objects['Terrain']['manip_mode']!=9:
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obj = cont.owner
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obj['click_x']=cont.sensors['ClickM'].position[0]
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obj['click_y']=cont.sensors['ClickM'].position[1]
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##
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# Cacher le cercle de la manipulation Orbit
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##
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def manip_stop(cont):
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# scene.objects['Orbit'].setVisible(False,False)
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pass
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##
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# Manipulation du modèle ou de la caméra
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##
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def manip(cont):
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obj = cont.owner
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sensibilite_orbit=0.00005 # Base : 0.0005
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@ -929,7 +992,10 @@ def manip(cont):
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scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y
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scene.objects['Camera']['past_lz']=scene.objects['Camera'].worldPosition.z
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##
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# Manipulation du modèle ou de la caméra
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##
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def manip_wheel(cont):
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if scene.objects['Terrain']['manip_mode']!=9: # Fenêtre modale
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obj = cont.owner
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@ -958,7 +1024,10 @@ def manip_wheel(cont):
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else:
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return
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##
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# Icone de la souris
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##
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def mouse(cont):
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if scene.objects['Mouse_main']['mouse_graphic']==False:
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return
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@ -1001,7 +1070,10 @@ def mouse(cont):
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obj['past_x']=cont.sensors["Mouse"].position[0]
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obj['past_y']=cont.sensors["Mouse"].position[1]
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##
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# Mise en avant de la souris
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##
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def mouse_up():
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scene.objects['Mouse_main']['mouse_up']+=1
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if scene.objects['Mouse_main']['mouse_up'] == 1:
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@ -1015,7 +1087,10 @@ def mouse_up():
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scene.objects['Mouse_main'].worldScale *= (dist/dist_past) *size_scale
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scene.objects['Mouse_main'].worldScale=[8, 8, 8]
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##
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# Mise en arrière de la souris
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##
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def mouse_down():
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scene.objects['Mouse_main']['mouse_up']-=1
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if scene.objects['Mouse_main']['mouse_up'] == 0:
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@ -1038,7 +1113,10 @@ color_doc_fct = (0.326, 0.101, 0.0592, 1) # BrownDark
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color_doc_hl = (0.13, 0.254, 0.407, 1) # BlueDark
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color_doc_activate = (1.0, 0.025, 0.116, 1) # Red
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##
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# Ouvrir le livre
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##
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def doc (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale
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@ -1086,7 +1164,10 @@ def doc (cont):
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scene.objects['Book_page_screen'].worldPosition = scene.objects['Book'].worldPosition
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scene.objects['Book_page_screen'].setVisible(True,True)
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##
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# Fermer le livre
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##
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def doc_close ():
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sound_play (sndbuff_book_close)
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scene.objects['Terrain']['manip_mode']=0 # Fenêtre modale
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@ -1107,12 +1188,18 @@ def doc_close ():
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scene.objects['Book-cmd-underlay'].setVisible(False,False)
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scene.objects['Construc-underlay'].setVisible(False,False)
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##
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# Click pour fermer le livre
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def doc_close_click (cont):
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##
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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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##
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# Highlight du livre
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##
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def doc_hl (cont):
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if cont.sensors['MO'].status == JUST_ACTIVATED :
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obj = cont.owner
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@ -1140,7 +1227,10 @@ def doc_hl (cont):
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color_link = (0.799, 0.617, 0.021, 1) # Jaune
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color_link_hl = (0.8, 0.8, 0.8, 1) # Blanc
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##
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# Ouvrir le about
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##
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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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@ -1158,7 +1248,10 @@ def about_open():
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scene.objects['About']['timer'] = 0
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scene.objects['About']['anim'] = True
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##
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# Animation du about
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##
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def about_open_anim():
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pas=0.5
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scene.objects['About'].localPosition.y -= pas
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@ -1169,7 +1262,10 @@ def about_open_anim():
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if scene.objects['About']['timer']== 40:
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scene.objects['About']['anim'] = False
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##
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# Highlight du about
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##
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def about_hl(cont):
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# decal = 18
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# size_scale = 0.2
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@ -1204,7 +1300,10 @@ def about_hl(cont):
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# scene.objects['Mouse_main'].worldScale=[30, 30, 30]
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# print("about_hl R après", scene.objects['Mouse_main'].worldPosition)
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##
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# Fermer le about
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##
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def about_close():
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sound_play (sndbuff_click)
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scene.objects['Terrain']['manip_mode']=0
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@ -1213,12 +1312,18 @@ def about_close():
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scene.objects['Aboutbanner'].color = [0.592, 0.68, 0.407, 1]
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scene.objects['About']['timer']= 0
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##
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# Click pour fermer le about
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##
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def about_close_click(cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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about_close()
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##
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# Liens du about
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##
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def about_link(cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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obj = cont.owner
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@ -1232,7 +1337,7 @@ def about_link(cont):
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'About_link-kenney' : 'https://www.kenney.nl'}
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webbrowser.open(link [name])
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# FIXME: souris graphique trop compliqué
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# FIXME: souris graphique trop compliqué
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def about_link_hl(cont):
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decal = 15
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if cont.sensors['MO'].status == JUST_ACTIVATED :
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277
ct_lib.py
277
ct_lib.py
@ -172,10 +172,13 @@ def sound_play (sound):
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# Waves (minions)
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###############################################################################
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##
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# Création d'un minion
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#
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# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
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# Minion 3d body : body (male,female,old, ...), variante (A,B,C,D, ...), level
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##
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# Création d'un minion
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def ct_minion_create(x,y,cat,level):
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category=cat+"-lv"+str(level)
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minion_3d= scene.objects['Terrain']['minion_3d']
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@ -241,13 +244,19 @@ def ct_minion_create_details(x,y,cat,level,body="Knight_m_A_common"):
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scene.objects['Terrain']['thread_cmd_lock'] = False
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return minion.name
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##
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# Activation du minion (steering)
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##
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def ct_minion_go(minion_name):
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minion=scene.objects[minion_name]
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minion.restorePhysics()
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minion.setVisible(True)
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##
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# Destruction d'un minion
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##
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def scn_minion_dead(cont):
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obj = cont.owner
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scene.objects['Points']['minions'] -=1
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@ -260,7 +269,10 @@ def scn_minion_dead(cont):
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# Spells / Casts
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###############################################################################
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##
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# Buff/debuff Minion
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##
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def scn_minion_affect(cont):
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if scene.objects['Terrain']['run'] == False: # Pause
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return
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@ -296,9 +308,12 @@ def scn_minion_affect(cont):
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# Towers
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###############################################################################
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# Tower caracteristics : category (class), damage, speed, range
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##
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# Création d'une tour
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#
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# Tower caracteristics : category (class), damage, speed, range
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##
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def ct_build(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, building="square-A"):
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tower_minion_3d= scene.objects['Terrain']['tower_minion_3d']
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if cat=='Archer tower': # Archer
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@ -308,7 +323,10 @@ def ct_build(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, bu
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body = random.choice(tower_minion_3d[category][0])+"_"+random.choice(tower_minion_3d[category][1])+"_"+random.choice(tower_minion_3d[category][2])
|
||||
return (ct_build_details(x,y, cat, tower_name, color, building, body))
|
||||
|
||||
##
|
||||
# Création d'une tour détaillée
|
||||
##
|
||||
|
||||
def ct_build_details(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, building="square-A", body="Archer_m_A_common"):
|
||||
|
||||
# Vérification de la place
|
||||
@ -345,7 +363,7 @@ def ct_build_details(x,y, cat='Archer tower', tower_name="Tower", color=tower_pu
|
||||
|
||||
# Draw3d
|
||||
if cat=='Archer tower':
|
||||
for i in range (10):
|
||||
for i in range (3):
|
||||
ct_add_bullet(x,y,i)
|
||||
|
||||
# Sounds
|
||||
@ -377,7 +395,10 @@ def ct_build_details(x,y, cat='Archer tower', tower_name="Tower", color=tower_pu
|
||||
# print (scene.objects)
|
||||
return True
|
||||
|
||||
##
|
||||
# Suppression d'une tour
|
||||
##
|
||||
|
||||
def ct_remove(x,y):
|
||||
for obj_i in scene.objects:
|
||||
if "type_tower" in obj_i.getPropertyNames():
|
||||
@ -386,23 +407,24 @@ def ct_remove(x,y):
|
||||
obj_i.endObject()
|
||||
scene.objects['Points']['level']= scene.objects['Points']['level'] - 1
|
||||
|
||||
##
|
||||
# Création d'un projectile
|
||||
def ct_add_bullet(x,y,num):
|
||||
bullet1= scene.addObject("Bullet", scene.objects['Terrain'])
|
||||
bullet1.name="tower("+str(x)+','+str(y)+")-bullet"+str(num)
|
||||
bullet1.mass=0.001
|
||||
bullet1.worldPosition=[x,y,1.5]
|
||||
bullet1.worldScale=[0.75,0.75,0.75]
|
||||
bullet1.suspendPhysics (True)
|
||||
bullet1.setVisible(False)
|
||||
bullet1['init_lx']=x
|
||||
bullet1['init_ly']=y
|
||||
bullet1['init_lz']=1.5
|
||||
bullet1['activated']=False
|
||||
bullet1['velocity']=10
|
||||
# print ("Création : "+bullet1.name)
|
||||
##
|
||||
|
||||
def ct_add_bullet(x,y,num):
|
||||
bullet= scene.addObject("Bullet", scene.objects['Terrain'])
|
||||
bullet.name="tower("+str(x)+','+str(y)+")-bullet"+str(num)
|
||||
bullet.worldPosition=[x,y,1.5]
|
||||
bullet.worldScale=[0.75,0.75,0.75]
|
||||
bullet.suspendPhysics (True)
|
||||
bullet.setVisible(False)
|
||||
bullet['activated']=False
|
||||
# print ("Création : "+bullet.name)
|
||||
|
||||
##
|
||||
# Réaction d'une tour
|
||||
##
|
||||
|
||||
def scn_tower_near(cont):
|
||||
obj = cont.owner
|
||||
sensor = obj.sensors['Near']
|
||||
@ -470,61 +492,6 @@ def scn_tower_near(cont):
|
||||
angle3=math.pi+angle
|
||||
scene.objects[towerminion].applyRotation((0, 0, angle2), False)
|
||||
|
||||
# Bullet (3d object) (vitesse lente) # -> tendance au plantage
|
||||
|
||||
# if scene.objects['Terrain']['speed']<1:
|
||||
# bullet= scene.addObject("Bullet", scene.objects['Terrain'])
|
||||
# bullet.mass=0.001 # bullet.applyForce=((0,0,9.81),True)
|
||||
# bullet.worldPosition=[obj.worldPosition.x,obj.worldPosition.y,1.5]
|
||||
# bullet.worldScale=[0.75,0.75,0.75]
|
||||
# # bullet.worldScale=[0.5,0.5,0.5]
|
||||
# bullet.worldLinearVelocity.x = (target.worldPosition.x-bullet.worldPosition.x)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.y= (target.worldPosition.y-bullet.worldPosition.y)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.z = (target.worldPosition.z+0.1-bullet.worldPosition.z)*bullet['velocity']
|
||||
|
||||
# print (obj.name)
|
||||
# bullet1_name=obj.name+"-bullet1" # Tower bullet 1 (tb)
|
||||
|
||||
for i in range (10):
|
||||
bullet = scene.objects[obj.name+"-bullet"+str(i)]
|
||||
if bullet['activated']==False:
|
||||
print ("Activate bullet : ", bullet.name, "-> minion : ", target.name)
|
||||
bullet['activated']=True
|
||||
bullet.setVisible(True)
|
||||
bullet.mass=0.001
|
||||
bullet['velocity']=20
|
||||
bullet.restorePhysics()
|
||||
|
||||
# bullet.worldPosition=[target.worldPosition.x,target.worldPosition.y,target.worldPosition.z+0.5]
|
||||
|
||||
bullet.worldPosition=[bullet['init_lx'],bullet['init_ly'],1.5]
|
||||
# bullet.worldPosition=[round(obj.worldPosition.x),round(obj.worldPosition.y),1.5]
|
||||
|
||||
# bullet.worldLinearVelocity.x = (target.worldPosition.x-bullet.worldPosition.x)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.y= (target.worldPosition.y-bullet.worldPosition.y)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.z = 0
|
||||
|
||||
# bullet.worldLinearVelocity.z = (target.worldPosition.z+0.5-bullet.worldPosition.z)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.z = (target.worldPosition.z-0.1-bullet.worldPosition.z)*bullet['velocity']
|
||||
|
||||
bullet.worldLinearVelocity=[(target.worldPosition.x-bullet.worldPosition.x)*bullet['velocity'],
|
||||
(target.worldPosition.y-bullet.worldPosition.y)*bullet['velocity'],
|
||||
(target.worldPosition.z+0.5-1.5)*bullet['velocity']]
|
||||
|
||||
print ("bullet.worldPosition.x : "+str(bullet.worldPosition.x)+" -> target.worldPosition.x : "+str(target.worldPosition.x)+" - bullet.worldLinearVelocity.x :"+str(bullet.worldLinearVelocity.x))
|
||||
print ("bullet.worldPosition.y : "+str(bullet.worldPosition.y)+" -> target.worldPosition.y : "+str(target.worldPosition.y)+" - bullet.worldLinearVelocity.y :"+str(bullet.worldLinearVelocity.y))
|
||||
print ("bullet.worldPosition.z : "+str(bullet.worldPosition.z)+" -> target.worldPosition.z : "+str(target.worldPosition.z)+" - bullet.worldLinearVelocity.z :"+str(bullet.worldLinearVelocity.z))
|
||||
|
||||
# print ("bullet.worldLinearVelocity.x : "+str(bullet.worldLinearVelocity.x))
|
||||
# print ("bullet.worldPosition.y : "+str(bullet.worldPosition.y)+" -> target.worldPosition.y : ", str(target.worldPosition.y))
|
||||
# print ("bullet.worldPosition.z : "+str(bullet.worldPosition.z)+" -> target.worldPosition.z : ", str(target.worldPosition.z))
|
||||
|
||||
# bullet.worldLinearVelocity.z = (target.worldPosition.z+0.1-bullet.worldPosition.z)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.z = 0
|
||||
break
|
||||
if i ==9 :
|
||||
print ("Plus de bullet de disponible !!")
|
||||
|
||||
# Sounds
|
||||
if obj['cat']=="Archer tower":
|
||||
sound_play(sndbuff_archer)
|
||||
@ -538,17 +505,28 @@ def scn_tower_near(cont):
|
||||
# Archer (tir de flêche)
|
||||
if obj['cat']=="Archer tower":
|
||||
if target.name in scene.objects:
|
||||
pass
|
||||
# scene.objects['Terrain']['draw2d_process']=True
|
||||
# scene.objects['Terrain']['draw2d_list'].append([5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],target.name, angle3, ray_black, 5])
|
||||
# scene.objects['Terrain']['draw3d_process']=True
|
||||
# scene.objects['Terrain']['draw3d_list'].append([5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], obj.name, target.name, angle3, ray_black, 5])
|
||||
# scene.objects['Terrain']['draw2d_list'].append([5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], target.name, angle3, ray_black, 5])
|
||||
for i in range (3):
|
||||
bullet = scene.objects[obj.name+"-bullet"+str(i)]
|
||||
if bullet['activated']==False:
|
||||
bullet.worldPosition=[obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8]
|
||||
bullet['activated']=True
|
||||
bullet.setVisible(True)
|
||||
scene.objects['Terrain']['draw3d_process']=True
|
||||
scene.objects['Terrain']['draw3d_list'].append([20, "arrow", obj.name, bullet.name, target.name, angle3, ray_black, 20])
|
||||
break
|
||||
if i ==3 :
|
||||
print ("Plus de bullet de disponible pour la tour : "+obj.name)
|
||||
|
||||
# Cast zone
|
||||
if obj['cat']=="Mage tower": # Mage (cast)
|
||||
scene.objects['Terrain']['draw2d_process']=True
|
||||
scene.objects['Terrain']['draw2d_list'].append([30, "cast", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],ray_blue,30])
|
||||
|
||||
# 'Archer tower' : ["Archer tower", 1.0 , 0.02, 2.5],
|
||||
# 'Mage tower' : ["Mage tower", 0.0 , 0.005, 2.5],
|
||||
|
||||
# Rayon
|
||||
if obj['cat']=="Test":
|
||||
if target.name in scene.objects:
|
||||
@ -565,21 +543,24 @@ def scn_tower_near(cont):
|
||||
for target_i in sensor.hitObjectList:
|
||||
target_i['buff'].append([obj['cast'], obj['cast_duration']])
|
||||
|
||||
# Cible touchée par un projectile
|
||||
def scn_bullet_collision(cont):
|
||||
obj = cont.owner
|
||||
# obj['activated']=False
|
||||
# # obj.suspendPhysics (True)
|
||||
# obj.setVisible(False)
|
||||
# # obj.worldPosition=[obj['init_lx'],obj['init_ly'],obj['init_lz']]
|
||||
# print ("dead bullet : ", obj.name)
|
||||
# # Cible touchée par un projectile
|
||||
# def scn_bullet_collision(cont):
|
||||
# obj = cont.owner
|
||||
# # obj['activated']=False
|
||||
# # # obj.suspendPhysics (True)
|
||||
# # obj.setVisible(False)
|
||||
# # # obj.worldPosition=[obj['init_lx'],obj['init_ly'],obj['init_lz']]
|
||||
# # print ("dead bullet : ", obj.name)
|
||||
|
||||
|
||||
###############################################################################
|
||||
# Carte
|
||||
###############################################################################
|
||||
|
||||
##
|
||||
# Texte de carte
|
||||
##
|
||||
|
||||
def ct_map_text_wave(wave):
|
||||
scene.objects['Points-Map-text']['Text']=("Wave " + str(wave))
|
||||
scene.objects['Points-Map-text'].setVisible(True,False)
|
||||
@ -587,17 +568,26 @@ def ct_map_text_wave(wave):
|
||||
scene.objects['Points-Map-text']['timer']=0
|
||||
scene.objects['Points-Map-text']['anim']=True
|
||||
|
||||
##
|
||||
# Texte de carte
|
||||
##
|
||||
|
||||
def ct_map_text(text):
|
||||
scene.objects['Points-Map-text']['Text']=text
|
||||
scene.objects['Points-Map-text'].setVisible(True,False)
|
||||
|
||||
##
|
||||
# Fin
|
||||
##
|
||||
|
||||
def ct_map_end(x,y):
|
||||
scene.objects['Map_end'].worldPosition=[x,y,0.2]
|
||||
scene.objects['Map_end'].worldScale=[0.25,0.25,0.25]
|
||||
|
||||
##
|
||||
# Minion arrivé à la fin
|
||||
##
|
||||
|
||||
def scn_map_end_near(cont):
|
||||
obj = cont.owner
|
||||
sensor = obj.sensors['Near']
|
||||
@ -610,26 +600,10 @@ def scn_map_end_near(cont):
|
||||
for obj_i in sensor.hitObjectList :
|
||||
obj_i.endObject()
|
||||
|
||||
# def scn_map_end_near(cont):
|
||||
# obj = cont.owner
|
||||
# print(obj)
|
||||
# sensor = obj.sensors['Near']
|
||||
# if sensor.positive and len(sensor.hitObjectList)>0 :
|
||||
# # print ("end, len(sensor.hitObjectList) : ", len(sensor.hitObjectList))
|
||||
# for obj_i in sensor.hitObjectList :
|
||||
# # print ("obj['idm_last'], obj_i ['id'] : ", obj['idm_last'], obj_i ['id'])
|
||||
# if obj['idm_last'] != obj_i ['id']:
|
||||
# obj['idm_last'] = obj_i ['id']
|
||||
# sound_play(sndbuff_life)
|
||||
# if scene.objects['Points']['lifes']>0:
|
||||
# scene.objects['Points']['lifes']= scene.objects['Points']['lifes']-obj_i['lifes_damage']
|
||||
# scene.objects['Points']['minions_run'] -=1
|
||||
# obj['idm_last'] = obj_i ['id']
|
||||
# for obj_i in sensor.hitObjectList :
|
||||
# obj_i.endObject()
|
||||
|
||||
|
||||
##
|
||||
# Drapeau de fin
|
||||
##
|
||||
|
||||
def ct_map_endflag(x,y):
|
||||
endflag= scene.addObject("Map_endflag", scene.objects['Terrain'])
|
||||
endflag.worldPosition=[x,y,0.3]
|
||||
@ -678,7 +652,10 @@ def ct_sleep (duration):
|
||||
# Affichage
|
||||
###############################################################################
|
||||
|
||||
##
|
||||
# Texte du panel d'information
|
||||
##
|
||||
|
||||
def ct_print (text):
|
||||
# text_info (texte)
|
||||
if text=="":
|
||||
@ -697,7 +674,7 @@ def ct_print (text):
|
||||
# Dessin 3d
|
||||
###############################################################################
|
||||
|
||||
# scene.objects['Terrain']['draw3d_list'].append([5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], obj.name, target.name, angle3, ray_black, 5])
|
||||
# scene.objects['Terrain']['draw3d_list'].append([5, "arrow", obj.name, bullet.name, target.name, angle3, ray_black, 5])
|
||||
|
||||
def scn_draw3d(cont):
|
||||
obj = cont.owner
|
||||
@ -712,60 +689,42 @@ def scn_draw3d(cont):
|
||||
|
||||
# Archer (tir de flêche)
|
||||
if draw_cmd[1]=="arrow":
|
||||
if draw_cmd[3] in scene.objects:
|
||||
bullet1.name=draw_cmd[3]+"-bullet1"
|
||||
if scene.objects['Terrain']['speed']<1:
|
||||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||||
else:
|
||||
draw_cmd[0] = draw_cmd[0]-1
|
||||
if draw_cmd[4] in scene.objects:
|
||||
tower= scene.objects[draw_cmd[2]]
|
||||
bullet = scene.objects[draw_cmd[3]]
|
||||
target = scene.objects[draw_cmd[4]]
|
||||
x0 = tower.worldPosition.x
|
||||
y0 = tower.worldPosition.y
|
||||
z0 = tower.worldPosition.z+0.8 # ajustement +0.8
|
||||
x1 = target.worldPosition.x
|
||||
y1 = target.worldPosition.y
|
||||
z1 = target.worldPosition.z+0.5 # ajustement +0.5
|
||||
# z1 = target.worldPosition.z-0.1 # ajustement -0.1
|
||||
step_x=(x1-x0)/draw_cmd[7]
|
||||
step_y=(y1-y0)/draw_cmd[7]
|
||||
step_z=(z1-z0)/draw_cmd[7]
|
||||
step = draw_cmd[7]-draw_cmd[0]
|
||||
bullet.worldPosition=[x0+step_x*step, y0+step_y*step, z0+step_z*step]
|
||||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||||
|
||||
# Dégats
|
||||
if draw_cmd[0]<=0:
|
||||
bullet['activated']=False
|
||||
bullet.setVisible(False)
|
||||
# bullet.worldPosition=[x0,y0,z0]
|
||||
target['hp'] = target['hp'] - tower['damage']
|
||||
if target['hp']<=0: # Mort
|
||||
target['dead']=True
|
||||
|
||||
bullet1.name="tower("+str(x)+','+str(y)+")-bullet1" # Tower bullet 1 (tb)
|
||||
|
||||
# bullet= scene.addObject("Bullet", scene.objects['Terrain'])
|
||||
# bullet.mass=0.001 # bullet.applyForce=((0,0,9.81),True)
|
||||
# bullet.worldPosition=[obj.worldPosition.x,obj.worldPosition.y,1.5]
|
||||
# bullet.worldScale=[0.75,0.75,0.75]
|
||||
# # bullet.worldScale=[0.5,0.5,0.5]
|
||||
# bullet.worldLinearVelocity.x = (target.worldPosition.x-bullet.worldPosition.x)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.y= (target.worldPosition.y-bullet.worldPosition.y)*bullet['velocity']
|
||||
# bullet.worldLinearVelocity.z = (target.worldPosition.z+0.1-bullet.worldPosition.z)*bullet['velocity']
|
||||
|
||||
# # x0 = draw_cmd[2][0]+0.25*(math.cos(draw_cmd[4]))
|
||||
# # y0 = draw_cmd[2][1]+0.25*(math.sin(draw_cmd[4]))
|
||||
# x0 = draw_cmd[2][0]
|
||||
# y0 = draw_cmd[2][1]
|
||||
# z0 = draw_cmd[2][2]
|
||||
# x1 = scene.objects[draw_cmd[3]].worldPosition.x
|
||||
# y1 = scene.objects[draw_cmd[3]].worldPosition.y
|
||||
# z1 = scene.objects[draw_cmd[3]].worldPosition.z-0.1 # ajustement -0.1
|
||||
# distance = math.sqrt((x1-x0)**2+(y1-y0)**2+(z1-z0)**2)
|
||||
# distance_xy = math.sqrt((x1-x0)**2+(y1-y0)**2)
|
||||
# distance_z = z1-z0
|
||||
# angle_z =math.atan((z1-z0)/(distance_xy))
|
||||
# angle_xy =math.atan((y1-y0)/(x1-x0))
|
||||
# step=distance_xy/(2+draw_cmd[6])
|
||||
# step_z=distance_z/(2+draw_cmd[6])
|
||||
# if x1>x0:
|
||||
# angle2=angle_xy
|
||||
# else:
|
||||
# angle2=math.pi+angle_xy
|
||||
# x2=x0+(((6-draw_cmd[0])*step)*(math.cos(angle2)))
|
||||
# y2=y0+(((6-draw_cmd[0])*step)*(math.sin(angle2)))
|
||||
# z2=z0-(((6-draw_cmd[0])*step_z)*(math.sin(angle_z)))
|
||||
# x3=x0+(((6-draw_cmd[0])*step+step)*(math.cos(angle2)))
|
||||
# y3=y0+(((6-draw_cmd[0])*step+step)*(math.sin(angle2)))
|
||||
# z3=z0-(((6-draw_cmd[0])*step_z+step_z)*(math.sin(angle_z)))
|
||||
# bge.render.drawLine([x2,y2, z2], [x3,y3,z3], draw_cmd[5])
|
||||
# draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||||
# # if scene.objects['Terrain']['speed']<1:
|
||||
# # draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||||
# # else:
|
||||
# # draw_cmd[0] = draw_cmd[0]-1
|
||||
# # bge.render.drawLine([draw_cmd[2][0]+((6-draw_cmd[0])*0.25)*(math.cos(draw_cmd[4])), draw_cmd[2][1]+((6-draw_cmd[0])*0.25)*(math.sin(draw_cmd[4])),draw_cmd[2][2]],
|
||||
# # [draw_cmd[2][0]+((6-draw_cmd[0])*0.25+0.25)*(math.cos(draw_cmd[4])), draw_cmd[2][1]+((6-draw_cmd[0])*0.25+0.25)*(math.sin(draw_cmd[4])),draw_cmd[2][2]],
|
||||
# # draw_cmd[5])
|
||||
|
||||
# Suppression des draws finis
|
||||
i=0
|
||||
for draw_cmd in scene.objects['Terrain']['draw3d_list']:
|
||||
if draw_cmd[0]<=0:
|
||||
scene.objects['Terrain']['draw3d_list'].pop(i)
|
||||
else:
|
||||
i=i+1
|
||||
if len(scene.objects['Terrain']['draw3d_list'])==0:
|
||||
scene.objects['Terrain']['draw3d_process']=False
|
||||
|
||||
###############################################################################
|
||||
# Dessin 2d (bge.render.drawLine)
|
||||
@ -783,13 +742,15 @@ def circle (center, radius, color):
|
||||
bge.render.drawLine([x0,y0,center[2]],[x1,y1,center[2]],color)
|
||||
ang += ang_step
|
||||
|
||||
##
|
||||
# Affiche les draws 2d en cours
|
||||
#
|
||||
# Type de draw 2d:
|
||||
# arrow : [5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],target.name, angle3, ray_yellow,5]
|
||||
# cast : [30, "cast", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], ray_blue,30]
|
||||
# ray : [5, "ray", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],[target.worldPosition.x, target.worldPosition.y, target.worldPosition.z], angle3, ray_yellow,5]
|
||||
#
|
||||
##
|
||||
|
||||
def scn_draw2d(cont):
|
||||
obj = cont.owner
|
||||
if obj.sensors['Draw2d'].positive==False:
|
||||
|
@ -181,7 +181,7 @@ def tower_definition():
|
||||
|
||||
# Tower caracteristics : category (class), damage, speed, range
|
||||
tower_carac={
|
||||
'Archer tower' : ["Archer tower", 1.0 , 0.02, 2.5],
|
||||
'Archer tower' : ["Archer tower", 1.0 , 0.01, 2.5],
|
||||
'Mage tower' : ["Mage tower", 0.0 , 0.005, 2.5],
|
||||
'Barrack' : ["Barrack", 1.0 , 0.0001, 2.5]}
|
||||
scene.objects['Terrain']['tower_carac'] = tower_carac
|
||||
@ -235,4 +235,3 @@ def map_reset():
|
||||
scene.objects['Points']['minions']=0
|
||||
scene.objects['Points']['minions_run']=0
|
||||
scene.objects['Points']['wave']=1
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user