ajout du paysage

This commit is contained in:
Philippe Roy 2022-03-31 18:30:44 +02:00
parent f9f0977e78
commit 974b3abc21
2 changed files with 0 additions and 152 deletions

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import bge # Bibliothèque Blender Game Engine (UPBGE)
from ct_lib import * # Bibliothèque CodeTower
###############################################################################
# ct_map.py
# @title: Map definition
# @project: CodeTower
# @lang: fr,en
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2022 Philippe Roy
# @license: GNU GPL
#
# This game is a tower defense coding game. The towers are driven with Python code.
#
# The file is the the waves definition
#
###############################################################################
scene = bge.logic.getCurrentScene()
###############################################################################
# Carte 1
###############################################################################
# Loading the map
def map1_init():
# Taille de la carte
scene.objects['Terrain']['taille'] = [-15,15,-10,10]
# Navmesh
scene.objects['Terrain']['navmesh'] = "Navmesh.004"
# Ajout des sorties
scene.objects['Terrain']['endtile'] = "tile_straight.036"
ct_map_end(1,-10)
ct_map_endflag(0.5,-10)
ct_map_endflag(1.5,-10)
# Reset counters
def map1_reset():
scene.objects['Points']['lifes']=10
scene.objects['Points']['lifes_max']=10
scene.objects['Points']['coins']=0
scene.objects['Points']['level']=0
scene.objects['Points']['level_max']=1
scene.objects['Points']['minions']=0
scene.objects['Points']['minions_run']=0

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import bge # Bibliothèque Blender Game Engine (UPBGE)
from ct_lib import * # Bibliothèque CodeTower
###############################################################################
# ct_waves.py
# @title: Waves for the CodeTower game
# @project: CodeTower
# @lang: fr,en
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2022 Philippe Roy
# @license: GNU GPL
#
# This game is a tower defense coding game. The towers are driven with Python code.
#
# The file is the the waves definition
#
###############################################################################
###############################################################################
# En: Threads management << DONT CHANGE THIS SECTION >>
# Fr: Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
###############################################################################
threads=[]
scene = bge.logic.getCurrentScene()
def start():
scene.objects['Terrain']['thread_wave']=True
thread_start(threads, "waves", waves)
def stop():
if thread_stop(threads, "waves"):
if len(threads)==1:
threads.pop()
###############################################################################
# En: Waves commands
# Fr: Commandes des vagues
#
# Spawn a minion : ct_minion (x, y, cat, level)
# - x spwan position (integer)
# - y spwan position (integer)
# - cat : minion class (string) :
# - Knight
# - Barbarian
# - Warrior
# - Mage
# - Rogue
# - Orc
# - Squelette
# - level (1, 2 or 3)
#
# Time management (temporization) : ct_tempo(delay)
# - delay : delay in seconds (integer)
#
# UI management : ct_map_text(text)
# - text for the wave label
#
#
###############################################################################
# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
# minion_carac={
# 'Knight-lv1' : ["Knight", 1 , 2.0, 1.0, 0.0, 5,1],
# 'Knight-lv2' : ["Knight", 2, 4.0, 1.0, 1.0, 20,1],
# 'Knight-lv3' : ["Knight", 3, 8.0, 1.0, 2.0, 80,1],
# 'Orc-lv1' : ["Orc", 1 , 2.0, 1.0, 0.0, 5,1],
# 'Orc-lv2' : ["Orc", 2, 4.0, 1.0, 1.0, 20,1],
# 'Orc-lv3' : ["Orc", 3, 8.0, 1.0, 2.0, 80,1]}
# minion_3d={
# 'Knight-lv1' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['common']],
# 'Knight-lv2' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['uncommon']],
# 'Knight-lv3' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['rare']],
# 'Orc-lv1' : [['Orc'],['A','B','C','D','E','F'],['common']],
# 'Orc-lv2' : [['Orc'],['A','B','C','D','E','F'],['uncommon']],
# 'Orc-lv3' : [['Orc'],['A','B','C','D','E','F'],['rare']]}
def waves():
# Wave 1
scene.objects['Points']['wave']= 1
ct_map_text("Wave 1")
for i in range (15):
ct_minion(14,3,"Orc",1)
ct_sleep (1)
# ct_sleep (20)
# Wave 2
# scene.objects['Points']['wave']= 2
# ct_map_text("Wave 2")
# for i in range (20):
# # ct_minion(14,3,"Knight",1)
# # ct_minion(14,3,"Orc",1)
# ct_minion_details(14,3,"Knight",1, "OldKnight_m_A_common")
# ct_sleep (1)
ct_sleep (2)
print ("Threads waves #", len(threads)-1, "are arrived -> close them.") # Thread closed << DONT CHANGE THIS LINE >>
threads.pop()
scene.objects['Terrain']['thread_wave']=False # End of cycle << DONT CHANGE THIS LINE >>