diff --git a/codetower-36.blend b/codetower-36.blend index 199107b..77e994b 100644 Binary files a/codetower-36.blend and b/codetower-36.blend differ diff --git a/ct.py b/ct.py index 3960d74..3b719c5 100644 --- a/ct.py +++ b/ct.py @@ -285,6 +285,7 @@ def terrain_init (): scene.objects['End'].setVisible(False,True) scene.objects['End']['timer']=0 scene.objects['Doc'].setVisible(False,True) + ct_doc.init() # Ajout du Hud scene.active_camera = scene.objects["Camera"] @@ -1137,7 +1138,7 @@ def book_open (): scene.objects['Construc-underlay'].setVisible(True,False) # Initialisation du livre - ct_doc.init() + ct_doc.open() ## # Fermer le livre diff --git a/ct_config.xml b/ct_config.xml index 4784d9c..f457153 100644 --- a/ct_config.xml +++ b/ct_config.xml @@ -1,6 +1,6 @@ - 4.0 + 1.0 False \ No newline at end of file diff --git a/ct_doc.py b/ct_doc.py index 3b0ea09..f0c51bf 100644 --- a/ct_doc.py +++ b/ct_doc.py @@ -50,13 +50,14 @@ fct_description ={} map_card=["Level-card", "Sleep-card"] # ct_level () -ct_level_title="Get your level" -ct_level_text=" ct_level ()\n \v - Return your level (integer)" +ct_level_title = "\n Get your level" +ct_level_text = "\n \n ct_level ()\n \v - Return your level (integer)\n \n" +ct_level_text = ct_level_text + " For each new tower, new upgrade, \n new tech or new spell, you spend one \n level-point.\n" fct_description.update({"Level-card" : [ct_level_title, ct_level_text]}) # ct_sleep (delay) -ct_sleep_title="Time management" -ct_sleep_text=" ct_sleep (delay)\n \v - delay : duration in seconds (float)" +ct_sleep_title="\n Time management" +ct_sleep_text="\n \n ct_sleep (delay)\n \v - delay : duration in seconds (float)" fct_description.update({"Sleep-card" : [ct_sleep_title, ct_sleep_text]}) ############################################################################### @@ -67,7 +68,7 @@ tower_card=["Build-card", "Remove-card", "Upgrade-card", "Activate-card", "Tune- # ct_build (x, y, category, name, color, style) ct_build_title="Build a tower" -ct_build_text="ct_build (x,y, category, name, color, style)\n \v- x position (integer)\n \v- y position (integer)\n" +ct_build_text="ct_build (x,y, category, name, color, style)\n \v- x tower location (integer)\n \v- y tower location (integer)\n" ct_build_text = ct_build_text +" \v- category (string) : \n \v \v- \"Archer tower\" (default value)\n \v \v- \"Mage tower\"\n" ct_build_text = ct_build_text +" \v- name (string)\n \v- color (RGB tuple, default=purple)\n" ct_build_text = ct_build_text +" \v- style (string) : \n \v \v- \"square\" (default value) or \"round\"\n \v \v- version : A (default value), B or C\n \v \v- exemple : 'round-B' \n" @@ -77,31 +78,49 @@ ct_build_text = ct_build_text +"Exemple : ct_build (1, 1, \"Archer tower\", \n \ fct_description.update({"Build-card" : [ct_build_title, ct_build_text]}) # ct_remove (x, y) -ct_remove_title="Remove a tower" -ct_remove_text=" ct_remove (x, y) \n \v - x position (integer)\n \v - y position (integer)\n" +ct_remove_title="\n Remove a tower" +ct_remove_text="\n \n ct_remove (x, y) \n \v - x tower location (integer)\n \v - y tower location (integer)\n \n" +ct_remove_text = ct_remove_text + " When you destroy a tower you regain \n the level-points spent by the tower." fct_description.update({"Remove-card" : [ct_remove_title, ct_remove_text]}) # ct_upgrade (x, y) -ct_upgrade_title="Upgrade a tower" -ct_upgrade_text=" ct_upgrade (x, y) \n \v - x position (integer)\n \v - y position (integer)\n" -ct_upgrade_text = ct_upgrade_text +"FIXME\n" +ct_upgrade_title="\n Upgrade / downgrade a tower" +ct_upgrade_text="\n \n ct_upgrade (x, y, value) \n \v - x tower location (integer)\n \v - y tower location (integer)\n \v - value (integer)\n \n" +ct_upgrade_text = ct_upgrade_text + " You change the tower level by adding \n the value. \n \n" +ct_upgrade_text = ct_upgrade_text + " For downgrading, the value have to \n be negative." fct_description.update({"Upgrade-card" : [ct_upgrade_title, ct_upgrade_text]}) # ct_activate (x, y) -ct_activate_title="activate/desactivate a tower" -ct_activate_text=" ct_activate (x, y, activate) \n \v - x position (integer)\n \v - y position (integer)\n \v - activate (bool)\n" +ct_activate_title="\n Activate/desactivate a tower" +ct_activate_text="\n \n ct_activate (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_activate_text = ct_activate_text +" \v - state (bool) : \n \v \v - True (default value) : set \n \v \v - False : unset\n \n" +ct_activate_text = ct_activate_text + " When you desactivate a tower you \n regain the level-points spent by the \n tower.\n \n" +ct_activate_text = ct_activate_text + " When you reactivate a tower, you must \n to have the amount of level-points \n spent by the tower." fct_description.update({"Activate-card" : [ct_activate_title, ct_activate_text]}) # ct_tune (x, y) ct_tune_title="Tune a tower" -ct_tune_text=" ct_tune (x, y) \n \v - x position (integer)\n \v - y position (integer)\n" -ct_tune_text = ct_tune_text +"FIXME\n" +ct_tune_text=" ct_tune (x, y, damage, speed, range) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_tune_text = ct_tune_text + " \v - damage (float)\n \v - speed (float)\n \v - range (float)\n \n" + +ct_tune_text = ct_tune_text + " You change the tower characteristics. \n" +ct_tune_text = ct_tune_text +" The base value for each characteristic \n is 1." +ct_tune_text = ct_tune_text +" The tower power is the sum : \n damage + speed + range. \n \n" + +ct_tune_text = ct_tune_text +" The power depend on the level : \n" +ct_tune_text = ct_tune_text +" \v - level = 2^(power-3)\n" +ct_tune_text = ct_tune_text +" \v - power = ln(level)/ln(2) + 3\n \n" +ct_tune_text = ct_tune_text +" Power : 3 | 4 | 5 | 6 | 7 | 8 | ... \n" +ct_tune_text = ct_tune_text +" Level : 1 | 2 | 4 | 8 | 16 | 32 | ... \n" fct_description.update({"Tune-card" : [ct_tune_title, ct_tune_text]}) # ct_targets (x, y) -ct_targets_title="FIXME" -ct_targets_text=" ct_targets (x, y) \n \v - x position (integer)\n \v - y position (integer)\n" -ct_targets_text = ct_targets_text +"FIXME\n" +ct_targets_title = "\n Get the targets list" +ct_targets_text=" \n \n ct_targets (x, y) \n \v - x tower location (integer)\n \v - y tower location (integer)\n " +ct_targets_text = ct_targets_text +" \v- Return the list of minions within \n range of the tower (list of \n targets) \n \n" +ct_targets_text = ct_targets_text +" Target (list) : [ name (string), class \n (string), level (integer), distance \n travelled (float)," +ct_targets_text = ct_targets_text +" hp (integer), speed \n (float), armor (float)," +ct_targets_text = ct_targets_text +" bounty (integer), \n lifes_damage (integer) ]" fct_description.update({"Targets-card" : [ct_targets_title, ct_targets_text]}) ############################################################################### @@ -111,38 +130,64 @@ fct_description.update({"Targets-card" : [ct_targets_title, ct_targets_text]}) tech_card=["Accurate-card", "Volley-card", "Slow_tech-card", "Fire-card", "Bolt-card", "Ice-card", "Acid-card"] # ct_accurate -ct_accurate_title="FIXME" -ct_accurate_text="FIXME\n" +ct_accurate_title="\n Accurate" +ct_accurate_text="\n \n ct_accurate (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_accurate_text = ct_accurate_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_accurate_text = ct_accurate_text +" Increases attack damage by 4. \n \n" +ct_accurate_text = ct_accurate_text +" It can't be combined with \'volley\' \n or \'slow\'." + +# ct_accurate_text = ct_accurate_text +" With the accurate mode, the damage \n is multiplied by 4 but the tower speed \n is divided by 2." fct_description.update({"Accurate-card" : [ct_accurate_title, ct_accurate_text]}) # ct_volley -ct_volley_title="FIXME" -ct_volley_text="FIXME\n" +ct_volley_title="\n Volley of arrows " +ct_volley_text="\n \n ct_volley (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_volley_text = ct_volley_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_volley_text = ct_volley_text +" Fires an volley of 4 arrows.\n \n" +ct_volley_text = ct_volley_text +" It can't be combined with \'accurate\' \n or \'slow\'." +# ct_volley_text = ct_volley_text +" With the volley mode, the tower fires \n volley of arrows (4 arrows), but the \n damage is divided by 2." fct_description.update({"Volley-card" : [ct_volley_title, ct_volley_text]}) # ct_slow_tech -ct_slow_tech_title="FIXME" -ct_slow_tech_text="FIXME\n" +ct_slow_tech_title="\n Slow down the target" +ct_slow_tech_text="\n \n ct_slow (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_slow_tech_text = ct_slow_tech_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_slow_tech_text = ct_slow_tech_text +" Finds the vulnerability for slow down \n the target" +ct_slow_tech_text = ct_slow_tech_text +" (speed divided by 4).\n \n" +ct_slow_tech_text = ct_slow_tech_text +" It can't be combined with \'accurate\' \n or \'volley\'." +# ct_slow_tech_text = ct_slow_tech_text +" (minion speed divided by 2)." fct_description.update({"Slow_tech-card" : [ct_slow_tech_title, ct_slow_tech_text]}) # ct_fire -ct_fire_title="FIXME" -ct_fire_text="FIXME\n" +ct_fire_title="\n Flaming arrow" +ct_fire_text="\n \n ct_fire (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_fire_text = ct_fire_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_fire_text = ct_fire_text +" Deals fire damage.\n \n" +ct_fire_text = ct_fire_text +" The tower can't cumulate two arrow \n types (fire, bolt, ice, acid) at once." fct_description.update({"Fire-card" : [ct_fire_title, ct_fire_text]}) # ct_bolt -ct_bolt_title="FIXME" -ct_bolt_text="FIXME\n" +ct_bolt_title="\n Charged arrow" +ct_bolt_text="\n \n ct_bolt (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_bolt_text = ct_bolt_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_bolt_text = ct_bolt_text +" Deals lighting damage.\n \n" +ct_bolt_text = ct_bolt_text +" The tower can't cumulate two arrow \n types (fire, bolt, ice, acid) at once." fct_description.update({"Bolt-card" : [ct_bolt_title, ct_bolt_text]}) # ct_ice -ct_ice_title="FIXME" -ct_ice_text="FIXME\n" +ct_ice_title="\n Ice arrow" +ct_ice_text="\n \n ct_ice (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_ice_text = ct_ice_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_ice_text = ct_ice_text +" Deals ice damage.\n \n" +ct_ice_text = ct_ice_text +" The tower can't cumulate two arrow \n types (fire, bolt, ice, acid) at once." fct_description.update({"Ice-card" : [ct_ice_title, ct_ice_text]}) # ct_acid -ct_acid_title="FIXME" -ct_acid_text="FIXME\n" +ct_acid_title="\n Acid arrow" +ct_acid_text="\n \n ct_acid (x, y, state) \n \v - x tower location (integer)\n \v - y tower location (integer)\n" +ct_acid_text = ct_acid_text +" \v - state (bool) : \n \v \v - True : set \n \v \v - False : unset\n \n" +ct_acid_text = ct_acid_text +" Deals acid damage.\n \n" +ct_acid_text = ct_acid_text +" The tower can't cumulate two arrow \n types (fire, bolt, ice, acid) at once." fct_description.update({"Acid-card" : [ct_acid_title, ct_acid_text]}) ############################################################################### @@ -183,7 +228,6 @@ fct_description.update({"Aura-card" : [ct_aura_title, ct_aura_text]}) def init(): # Mettre les pages avec la couleurs par defaut - 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 @@ -191,17 +235,6 @@ def init(): 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) - scene.objects['Book_text_title'].setVisible(False,True) - scene.objects['Book_text'].setVisible(False,True) - sound_play (sndbuff_book_open) - - # Activer la page screen (page par defaut) - scene.objects['Book']['page_chap'] = "Book_chap-screen" - scene.objects['Book']['page_fct'] = "" - 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) # Mettre les cartes avec la couleurs par defaut for i in range(len(map_card)): @@ -217,6 +250,47 @@ def init(): scene.objects[spell_card[i]].color = color_doc_fct scene.objects[spell_card[i]+"-colbox"].suspendPhysics() +## +# Ouverture du livre +## + +def open(): + + # Afficher le livre + 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) + scene.objects['Book_text_title'].setVisible(False,True) + scene.objects['Book_text'].setVisible(False,True) + sound_play (sndbuff_book_open) + + # Activer la page screen (page par defaut) + scene.objects['Book']['page_chap'] = "Book_chap-screen" + scene.objects['Book']['page_fct'] = "" + 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) + + # # Mettre les cartes avec la couleurs par defaut + # for i in range(len(map_card)): + # scene.objects[map_card[i]].color = color_doc_fct + # scene.objects[map_card[i]+"-colbox"].suspendPhysics() + # for i in range(len(tower_card)): + # scene.objects[tower_card[i]].color = color_doc_fct + # scene.objects[tower_card[i]+"-colbox"].suspendPhysics() + # for i in range(len(tech_card)): + # scene.objects[tech_card[i]].color = color_doc_fct + # scene.objects[tech_card[i]+"-colbox"].suspendPhysics() + # for i in range(len(spell_card)): + # scene.objects[spell_card[i]].color = color_doc_fct + # scene.objects[spell_card[i]+"-colbox"].suspendPhysics() + ## # Fermeture du livre ## @@ -224,13 +298,24 @@ def init(): def close(): sound_play (sndbuff_book_close) - # Effacer les fonctions cartes + # Cacher les cartes de fonction scene.objects['Book_page_screen'].setVisible(False,True) scene.objects['Book_page_map'].setVisible(False,True) scene.objects['Book_page_tower'].setVisible(False,True) scene.objects['Book_page_tech'].setVisible(False,True) scene.objects['Book_page_spell'].setVisible(False,True) + # Mettre les cartes avec la couleurs par defaut + for i in range(len(map_card)): + scene.objects[map_card[i]+"-colbox"].suspendPhysics() + for i in range(len(tower_card)): + scene.objects[tower_card[i]+"-colbox"].suspendPhysics() + for i in range(len(tech_card)): + scene.objects[tech_card[i]+"-colbox"].suspendPhysics() + for i in range(len(spell_card)): + scene.objects[spell_card[i]+"-colbox"].suspendPhysics() + + # Cacher le livre 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] @@ -256,7 +341,7 @@ def hl (cont): 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": + if name[5:10]=="chap-": scene.objects[name].color = color_doc_chap else: scene.objects[name].color = color_doc_fct @@ -310,7 +395,6 @@ def chapter(cont): for i in range(len(map_card)): scene.objects[map_card[i]+"-colbox"].restorePhysics() - # Afficher la page Tower if name_chap == "Book_chap-tower": scene.objects['Book_page_tower'].worldPosition = scene.objects['Book'].worldPosition @@ -318,7 +402,6 @@ def chapter(cont): for i in range(len(tower_card)): scene.objects[tower_card[i]+"-colbox"].restorePhysics() - # Afficher la page Tech if name_chap == "Book_chap-tech": scene.objects['Book_page_tech'].worldPosition = scene.objects['Book'].worldPosition @@ -326,7 +409,6 @@ def chapter(cont): for i in range(len(tech_card)): scene.objects[tech_card[i]+"-colbox"].restorePhysics() - # Afficher la page Speel if name_chap == "Book_chap-spell": scene.objects['Book_page_spell'].worldPosition = scene.objects['Book'].worldPosition @@ -353,8 +435,8 @@ def card (cont): scene.objects[name_fct].color = color_doc_activate # Afficher le texte de la fonction - print ("name_fct : ", name_fct) - print ("fct_description : ", fct_description) + # print ("name_fct : ", name_fct) + # print ("fct_description : ", fct_description) scene.objects['Book_text_title']['Text'] = fct_description[name_fct][0] scene.objects['Book_text']['Text'] = fct_description[name_fct][1] scene.objects['Book_text_title'].setVisible(True, False) diff --git a/ct_lib.py b/ct_lib.py index aa2a844..7063278 100644 --- a/ct_lib.py +++ b/ct_lib.py @@ -391,8 +391,9 @@ def ct_build_details(x,y, cat='Archer tower', tower_name="Tower", color=tower_pu tour['target_past']=[] # Capteur Near - tour.sensors['Near'].distance=tour['range'] - tour.sensors['Near'].skippedTicks =round(1/(tour['speed']*scene.objects['Terrain']['speed'])) + tour.sensors['Near'].distance=tour['range']*2.5 # Range : 1 point = 2,5 + # tour.sensors['Near'].skippedTicks =round(1/(tour['speed']*scene.objects['Terrain']['speed'])) + tour.sensors['Near'].skippedTicks =round(tour['speed']*50*scene.objects['Terrain']['speed']) # Speed : 1 point = 50 tics # Déblocage des autres threads après la construction scene.objects['Terrain']['thread_cmd_lock'] = False @@ -428,7 +429,7 @@ def ct_add_tower_bullet(x, y, num, cat="Ball"): bullet['activated']=False ## -# Création des sort +# Création des sorts ## def ct_add_tower_cast(x, y): @@ -519,7 +520,7 @@ def scn_tower_near(cont): sound_play(sndbuff_mage) # Ligne (drawLine) (vitesse rapide) - if scene.objects['Terrain']['speed']<10: # Pas d'animation à 10 -> plantage + if scene.objects['Terrain']['speed']<4: # Pas d'animation à 10 -> plantage # Archer (tir de flêche) if obj['cat']=="Archer tower": @@ -553,7 +554,7 @@ def scn_tower_near(cont): # scene.objects['Terrain']['draw2d_list'].append([5, "ray", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], target.name, angle3, ray_yellow,5]) # Suivi du minion # Dégats : pas d'animation à 10 - if scene.objects['Terrain']['speed']==10: + if scene.objects['Terrain']['speed'] >= 4: target['hp'] = target['hp'] - obj['damage'] if target['hp']<=0: target['dead']=True diff --git a/ct_map1.py b/ct_map1.py index d8b867f..5eb52e0 100644 --- a/ct_map1.py +++ b/ct_map1.py @@ -192,6 +192,10 @@ def wave4(): def tower_definition(): # Tower caracteristics : category (class), damage, speed, range + # Damage : 1 point = 1 point + # Speed : 1 point = 50 tics + # Range : 1 point = 2,5 m + tower_carac={ 'Archer tower' : ["Archer tower", 1.0 , 0.02, 2.5], 'Mage tower' : ["Mage tower", 0.0 , 0.005, 2.5],