ajou du kaykit medievale, du kenney castle kit, remplacement de bullets par une ligne si speed > 2
BIN
asset/kaykit_dungeon/Overview.png
Normal file
After Width: | Height: | Size: 2.2 MiB |
BIN
asset/kaykit_dungeon/Sample.png
Normal file
After Width: | Height: | Size: 1.1 MiB |
31
asset/kaykit_medieval/CC0-1.0.txt
Normal file
@ -0,0 +1,31 @@
|
||||
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER.
|
||||
|
||||
Statement of Purpose
|
||||
|
||||
The laws of most jurisdictions throughout the world automatically confer exclusive Copyright and Related Rights (defined below) upon the creator and subsequent owner(s) (each and all, an "owner") of an original work of authorship and/or a database (each, a "Work").
|
||||
|
||||
Certain owners wish to permanently relinquish those rights to a Work for the purpose of contributing to a commons of creative, cultural and scientific works ("Commons") that the public can reliably and without fear of later claims of infringement build upon, modify, incorporate in other works, reuse and redistribute as freely as possible in any form whatsoever and for any purposes, including without limitation commercial purposes. These owners may contribute to the Commons to promote the ideal of a free culture and the further production of creative, cultural and scientific works, or to gain reputation or greater distribution for their Work in part through the use and efforts of others.
|
||||
|
||||
For these and/or other purposes and motivations, and without any expectation of additional consideration or compensation, the person associating CC0 with a Work (the "Affirmer"), to the extent that he or she is an owner of Copyright and Related Rights in the Work, voluntarily elects to apply CC0 to the Work and publicly distribute the Work under its terms, with knowledge of his or her Copyright and Related Rights in the Work and the meaning and intended legal effect of CC0 on those rights.
|
||||
|
||||
1. Copyright and Related Rights. A Work made available under CC0 may be protected by copyright and related or neighboring rights ("Copyright and Related Rights"). Copyright and Related Rights include, but are not limited to, the following:
|
||||
|
||||
i. the right to reproduce, adapt, distribute, perform, display, communicate, and translate a Work;
|
||||
ii. moral rights retained by the original author(s) and/or performer(s);
|
||||
iii. publicity and privacy rights pertaining to a person's image or likeness depicted in a Work;
|
||||
iv. rights protecting against unfair competition in regards to a Work, subject to the limitations in paragraph 4(a), below;
|
||||
v. rights protecting the extraction, dissemination, use and reuse of data in a Work;
|
||||
vi. database rights (such as those arising under Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, and under any national implementation thereof, including any amended or successor version of such directive); and
|
||||
vii. other similar, equivalent or corresponding rights throughout the world based on applicable law or treaty, and any national implementations thereof.
|
||||
|
||||
2. Waiver. To the greatest extent permitted by, but not in contravention of, applicable law, Affirmer hereby overtly, fully, permanently, irrevocably and unconditionally waives, abandons, and surrenders all of Affirmer's Copyright and Related Rights and associated claims and causes of action, whether now known or unknown (including existing as well as future claims and causes of action), in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each member of the public at large and to the detriment of Affirmer's heirs and successors, fully intending that such Waiver shall not be subject to revocation, rescission, cancellation, termination, or any other legal or equitable action to disrupt the quiet enjoyment of the Work by the public as contemplated by Affirmer's express Statement of Purpose.
|
||||
|
||||
3. Public License Fallback. Should any part of the Waiver for any reason be judged legally invalid or ineffective under applicable law, then the Waiver shall be preserved to the maximum extent permitted taking into account Affirmer's express Statement of Purpose. In addition, to the extent the Waiver is so judged Affirmer hereby grants to each affected person a royalty-free, non transferable, non sublicensable, non exclusive, irrevocable and unconditional license to exercise Affirmer's Copyright and Related Rights in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "License"). The License shall be deemed effective as of the date CC0 was applied by Affirmer to the Work. Should any part of the License for any reason be judged legally invalid or ineffective under applicable law, such partial invalidity or ineffectiveness shall not invalidate the remainder of the License, and in such case Affirmer hereby affirms that he or she will not (i) exercise any of his or her remaining Copyright and Related Rights in the Work or (ii) assert any associated claims and causes of action with respect to the Work, in either case contrary to Affirmer's express Statement of Purpose.
|
||||
|
||||
4. Limitations and Disclaimers.
|
||||
|
||||
a. No trademark or patent rights held by Affirmer are waived, abandoned, surrendered, licensed or otherwise affected by this document.
|
||||
b. Affirmer offers the Work as-is and makes no representations or warranties of any kind concerning the Work, express, implied, statutory or otherwise, including without limitation warranties of title, merchantability, fitness for a particular purpose, non infringement, or the absence of latent or other defects, accuracy, or the present or absence of errors, whether or not discoverable, all to the greatest extent permissible under applicable law.
|
||||
c. Affirmer disclaims responsibility for clearing rights of other persons that may apply to the Work or any use thereof, including without limitation any person's Copyright and Related Rights in the Work. Further, Affirmer disclaims responsibility for obtaining any necessary consents, permissions or other rights required for any use of the Work.
|
||||
d. Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work.
|
||||
|
BIN
asset/kaykit_medieval/KayKit_logo.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
asset/kaykit_medieval/Overview.png
Normal file
After Width: | Height: | Size: 1.7 MiB |
22
asset/kaykit_medieval/README.txt
Normal file
@ -0,0 +1,22 @@
|
||||
|
||||
|
||||
KayKit : Medieval Builder Pack (1.0)
|
||||
|
||||
Created/distributed by Kay Lousberg (www.kaylousberg.com)
|
||||
Creation date: 30/07/2021 15:00
|
||||
|
||||
------------------------------
|
||||
|
||||
License: (Creative Commons Zero, CC0)
|
||||
http://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
This content is free to use in personal, educational and commercial projects.
|
||||
Support me by using a brand resource provided in this pack or by crediting Kay Lousberg, www.kaylousberg.com (this is not mandatory)
|
||||
|
||||
------------------------------
|
||||
|
||||
|
||||
Patreon: http://patreon.com/kaylousberg
|
||||
|
||||
Follow on Twitter for updates:
|
||||
http://twitter.com/KayLousberg
|
BIN
asset/kaykit_medieval/Sample.png
Normal file
After Width: | Height: | Size: 211 KiB |
51
asset/kaykit_medieval/blender_assets.cats.txt
Normal file
@ -0,0 +1,51 @@
|
||||
# This is an Asset Catalog Definition file for Blender.
|
||||
#
|
||||
# Empty lines and lines starting with `#` will be ignored.
|
||||
# The first non-ignored line should be the version indicator.
|
||||
# Other lines are of the format "UUID:catalog/path/for/assets:simple catalog name"
|
||||
|
||||
VERSION 1
|
||||
|
||||
da604c58-5cc1-494e-814f-1ebb2768027b:Chateau:Chateau
|
||||
80aea8db-d92b-41d3-b718-08f6d7ba8aa7:Habitation:Habitation
|
||||
fef231d1-d07a-4490-96a3-aa4340a38ce2:Nature:Nature
|
||||
5827dcb7-1878-4f86-b2cd-154a55cc5a64:Route:Route
|
||||
491c2dd1-e566-4c35-8e04-7f0823f6dd84:Tuiles Carrées:Tuiles Carrées
|
||||
b75f637c-0888-47ed-b2a1-b010d058c34c:Tuiles Carrées/Eau:Tuiles Carrées-Eau
|
||||
c7033d6a-b529-4f85-8258-7e719fba64f9:Tuiles Carrées/Eau/Forêt:Tuiles Carrées-Eau-Forêt
|
||||
777ccf01-e36d-428a-b98b-8a52f18aa008:Tuiles Carrées/Eau/Rocher:Tuiles Carrées-Eau-Rocher
|
||||
563e92cb-9e5f-4d54-a799-7959cf7e9b5e:Tuiles Carrées/Eau/Sable:Tuiles Carrées-Eau-Sable
|
||||
e2259054-b20d-4155-8c74-64085d470268:Tuiles Carrées/Mer:Tuiles Carrées-Mer
|
||||
bd4f3cfd-b0cb-4fb3-adc8-2b44d1f0c4cb:Tuiles Carrées/Mer/Uniquement mer:Tuiles Carrées-Mer-Uniquement mer
|
||||
4f88fb33-6d8b-4705-b571-8daf112967ce:Tuiles Carrées/Nu:Tuiles Carrées-Nu
|
||||
9fa82237-814b-4410-bb70-7c227f929454:Tuiles Carrées/Routes:Tuiles Carrées-Routes
|
||||
55b5d853-ba1f-4c3b-86e5-7de755292999:Tuiles Carrées/Routes/Forêt:Tuiles Carrées-Routes-Forêt
|
||||
ecfcc553-bed4-4701-844f-928c4b8047db:Tuiles Carrées/Routes/Rocher:Tuiles Carrées-Routes-Rocher
|
||||
cfccc1e6-e257-48f0-8550-94ed347b6b00:Tuiles Carrées/Routes/Sable:Tuiles Carrées-Routes-Sable
|
||||
a87a1c82-11bf-4c95-87cc-5194074e7756:Tuiles Hexagonales:Tuiles Hexagonales
|
||||
9232d0c3-3ee7-4b7d-83e5-0d03c165b22e:Tuiles Hexagonales/Forêt:Tuiles Hexagonales-Forêt
|
||||
2096840f-7019-488b-8ff9-72cdffb61bc9:Tuiles Hexagonales/Forêt/Forêt + fond:Tuiles Hexagonales-Forêt-Forêt + fond
|
||||
260e3709-a673-40ff-9474-940ca33cb3b8:Tuiles Hexagonales/Forêt/Forêt + fond/Mer:Tuiles Hexagonales-Forêt-Forêt + fond-Mer
|
||||
03a7b3cd-5501-48ea-b8ba-3a5bcf289e45:Tuiles Hexagonales/Forêt/Forêt + fond/Nu:Tuiles Hexagonales-Forêt-Forêt + fond-Nu
|
||||
3a82529a-ace7-437d-af42-01d211b822fb:Tuiles Hexagonales/Forêt/Forêt + fond/Routes:Tuiles Hexagonales-Forêt-Forêt + fond-Routes
|
||||
9652643a-e4d1-4dce-9c95-3d89d8fad49a:Tuiles Hexagonales/Forêt/Mer:Tuiles Hexagonales-Forêt-Mer
|
||||
37fd89a2-4745-4b5a-b6a8-6b666351bfeb:Tuiles Hexagonales/Forêt/Nu:Tuiles Hexagonales-Forêt-Nu
|
||||
6f4264c0-0f07-4ffc-ac0a-05567a6d41c5:Tuiles Hexagonales/Forêt/Routes:Tuiles Hexagonales-Forêt-Routes
|
||||
1ea4d072-2d7f-4148-9741-fcd19d2b7592:Tuiles Hexagonales/Mer:Tuiles Hexagonales-Mer
|
||||
7531a4ab-3d33-43f8-9339-98c7c724b216:Tuiles Hexagonales/Rocher:Tuiles Hexagonales-Rocher
|
||||
03c1ca74-8128-44ad-96e4-3534c2e837a5:Tuiles Hexagonales/Rocher/Mer:Tuiles Hexagonales-Rocher-Mer
|
||||
d9df6d97-1801-4a86-a577-d6532ff49c0b:Tuiles Hexagonales/Rocher/Nu:Tuiles Hexagonales-Rocher-Nu
|
||||
63fa17f0-bdae-4f41-a8f5-1d1666938e94:Tuiles Hexagonales/Rocher/Rocher + fond:Tuiles Hexagonales-Rocher-Rocher + fond
|
||||
8acca401-b617-449d-a838-35a07c0eedf9:Tuiles Hexagonales/Rocher/Rocher + fond/Mer:Tuiles Hexagonales-Rocher-Rocher + fond-Mer
|
||||
dd85e064-9bee-48c3-a3df-abd175d151d9:Tuiles Hexagonales/Rocher/Rocher + fond/Nu:Tuiles Hexagonales-Rocher-Rocher + fond-Nu
|
||||
445ba6b7-8ea5-4d82-a4c1-77728342706b:Tuiles Hexagonales/Rocher/Rocher + fond/Routes:Tuiles Hexagonales-Rocher-Rocher + fond-Routes
|
||||
e5b53048-5c9f-4cec-abcf-8332c1ffe997:Tuiles Hexagonales/Rocher/Routes:Tuiles Hexagonales-Rocher-Routes
|
||||
18db8fd4-ea0b-4524-972d-e43f0b4285fd:Tuiles Hexagonales/Sable:Tuiles Hexagonales-Sable
|
||||
f16ad74b-565f-49bd-8a41-03d00a12290a:Tuiles Hexagonales/Sable/Mer:Tuiles Hexagonales-Sable-Mer
|
||||
3629b0af-7055-40c2-993f-d31b6257497a:Tuiles Hexagonales/Sable/Nu:Tuiles Hexagonales-Sable-Nu
|
||||
bffa85c4-d2d6-44e5-9739-0ae8fc762be9:Tuiles Hexagonales/Sable/Routes:Tuiles Hexagonales-Sable-Routes
|
||||
6b766e72-f77b-43e0-8f11-92ab523bfc70:Tuiles Hexagonales/Sable/Sable + fond:Tuiles Hexagonales-Sable-Sable + fond
|
||||
85fc5e90-453d-4dd7-980b-3aaef2537268:Tuiles Hexagonales/Sable/Sable + fond/Mer:Tuiles Hexagonales-Sable-Sable + fond-Mer
|
||||
510338ff-80ad-45e4-83ee-3f426ff07414:Tuiles Hexagonales/Sable/Sable + fond/Nu:Tuiles Hexagonales-Sable-Sable + fond-Nu
|
||||
761dddcf-9445-42a5-be72-5bb26b2510c0:Tuiles Hexagonales/Sable/Sable + fond/Routes:Tuiles Hexagonales-Sable-Sable + fond-Routes
|
||||
e0414173-500b-4525-8214-2db73836a847:Tuiles Hexagonales/Transitions:Tuiles Hexagonales-Transitions
|
BIN
asset/kaykit_medieval/kaykit_medieval.blend
Normal file
31
asset/kenney_castle_kit/CC0-1.0.txt
Normal file
@ -0,0 +1,31 @@
|
||||
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED HEREUNDER.
|
||||
|
||||
Statement of Purpose
|
||||
|
||||
The laws of most jurisdictions throughout the world automatically confer exclusive Copyright and Related Rights (defined below) upon the creator and subsequent owner(s) (each and all, an "owner") of an original work of authorship and/or a database (each, a "Work").
|
||||
|
||||
Certain owners wish to permanently relinquish those rights to a Work for the purpose of contributing to a commons of creative, cultural and scientific works ("Commons") that the public can reliably and without fear of later claims of infringement build upon, modify, incorporate in other works, reuse and redistribute as freely as possible in any form whatsoever and for any purposes, including without limitation commercial purposes. These owners may contribute to the Commons to promote the ideal of a free culture and the further production of creative, cultural and scientific works, or to gain reputation or greater distribution for their Work in part through the use and efforts of others.
|
||||
|
||||
For these and/or other purposes and motivations, and without any expectation of additional consideration or compensation, the person associating CC0 with a Work (the "Affirmer"), to the extent that he or she is an owner of Copyright and Related Rights in the Work, voluntarily elects to apply CC0 to the Work and publicly distribute the Work under its terms, with knowledge of his or her Copyright and Related Rights in the Work and the meaning and intended legal effect of CC0 on those rights.
|
||||
|
||||
1. Copyright and Related Rights. A Work made available under CC0 may be protected by copyright and related or neighboring rights ("Copyright and Related Rights"). Copyright and Related Rights include, but are not limited to, the following:
|
||||
|
||||
i. the right to reproduce, adapt, distribute, perform, display, communicate, and translate a Work;
|
||||
ii. moral rights retained by the original author(s) and/or performer(s);
|
||||
iii. publicity and privacy rights pertaining to a person's image or likeness depicted in a Work;
|
||||
iv. rights protecting against unfair competition in regards to a Work, subject to the limitations in paragraph 4(a), below;
|
||||
v. rights protecting the extraction, dissemination, use and reuse of data in a Work;
|
||||
vi. database rights (such as those arising under Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, and under any national implementation thereof, including any amended or successor version of such directive); and
|
||||
vii. other similar, equivalent or corresponding rights throughout the world based on applicable law or treaty, and any national implementations thereof.
|
||||
|
||||
2. Waiver. To the greatest extent permitted by, but not in contravention of, applicable law, Affirmer hereby overtly, fully, permanently, irrevocably and unconditionally waives, abandons, and surrenders all of Affirmer's Copyright and Related Rights and associated claims and causes of action, whether now known or unknown (including existing as well as future claims and causes of action), in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each member of the public at large and to the detriment of Affirmer's heirs and successors, fully intending that such Waiver shall not be subject to revocation, rescission, cancellation, termination, or any other legal or equitable action to disrupt the quiet enjoyment of the Work by the public as contemplated by Affirmer's express Statement of Purpose.
|
||||
|
||||
3. Public License Fallback. Should any part of the Waiver for any reason be judged legally invalid or ineffective under applicable law, then the Waiver shall be preserved to the maximum extent permitted taking into account Affirmer's express Statement of Purpose. In addition, to the extent the Waiver is so judged Affirmer hereby grants to each affected person a royalty-free, non transferable, non sublicensable, non exclusive, irrevocable and unconditional license to exercise Affirmer's Copyright and Related Rights in the Work (i) in all territories worldwide, (ii) for the maximum duration provided by applicable law or treaty (including future time extensions), (iii) in any current or future medium and for any number of copies, and (iv) for any purpose whatsoever, including without limitation commercial, advertising or promotional purposes (the "License"). The License shall be deemed effective as of the date CC0 was applied by Affirmer to the Work. Should any part of the License for any reason be judged legally invalid or ineffective under applicable law, such partial invalidity or ineffectiveness shall not invalidate the remainder of the License, and in such case Affirmer hereby affirms that he or she will not (i) exercise any of his or her remaining Copyright and Related Rights in the Work or (ii) assert any associated claims and causes of action with respect to the Work, in either case contrary to Affirmer's express Statement of Purpose.
|
||||
|
||||
4. Limitations and Disclaimers.
|
||||
|
||||
a. No trademark or patent rights held by Affirmer are waived, abandoned, surrendered, licensed or otherwise affected by this document.
|
||||
b. Affirmer offers the Work as-is and makes no representations or warranties of any kind concerning the Work, express, implied, statutory or otherwise, including without limitation warranties of title, merchantability, fitness for a particular purpose, non infringement, or the absence of latent or other defects, accuracy, or the present or absence of errors, whether or not discoverable, all to the greatest extent permissible under applicable law.
|
||||
c. Affirmer disclaims responsibility for clearing rights of other persons that may apply to the Work or any use thereof, including without limitation any person's Copyright and Related Rights in the Work. Further, Affirmer disclaims responsibility for obtaining any necessary consents, permissions or other rights required for any use of the Work.
|
||||
d. Affirmer understands and acknowledges that Creative Commons is not a party to this document and has no duty or obligation with respect to this CC0 or use of the Work.
|
||||
|
BIN
asset/kenney_castle_kit/Preview.png
Normal file
After Width: | Height: | Size: 402 KiB |
22
asset/kenney_castle_kit/README.txt
Normal file
@ -0,0 +1,22 @@
|
||||
|
||||
|
||||
Castle Kit (1.0)
|
||||
|
||||
Created/distributed by Kenney (www.kenney.nl)
|
||||
|
||||
------------------------------
|
||||
|
||||
License: (Creative Commons Zero, CC0)
|
||||
http://creativecommons.org/publicdomain/zero/1.0/
|
||||
|
||||
This content is free to use in personal, educational and commercial projects.
|
||||
Support us by crediting (Kenney or www.kenney.nl), this is not mandatory.
|
||||
|
||||
------------------------------
|
||||
|
||||
Donate: http://support.kenney.nl
|
||||
Request: http://request.kenney.nl
|
||||
Patreon: http://patreon.com/kenney/
|
||||
|
||||
Follow on Twitter for updates:
|
||||
@KenneyNL
|
BIN
asset/kenney_castle_kit/Sample.png
Normal file
After Width: | Height: | Size: 426 KiB |
19
asset/kenney_castle_kit/blender_assets.cats.txt
Normal file
@ -0,0 +1,19 @@
|
||||
# This is an Asset Catalog Definition file for Blender.
|
||||
#
|
||||
# Empty lines and lines starting with `#` will be ignored.
|
||||
# The first non-ignored line should be the version indicator.
|
||||
# Other lines are of the format "UUID:catalog/path/for/assets:simple catalog name"
|
||||
|
||||
VERSION 1
|
||||
|
||||
e5c10ba1-5859-49f2-8837-45856abfa2a1:Demi-mur:Demi-mur
|
||||
f31b303f-5203-499c-a723-dec0b3533233:Escalier:Escalier
|
||||
8bfb5b97-3afa-4e53-b650-ebd2a7fee265:Flag:Flag
|
||||
4a118eb9-687d-4b3f-9579-a454082d5da9:Mur:Mur
|
||||
26a8dc80-2c96-4904-981a-045aba2dec8b:Porte:Porte
|
||||
6a9ccf6a-56c0-4f43-8833-fcecd5e29d27:Tour carré:Tour carré
|
||||
48374c65-e1cd-49d1-a00e-0504d3f802f8:Tour carré/Base:Tour carré-Base
|
||||
cc288fe0-22cc-45e1-94be-471ed1943ef2:Tour carré/Haut:Tour carré-Haut
|
||||
86e0974a-8dbd-4cba-b385-f995bb503788:Tour carré/Milieu:Tour carré-Milieu
|
||||
517a32c2-db11-4a0a-88f3-31d60b3eac8c:Tour carré/Toit:Tour carré-Toit
|
||||
083c48a1-e03b-48a6-bc47-362e799e291e:Tour ronde:Tour ronde
|
BIN
asset/kenney_castle_kit/kenney_castle_kit.blend
Normal file
BIN
asset/kenney_td_kit/Preview.png
Normal file
After Width: | Height: | Size: 132 KiB |
BIN
asset/kenney_td_kit/Sample.png
Normal file
After Width: | Height: | Size: 125 KiB |
20
asset/utils/script_import_multiple_files.py
Normal file
@ -0,0 +1,20 @@
|
||||
import os
|
||||
import bpy
|
||||
# put the location to the folder where the objs are located here in this fashion
|
||||
# this line will only work on windows ie C:\objects
|
||||
path_to_obj_dir = os.path.join('/home/phroy/Documents/blender-edutech/codetower/asset/kaykit_medieval/dae')
|
||||
# get list of all files in directory
|
||||
file_list = sorted(os.listdir(path_to_obj_dir))
|
||||
print (file_list)
|
||||
|
||||
|
||||
# get a list of files ending in 'dae'
|
||||
obj_list = [item for item in file_list if item.endswith('.dae')]
|
||||
# loop through the strings in obj_list and add the files to the scene
|
||||
for item in obj_list:
|
||||
path_to_file = os.path.join(path_to_obj_dir, item)
|
||||
bpy.ops.wm.collada_import(filepath = path_to_file)
|
||||
# if heavy importing is expected
|
||||
# you may want use saving to main file after every import
|
||||
bpy.ops.wm.save_mainfile(filepath = "/home/phroy/Documents/blender-edutech/codetower/asset/kaykit_medieval/file.blend")
|
||||
|
BIN
codetower-12.blend
Normal file
93
ct.py
@ -14,7 +14,7 @@ import ct_map
|
||||
# ct.py
|
||||
# @title: the CodeTower game
|
||||
# @project: Blender-EduTech
|
||||
# @lang: fr
|
||||
# @lang: fr,en
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
@ -25,10 +25,10 @@ import ct_map
|
||||
###############################################################################
|
||||
|
||||
# Import dynamique des fichiers Python élève et vagues
|
||||
sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
|
||||
# sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
|
||||
importlib.invalidate_caches()
|
||||
ct_vg = importlib.import_module('ct_vg')
|
||||
ct_cmd = importlib.import_module('ct_cmd')
|
||||
ct_wv = importlib.import_module('ct_waves') # waves script
|
||||
ct_cmd = importlib.import_module('ct_cmd') # user script (commands)
|
||||
|
||||
# Récupérer la scène UPBGE
|
||||
scene = bge.logic.getCurrentScene()
|
||||
@ -40,18 +40,18 @@ ct_config_tree = ct_config.getroot()
|
||||
|
||||
# Couleurs
|
||||
|
||||
couleur_magenta = [0.800, 0.005, 0.315,1] # bouton non activable : magenta
|
||||
couleur_orange = [0.799, 0.130, 0.063,1] # bouton activable : orange
|
||||
couleur_blanc = [0.8, 0.8, 0.8, 1] # bouton focus : blanc
|
||||
couleur_jaune = [0.8, 0.619, 0.021, 1] # bouton activé : jaune
|
||||
color_magenta = [0.800, 0.005, 0.315,1] # bouton non activable : magenta
|
||||
color_orange = [0.799, 0.130, 0.063,1] # bouton activable : orange
|
||||
color_white = [0.8, 0.8, 0.8, 1] # bouton focus : blanc
|
||||
color_yellow = [0.8, 0.619, 0.021, 1] # bouton activé : jaune
|
||||
|
||||
couleur_texte = [0, 0, 0, 1] # Noir
|
||||
couleur_texte_rouge = [0.799, 0.031, 0.038, 1]
|
||||
color_text = [0, 0, 0, 1] # Noir
|
||||
color_text_red = [0.799, 0.031, 0.038, 1]
|
||||
|
||||
couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
|
||||
couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
|
||||
couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
|
||||
couleur_lien_hl = [0.8, 0.005, 0.315, 1] # majenta
|
||||
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
|
||||
|
||||
# Constantes UPBGE
|
||||
|
||||
@ -72,20 +72,20 @@ def cmd_tower_construct(cont):
|
||||
if scene.objects['Terrain']['construct_mode']==True:
|
||||
scene.objects['Terrain']['construct_mode']=False
|
||||
obj.worldScale=[1, 1, 1]
|
||||
obj.color = couleur_cmd
|
||||
obj.color = color_cmd
|
||||
obj_Hl.worldScale=[1, 1, 1]
|
||||
obj_Hl.color = couleur_cmd
|
||||
obj_Hl.color = color_cmd
|
||||
scene.objects['Tower_construc_mode'].setVisible(False,False)
|
||||
scene.objects['Tower_construc_mode'].color = couleur_cmd
|
||||
scene.objects['Tower_construc_mode'].color = color_cmd
|
||||
text_info ("")
|
||||
else:
|
||||
scene.objects['Terrain']['construct_mode']=True
|
||||
obj.worldScale=[1.25, 1.25, 1.25]
|
||||
obj.color = couleur_cmd_hl
|
||||
obj.color = color_cmd_hl
|
||||
obj_Hl.worldScale=[1.25, 1.25, 1.25]
|
||||
obj_Hl.color = couleur_cmd_hl
|
||||
obj_Hl.color = color_cmd_hl
|
||||
scene.objects['Tower_construc_mode'].setVisible(True,False)
|
||||
scene.objects['Tower_construc_mode'].color = couleur_cmd
|
||||
scene.objects['Tower_construc_mode'].color = color_cmd
|
||||
text_info ("Tower position : ")
|
||||
|
||||
###############################################################################
|
||||
@ -93,18 +93,18 @@ def cmd_tower_construct(cont):
|
||||
###############################################################################
|
||||
|
||||
# Affichage sur la boite de texte sur 6 lignes
|
||||
def text_info (texte):
|
||||
if texte=="":
|
||||
def text_info (text):
|
||||
if text=="":
|
||||
scene.objects['Text_info-1'].setVisible(False,False)
|
||||
scene.objects['Text_info-2'].setVisible(False,False)
|
||||
else:
|
||||
lignes_txt=texte.split("\n", 6)
|
||||
for i in range (len(lignes_txt),6):
|
||||
lignes_txt.append("")
|
||||
lines_txt=text.split("\n", 6)
|
||||
for i in range (len(lines_txt),6):
|
||||
lines_txt.append("")
|
||||
scene.objects['Text_info-1'].setVisible(True,False)
|
||||
scene.objects['Text_info-2'].setVisible(True,False)
|
||||
scene.objects['Text_info-1']['Text']=lignes_txt[0]+"\n"+lignes_txt[1]+"\n"+lignes_txt[2]
|
||||
scene.objects['Text_info-2']['Text']=lignes_txt[3]+"\n"+lignes_txt[4]+"\n"+lignes_txt[5]
|
||||
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]
|
||||
|
||||
# Mise à jour de l'affichage des compteurs
|
||||
def points_maj (cont):
|
||||
@ -115,9 +115,9 @@ def points_maj (cont):
|
||||
|
||||
# Level trop élevé
|
||||
if scene.objects['Points']['level'] > scene.objects['Points']['level_max'] :
|
||||
scene.objects['Level_text'].color = couleur_texte_rouge
|
||||
if scene.objects['Level_text'].color == couleur_texte_rouge and scene.objects['Points']['level'] <= scene.objects['Points']['level_max']:
|
||||
scene.objects['Level_text'].color = couleur_texte
|
||||
scene.objects['Level_text'].color = color_text_red
|
||||
if scene.objects['Level_text'].color == color_text_red and scene.objects['Points']['level'] <= scene.objects['Points']['level_max']:
|
||||
scene.objects['Level_text'].color = color_text
|
||||
|
||||
# Fin de la vague
|
||||
if scene.objects['Terrain']['thread_wave']==False:
|
||||
@ -169,7 +169,7 @@ def terrain_init (cont):
|
||||
scene.objects['Points']['level']=0
|
||||
scene.objects['Points']['level_max']=1
|
||||
scene.objects['Points']['minions']=0
|
||||
scene.objects['Level_text'].color = couleur_texte
|
||||
scene.objects['Level_text'].color = color_text
|
||||
|
||||
# Recherche les tuiles non constructibles (chemin)
|
||||
scene.objects['Terrain']['scene_tile_noncontruct'] = []
|
||||
@ -219,7 +219,7 @@ def terrain_run (cont):
|
||||
# importlib.reload(ct_cmd) # Lecture dynamique du script python (risque de Segfault de Blender)
|
||||
# importlib.reload(ct_vg) # Lecture dynamique du script python (risque de Segfault de Blender)
|
||||
ct_cmd.start() # Execution des commandes
|
||||
ct_vg.start() # Lancement des vagues
|
||||
ct_wv.start() # Lancement des vagues
|
||||
|
||||
# Arrêt de la pause
|
||||
else:
|
||||
@ -247,6 +247,7 @@ def terrain_runspeed (cont):
|
||||
for obj_i in scene.objects:
|
||||
if "type_tower" in obj_i.getPropertyNames() and "Near" in obj_i.sensors :
|
||||
obj_i.sensors['Near'].skippedTicks =round(1/(obj_i.components['Tower'].args['speed']*scene.objects['Terrain']['speed']))
|
||||
print (obj_i.sensors['Near'].skippedTicks)
|
||||
if "type_minion" in obj_i.getPropertyNames():
|
||||
obj_i.actuators['Steering'].velocity=obj_i.components['Minion'].args['speed']*scene.objects['Terrain']['speed']
|
||||
|
||||
@ -264,7 +265,7 @@ def terrain_stop (cont):
|
||||
scene.objects['Terrain']['run']=False
|
||||
scene.objects['Terrain']['thread_run']=False
|
||||
ct_cmd.stop() # Stop des commandes
|
||||
ct_vg.stop() # Stop des vagues
|
||||
ct_wv.stop() # Stop des vagues
|
||||
|
||||
# Supprimer les enemis
|
||||
for obj_i in scene.objects:
|
||||
@ -434,7 +435,7 @@ def mode(cont):
|
||||
# importlib.reload(ct_cmd) # Lecture dynamique du script python (risque de Segfault de Blender)
|
||||
# importlib.reload(ct_vg) # Lecture dynamique du script python (risque de Segfault de Blender)
|
||||
ct_cmd.start() # Execution des commandes
|
||||
ct_vg.start() # Lancement des vagues
|
||||
ct_wv.start() # Lancement des vagues
|
||||
|
||||
# Arrêt de la pause
|
||||
else:
|
||||
@ -451,7 +452,7 @@ def mode(cont):
|
||||
scene.objects['Terrain']['run']=False
|
||||
scene.objects['Terrain']['thread_run']=False
|
||||
ct_cmd.stop() # Stop des commandes
|
||||
ct_vg.stop() # Stop des vagues
|
||||
ct_wv.stop() # Stop des vagues
|
||||
|
||||
# Supprimer les enemis
|
||||
for obj_i in scene.objects:
|
||||
@ -542,7 +543,7 @@ def manip(cont):
|
||||
|
||||
# Orbit (1280 * 720 px) Pas de Orbit ici
|
||||
# if obj['manip_mode']==0:
|
||||
# scene.objects['Orbit'].color=couleur_cmd
|
||||
# scene.objects['Orbit'].color=color_cmd
|
||||
# scene.objects['Orbit'].setVisible(True,False)
|
||||
# dist_orbit = math.sqrt(((1280/2)-obj['click_x'])**2+((720/2)-obj['click_y'])**2)
|
||||
# if dist_orbit<235 : # Orbit sur x et z
|
||||
@ -556,7 +557,7 @@ def manip(cont):
|
||||
# [0.8, 0.619, 0.021])
|
||||
# scene.objects['Terrain'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||||
# else: # Orbit sur y
|
||||
# scene.objects['Orbit'].color=couleur_cmd_hl
|
||||
# scene.objects['Orbit'].color=color_cmd_hl
|
||||
# if abs(delta_x) >= abs(delta_y):
|
||||
# scene.objects['Terrain'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
||||
# else:
|
||||
@ -588,13 +589,13 @@ def manip_wheel(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= couleur_lien
|
||||
# scene.objects['Apropos-Lien_maquette'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_a4'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_cc'].color= couleur_lien
|
||||
# scene.objects['Apropos-Lien_gpl'].color= couleur_lien
|
||||
# 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):
|
||||
@ -625,7 +626,7 @@ def manip_wheel(cont):
|
||||
# def aide_apropos_hl(cont):
|
||||
# if cont.sensors['MO'].status == JUST_ACTIVATED :
|
||||
# obj = cont.owner
|
||||
# obj.color = couleur_lien_hl
|
||||
# obj.color = color_link_hl
|
||||
# if cont.sensors['MO'].status == JUST_RELEASED :
|
||||
# obj = cont.owner
|
||||
# obj.color = couleur_lien
|
||||
# obj.color = color_link
|
||||
|
16
ct_cmd.py
@ -5,7 +5,7 @@ from ct_lib import * # Bibliothèque CodeTower
|
||||
# ct_cmd.py
|
||||
# @title: Commands for the CodeTower game
|
||||
# @project: CodeTower
|
||||
# @lang: fr
|
||||
# @lang: fr,en
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
@ -56,7 +56,7 @@ def stop():
|
||||
# - y position (integer)
|
||||
#
|
||||
# Time management (temporization) : ct_tempo(delay)
|
||||
# - delay : delay in seconds (integer)
|
||||
# - delay : delay in seconds (float)
|
||||
#
|
||||
###############################################################################
|
||||
|
||||
@ -66,14 +66,14 @@ def commands():
|
||||
|
||||
ct_build(4,5, "Tower #1")
|
||||
ct_build(5,5, "Tower #2", green)
|
||||
ct_build(5,4, "Tower #3")
|
||||
ct_build(4,4, "Tower #4", [0.3, 0.5, 0.5, 1])
|
||||
ct_build(4,5, "Tower #5")
|
||||
# ct_build(5,4, "Tower #3")
|
||||
# ct_build(4,4, "Tower #4", [0.3, 0.5, 0.5, 1])
|
||||
# ct_build(4,5, "Tower #5")
|
||||
|
||||
ct_tempo(20)
|
||||
# ct_tempo(20)
|
||||
|
||||
ct_remove(4,4)
|
||||
ct_print("ok")
|
||||
# ct_remove(4,4)
|
||||
# ct_print("ok")
|
||||
|
||||
ct_tempo(2)
|
||||
print ("Threads commands #", len(threads)-1, "are arrived -> close them.") # Thread closed << DONT CHANGE THIS LINE >>
|
||||
|
@ -5,7 +5,7 @@ from collections import OrderedDict
|
||||
# ct_comp.py
|
||||
# @title: Composants python
|
||||
# @project: CodeTower
|
||||
# @lang: fr
|
||||
# @lang: fr,en
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
@ -16,7 +16,7 @@ from collections import OrderedDict
|
||||
###############################################################################
|
||||
|
||||
# Récupérer les objets 3D
|
||||
scene = bge.logic.getCurrentScene()
|
||||
# scene = bge.logic.getCurrentScene()
|
||||
|
||||
###############################################################################
|
||||
# Minion
|
||||
@ -47,6 +47,7 @@ class Tower(bge.types.KX_PythonComponent):
|
||||
args = OrderedDict([
|
||||
("cat", ""),
|
||||
("level", 0),
|
||||
("tower_name", ""),
|
||||
("damage", 0.0),
|
||||
("speed", 0.0),
|
||||
("range", 0.0)
|
||||
|
142
ct_lib.py
@ -13,7 +13,7 @@ import random
|
||||
# ct_lib.py
|
||||
# @title: User library
|
||||
# @project: CodeTower
|
||||
# @lang: fr
|
||||
# @lang: fr,en
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
@ -109,50 +109,51 @@ def thread_stop(threads, type_txt):
|
||||
|
||||
# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
|
||||
|
||||
carac_minion={
|
||||
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]}
|
||||
|
||||
# Minion 3d object : body (male,female,old, ...), head (A,B,C,D), level
|
||||
|
||||
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']]}
|
||||
|
||||
# Création d'un minion
|
||||
def ct_minion(x,y,cat,level):
|
||||
while scene.objects['Terrain']['run'] == False: # Pause
|
||||
category=cat+"-lv"+str(level)
|
||||
|
||||
# Pause
|
||||
while scene.objects['Terrain']['run'] == False:
|
||||
time.sleep(0)
|
||||
|
||||
# Objet 3D
|
||||
minion= scene.addObject(cat, scene.objects['Terrain'])
|
||||
# Object 3D
|
||||
body = random.choice(minion_3d[category][0])+"_"+random.choice(minion_3d[category][1])+"_"+random.choice(minion_3d[category][2])
|
||||
minion= scene.addObject(body, scene.objects['Terrain'])
|
||||
minion.worldScale=mathutils.Vector((0.25,0.25,0.25))
|
||||
minion.worldPosition=mathutils.Vector((x,y,0.1))
|
||||
# minion.worldPosition=mathutils.Vector((x,y,0.3))
|
||||
# minion.worldPosition=mathutils.Vector((x,y,0.37)) # old 2
|
||||
scene.objects['Points']['minions']= scene.objects['Points']['minions']+1
|
||||
|
||||
# Caractéristiques
|
||||
minion.components['Minion'].args['cat']=carac_minion[cat+"-lv"+str(level)][0]
|
||||
minion.components['Minion'].args['level']=carac_minion[cat+"-lv"+str(level)][1]
|
||||
minion.components['Minion'].args['hp']=carac_minion[cat+"-lv"+str(level)][2]
|
||||
minion.components['Minion'].args['speed']=carac_minion[cat+"-lv"+str(level)][3]
|
||||
minion.components['Minion'].args['armor']=carac_minion[cat+"-lv"+str(level)][4]
|
||||
minion.components['Minion'].args['bounty']=carac_minion[cat+"-lv"+str(level)][5]
|
||||
minion.components['Minion'].args['lifes_damage']=carac_minion[cat+"-lv"+str(level)][6]
|
||||
# Caracteristics
|
||||
minion.components['Minion'].args['cat']=minion_carac[category][0]
|
||||
minion.components['Minion'].args['level']=minion_carac[category][1]
|
||||
minion.components['Minion'].args['hp']=minion_carac[category][2]
|
||||
minion.components['Minion'].args['speed']=minion_carac[category][3]
|
||||
minion.components['Minion'].args['armor']=minion_carac[category][4]
|
||||
minion.components['Minion'].args['bounty']=minion_carac[category][5]
|
||||
minion.components['Minion'].args['lifes_damage']=minion_carac[category][6]
|
||||
minion['hp'] =minion.components['Minion'].args['hp']
|
||||
|
||||
# Actionneur Steering
|
||||
# Actuator Steering
|
||||
minion.actuators['Steering'].navmesh=scene.objects[scene.objects['Terrain']['navmesh']]
|
||||
minion.actuators['Steering'].target=scene.objects[scene.objects['Terrain']['endtile']]
|
||||
minion.actuators['Steering'].distance=0.5
|
||||
minion.actuators['Steering'].velocity=minion.components['Minion'].args['speed']*scene.objects['Terrain']['speed']
|
||||
|
||||
# Tete
|
||||
# if class_minion=="Knight":
|
||||
# head = random.choice(['Knight_head-A', 'Knight_head-B'])
|
||||
# minion_head= scene.addObject(head, minion)
|
||||
# minion_head.worldScale=mathutils.Vector((0.25,0.25,0.25))
|
||||
# minion_head.setParent(minion, True, True)
|
||||
# minion_head.localPosition.z=0.703713 # Position de la tête
|
||||
|
||||
# Accessoires
|
||||
|
||||
# Destruction d'un minion
|
||||
def scn_minion_dead(cont):
|
||||
obj = cont.owner
|
||||
@ -166,9 +167,12 @@ def scn_minion_dead(cont):
|
||||
|
||||
# Tower caracteristics : category (class), damage, speed, range
|
||||
|
||||
carac_tower={
|
||||
tower_carac={
|
||||
'Base' : ["Base", 1.0 , 0.02, 3.0]}
|
||||
|
||||
# carac_tower={
|
||||
# 'Base' : ["Base", 1.0 , 0.02, 3.0]}
|
||||
|
||||
# Création d'une tour
|
||||
def ct_build(x,y,tower_name="Tower",color=tower_purple, cat='Base'):
|
||||
|
||||
@ -193,22 +197,27 @@ def ct_build(x,y,tower_name="Tower",color=tower_purple, cat='Base'):
|
||||
scene.objects['Terrain']['scene_tile_tower'].append([x,y])
|
||||
|
||||
# Caractéristiques (composant python et propriétés de l'objet 3D)
|
||||
tour.components['Tower'].args['cat']=carac_tower[cat][0]
|
||||
tour.components['Tower'].args['cat']=tower_carac[cat][0]
|
||||
tour.components['Tower'].args['lvl']=1
|
||||
tour.components['Tower'].args['tower_name']=tower_name
|
||||
tour.components['Tower'].args['damage']=carac_tower[cat][1]
|
||||
tour.components['Tower'].args['speed']=carac_tower[cat][2]
|
||||
tour.components['Tower'].args['range']=carac_tower[cat][3]
|
||||
tour['cat']=carac_tower[cat][0]
|
||||
tour.components['Tower'].args['damage']=tower_carac[cat][1]
|
||||
tour.components['Tower'].args['speed']=tower_carac[cat][2]
|
||||
tour.components['Tower'].args['range']=tower_carac[cat][3]
|
||||
tour['cat']=tower_carac[cat][0]
|
||||
tour['lvl']=1
|
||||
tour['tower_name']=tower_name
|
||||
tour['damage']=carac_tower[cat][1]
|
||||
tour['speed']=carac_tower[cat][2]
|
||||
tour['range']=carac_tower[cat][3]
|
||||
tour['damage']=tower_carac[cat][1]
|
||||
tour['speed']=tower_carac[cat][2]
|
||||
tour['range']=tower_carac[cat][3]
|
||||
|
||||
# Capteur Near
|
||||
tour.sensors['Near'].distance=tour.components['Tower'].args['range']
|
||||
tour.sensors['Near'].skippedTicks =round(1/(tour.components['Tower'].args['speed']*scene.objects['Terrain']['speed']))
|
||||
print (tour.sensors['Near'].skippedTicks)
|
||||
|
||||
# for obj_i in scene.objects:
|
||||
# if "type_tower" in obj_i.getPropertyNames():
|
||||
# print (obj_i['tower_name'])
|
||||
return True
|
||||
|
||||
# Supression d'une tour
|
||||
@ -223,19 +232,31 @@ def ct_remove(x,y):
|
||||
def scn_tower_near(cont):
|
||||
obj = cont.owner
|
||||
sensor = obj.sensors['Near']
|
||||
|
||||
# Tir
|
||||
# FIXME: deux tirs à la fois ?
|
||||
# FIXME: tir sur le plus avancé
|
||||
if len(sensor.hitObjectList)>0 and scene.objects['Terrain']['run']==True :
|
||||
|
||||
# Tir
|
||||
target=sensor.hitObjectList[0]
|
||||
target.actuators['Steering'].velocity=(target.components['Minion'].args['speed']*scene.objects['Terrain']['speed'])/2
|
||||
bullet= scene.addObject("Bullet", scene.objects['Terrain'])
|
||||
bullet.mass=0.001 # bullet.applyForce=((0,0,9.81),True)
|
||||
bullet.worldPosition=mathutils.Vector((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']
|
||||
# target.actuators['Steering'].velocity=(target.components['Minion'].args['speed']*scene.objects['Terrain']['speed'])/2 # Reduction de la vitesse du minion
|
||||
|
||||
# Bullet (3d object) (vitesse <=1)
|
||||
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=mathutils.Vector((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']
|
||||
|
||||
# Line (vitesse >=2)
|
||||
if scene.objects['Terrain']['speed']>=2:
|
||||
bge.render.drawLine([obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.1],
|
||||
[target.worldPosition.x, target.worldPosition.y, target.worldPosition.z],
|
||||
[0.8, 0.619, 0.021])
|
||||
|
||||
# Dégats
|
||||
target['hp'] = target['hp'] - obj.components['Tower'].args['damage']
|
||||
@ -288,27 +309,44 @@ def ct_map_endflag(x,y):
|
||||
# Temporisation
|
||||
###############################################################################
|
||||
|
||||
def ct_tempo (duree):
|
||||
time.sleep(duree*(1/scene.objects['Terrain']['speed']))
|
||||
def ct_sleep (duration):
|
||||
time.sleep(duration*(1/scene.objects['Terrain']['speed']))
|
||||
|
||||
def ct_tempo (duration):
|
||||
scene.objects['Terrain']['delay_cmd']=0
|
||||
while scene.objects['Terrain']['delay_cmd']<duration*(1/scene.objects['Terrain']['speed']):
|
||||
# print("Temporization commands :",scene.objects['Terrain']['delay_cmd'])
|
||||
time.sleep(0.001)
|
||||
# pass
|
||||
|
||||
def ct_tempo_wave (duration):
|
||||
scene.objects['Terrain']['delay_wave']=0
|
||||
while scene.objects['Terrain']['delay_wave']<duration*(1/scene.objects['Terrain']['speed']):
|
||||
# print("Temporization waves :",scene.objects['Terrain']['delay_wave'])
|
||||
time.sleep(0.001)
|
||||
# pass
|
||||
|
||||
# def ct_tempo_wave_trigger (duree):
|
||||
# print ("delay wave ", scene.objects['Terrain']['delay_wave'])
|
||||
|
||||
###############################################################################
|
||||
# Affichage
|
||||
###############################################################################
|
||||
|
||||
# Texte du panel d'information
|
||||
def ct_print (texte):
|
||||
def ct_print (text):
|
||||
# text_info (texte)
|
||||
if texte=="":
|
||||
if text=="":
|
||||
scene.objects['Text_info-1'].setVisible(False,False)
|
||||
scene.objects['Text_info-2'].setVisible(False,False)
|
||||
else:
|
||||
lignes_txt=texte.split("\n", 6)
|
||||
for i in range (len(lignes_txt),6):
|
||||
lignes_txt.append("")
|
||||
lines_txt=texte.split("\n", 6)
|
||||
for i in range (len(lines_txt),6):
|
||||
lines_txt.append("")
|
||||
scene.objects['Text_info-1'].setVisible(True,False)
|
||||
scene.objects['Text_info-2'].setVisible(True,False)
|
||||
scene.objects['Text_info-1']['Text']=lignes_txt[0]+"\n"+lignes_txt[1]+"\n"+lignes_txt[2]
|
||||
scene.objects['Text_info-2']['Text']=lignes_txt[3]+"\n"+lignes_txt[4]+"\n"+lignes_txt[5]
|
||||
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]
|
||||
|
||||
# Texte de carte
|
||||
def ct_map_text(text):
|
||||
|
@ -5,7 +5,7 @@ from ct_lib import * # Bibliothèque CodeTower
|
||||
# ct_map.py
|
||||
# @title: Map definition
|
||||
# @project: CodeTower
|
||||
# @lang: fr
|
||||
# @lang: fr,en
|
||||
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
|
||||
# @copyright: Copyright (C) 2022 Philippe Roy
|
||||
# @license: GNU GPL
|
||||
|
87
ct_waves.py
Normal file
@ -0,0 +1,87 @@
|
||||
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():
|
||||
thread_stop(threads, "waves")
|
||||
|
||||
###############################################################################
|
||||
# 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
|
||||
|
||||
# carac_minion={
|
||||
# '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]}
|
||||
|
||||
def waves():
|
||||
|
||||
# Wave 1
|
||||
ct_map_text("Wave 1")
|
||||
for i in range (15):
|
||||
ct_minion(14,3,"Knight",1)
|
||||
# ct_tempo_wave (1)
|
||||
ct_sleep (1)
|
||||
|
||||
ct_tempo_wave (20)
|
||||
|
||||
# # Wave 2
|
||||
ct_map_text("Wave 2")
|
||||
for i in range (20):
|
||||
ct_minion(14,3,"Knight",1)
|
||||
ct_sleep (1)
|
||||
|
||||
ct_sleep (2)
|
||||
# ct_tempo_wave (2)
|
||||
print ("Threads waves #", len(threads)-1, "are arrived -> close them.") # Thread closed << DONT CHANGE THIS LINE >>
|
||||
scene.objects['Terrain']['thread_wave']=False # End of cycle << DONT CHANGE THIS LINE >>
|