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ajout du paysage
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ct_map.py
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ct_map.py
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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from ct_lib import * # Bibliothèque CodeTower
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###############################################################################
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# ct_map.py
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# @title: Map definition
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# @project: CodeTower
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# @lang: fr,en
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2022 Philippe Roy
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# @license: GNU GPL
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#
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# This game is a tower defense coding game. The towers are driven with Python code.
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#
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# The file is the the waves definition
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#
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###############################################################################
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scene = bge.logic.getCurrentScene()
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###############################################################################
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# Carte 1
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###############################################################################
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# Loading the map
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def map1_init():
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# Taille de la carte
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scene.objects['Terrain']['taille'] = [-15,15,-10,10]
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# Navmesh
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scene.objects['Terrain']['navmesh'] = "Navmesh.004"
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# Ajout des sorties
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scene.objects['Terrain']['endtile'] = "tile_straight.036"
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ct_map_end(1,-10)
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ct_map_endflag(0.5,-10)
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ct_map_endflag(1.5,-10)
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# Reset counters
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def map1_reset():
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scene.objects['Points']['lifes']=10
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scene.objects['Points']['lifes_max']=10
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scene.objects['Points']['coins']=0
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scene.objects['Points']['level']=0
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scene.objects['Points']['level_max']=1
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scene.objects['Points']['minions']=0
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scene.objects['Points']['minions_run']=0
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103
ct_waves.py
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ct_waves.py
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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from ct_lib import * # Bibliothèque CodeTower
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###############################################################################
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# ct_waves.py
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# @title: Waves for the CodeTower game
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# @project: CodeTower
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# @lang: fr,en
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2022 Philippe Roy
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# @license: GNU GPL
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#
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# This game is a tower defense coding game. The towers are driven with Python code.
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#
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# The file is the the waves definition
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#
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###############################################################################
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###############################################################################
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# En: Threads management << DONT CHANGE THIS SECTION >>
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# Fr: Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
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###############################################################################
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threads=[]
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scene = bge.logic.getCurrentScene()
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def start():
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scene.objects['Terrain']['thread_wave']=True
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thread_start(threads, "waves", waves)
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def stop():
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if thread_stop(threads, "waves"):
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if len(threads)==1:
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threads.pop()
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###############################################################################
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# En: Waves commands
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# Fr: Commandes des vagues
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#
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# Spawn a minion : ct_minion (x, y, cat, level)
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# - x spwan position (integer)
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# - y spwan position (integer)
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# - cat : minion class (string) :
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# - Knight
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# - Barbarian
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# - Warrior
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# - Mage
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# - Rogue
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# - Orc
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# - Squelette
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# - level (1, 2 or 3)
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#
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# Time management (temporization) : ct_tempo(delay)
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# - delay : delay in seconds (integer)
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#
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# UI management : ct_map_text(text)
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# - text for the wave label
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#
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#
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###############################################################################
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# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
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# minion_carac={
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# 'Knight-lv1' : ["Knight", 1 , 2.0, 1.0, 0.0, 5,1],
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# 'Knight-lv2' : ["Knight", 2, 4.0, 1.0, 1.0, 20,1],
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# 'Knight-lv3' : ["Knight", 3, 8.0, 1.0, 2.0, 80,1],
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# 'Orc-lv1' : ["Orc", 1 , 2.0, 1.0, 0.0, 5,1],
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# 'Orc-lv2' : ["Orc", 2, 4.0, 1.0, 1.0, 20,1],
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# 'Orc-lv3' : ["Orc", 3, 8.0, 1.0, 2.0, 80,1]}
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# minion_3d={
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# 'Knight-lv1' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['common']],
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# 'Knight-lv2' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['uncommon']],
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# 'Knight-lv3' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['rare']],
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# 'Orc-lv1' : [['Orc'],['A','B','C','D','E','F'],['common']],
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# 'Orc-lv2' : [['Orc'],['A','B','C','D','E','F'],['uncommon']],
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# 'Orc-lv3' : [['Orc'],['A','B','C','D','E','F'],['rare']]}
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def waves():
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# Wave 1
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scene.objects['Points']['wave']= 1
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ct_map_text("Wave 1")
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for i in range (15):
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ct_minion(14,3,"Orc",1)
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ct_sleep (1)
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# ct_sleep (20)
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# Wave 2
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# scene.objects['Points']['wave']= 2
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# ct_map_text("Wave 2")
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# for i in range (20):
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# # ct_minion(14,3,"Knight",1)
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# # ct_minion(14,3,"Orc",1)
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# ct_minion_details(14,3,"Knight",1, "OldKnight_m_A_common")
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# ct_sleep (1)
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ct_sleep (2)
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print ("Threads waves #", len(threads)-1, "are arrived -> close them.") # Thread closed << DONT CHANGE THIS LINE >>
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threads.pop()
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scene.objects['Terrain']['thread_wave']=False # End of cycle << DONT CHANGE THIS LINE >>
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