Bugfix : Arrêt des threads lors du stop

This commit is contained in:
Philippe Roy 2022-04-06 17:28:16 +02:00
parent 742c6088b5
commit f459d7eb85
6 changed files with 149 additions and 38 deletions

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codetower-20.blend Normal file

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15
ct.py
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@ -262,7 +262,7 @@ def terrain_init (cont):
# Configuration du moteur de rendu
eevee.use_eevee_smaa = False
if scene.objects['Terrain']['speed']<4: # smaa avec en vitesse 4 et 10 -> tendance au plantage
if scene.objects['Terrain']['speed']<10: # smaa avec en vitesse 4 et 10 -> tendance au plantage
eevee.use_eevee_smaa = True
# Recherche les tuiles non constructibles (chemin)
@ -298,7 +298,7 @@ def terrain_run ():
obj_i.actuators['Steering'].velocity=0
# Run
else :
else :
scene.objects['Terrain']['run']=True
scene.objects['Run'].setVisible(False,False)
scene.objects['Run-Hl'].setVisible(False,False)
@ -307,6 +307,8 @@ def terrain_run ():
# Démarrage de la map
if scene.objects['Terrain']['thread_run']==False:
scene.objects['Stop'].setVisible(True,False)
runpy.run_module('ct_cmd', run_name='stop') # Stop du script utilisateur
ct_map.stop() # Stop du script des vagues
# Mise à zéro des compteurs
ct_map.map_reset()
@ -319,7 +321,7 @@ def terrain_run ():
obj_i.endObject()
scene.objects['Terrain']['scene_tile_tower']= []
# Scripts utilisateur et vagues
# Scripts utilisateur et vagues
scene.objects['Terrain']['map_run'] = True
scene.objects['Terrain']['thread_run']=True
scene.objects['Points']['time_begin']=time.localtime()
@ -346,8 +348,7 @@ def terrain_stop ():
scene.objects['Terrain']['run']=False
scene.objects['Terrain']['thread_run']=False
scene.objects['Terrain']['map_run'] = False # Ne pas afficher la bannière de fin
runpy.run_module('ct_cmd', run_name='stop') # Execution du script utilisateur
# ct_cmd.stop() # Stop du script utilisateur
runpy.run_module('ct_cmd', run_name='stop') # Stop du script utilisateur
ct_map.stop() # Stop du script des vagues
# Supprimer les enemis
@ -384,7 +385,7 @@ def terrain_end ():
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
# Wave
if scene.objects['Points']['wave']== scene.objects['Terrain']['nb_waves']:
if scene.objects['Points']['wave']== scene.objects['Terrain']['nb_waves'] and scene.objects['Points']['lifes'] > 0:
scene.objects['Endbanner_wave']['Text']="Victory"
else:
scene.objects['Endbanner_wave']['Text']="Wave \n"+str(scene.objects['Points']['wave'])
@ -441,7 +442,7 @@ def terrain_speed (obj):
obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed']
# Configuration du moteur de rendu
if scene.objects['Terrain']['speed']<4: # smaa avec en vitesse 4 et 10 -> tendance au plantage
if scene.objects['Terrain']['speed']<10: # smaa avec en vitesse 4 et 10 -> tendance au plantage
eevee.use_eevee_smaa = True
else:
eevee.use_eevee_smaa = False

97
ct_cmd-exemple.py Normal file
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@ -0,0 +1,97 @@
import bge # Bibliothèque Blender Game Engine (UPBGE)
from ct_lib import * # Bibliothèque CodeTower
###############################################################################
# ct_cmd.py
# @title: Commands 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
#
# En: This game is a tower defense coding game. The towers are driven by Python code.
# Fr: Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
#
###############################################################################
purple = (0.202, 0.114, 0.521,1)
turquoise = (0.051, 0.270, 0.279,1)
magenta = (0.799, 0.005, 0.314,1)
orange = (0.799, 0.130, 0.063,1)
yellow = (0.799, 0.617, 0.021, 1)
green = (0.246, 0.687, 0.078, 1)
red = (0.799, 0.031, 0.038, 1)
blue = (0.127, 0.456, 1.000, 1)
###############################################################################
# En: Threads management << DONT CHANGE THIS SECTION >>
# Fr: Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
###############################################################################
scene = bge.logic.getCurrentScene()
def start():
scene.objects['Terrain']['thread_cmd']=True
thread_cmd_start(commands)
def stop():
thread_cmd_stop()
def end():
ct_sleep (2)
print ("Commands thread is arrived.")
scene.objects['Terrain']['thread_cmd']=False
###############################################################################
# En: Tower commands
# Fr: Commandes des tours
#
# Build a tower : ct_build (x, y, category, name, color, style)
# - x position (integer)
# - y position (integer)
# - category (string) : "Archer tower", "Mage tower" or "Barrack" (not implemented)
# - name (string)
# - color (RGB model) : purple, turquoise, magenta, orange, yellow, green, red or [R, G, B, 1]
# - style : square or round and version (A,B or C), exemple : 'square-A'
# - Return boolean flag
# - True : builded
# - False : not builded
# - Exemple : ct_build(1,1, "Archer tower", "Tower #1",yellow,"round-A")
#
# Remove a tower : ct_remove (x, y)
# - x position (integer)
# - y position (integer)
#
# Get your level : ct_level ()
# - Return your level (integer)
#
# Time management (temporization) : ct_sleep (delay)
# - delay : delay in seconds (float)
#
###############################################################################
def commands():
while True:
if ct_level ()==1:
ct_build(4,5, "Archer tower", "Tower #1",yellow,"round-A")
if ct_level ()==2:
ct_build(3,-1, "Archer tower", "Tower #2",red,"round-A")
if ct_level ()==3:
ct_build(5,4, "Mage tower", "Tower #3",blue,"square-A")
###############################################################################
# En: Externals calls << DONT CHANGE THIS SECTION >>
# Fr: Appels externes << NE PAS MODIFIER CETTE SECTION >>
###############################################################################
if __name__=='start':
start()
if __name__=='stop':
stop()

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@ -29,20 +29,18 @@ blue = (0.127, 0.456, 1.000, 1)
# Fr: Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
###############################################################################
threads=[]
scene = bge.logic.getCurrentScene()
def start():
scene.objects['Terrain']['thread_cmd']=True
thread_start(threads, "commands", commands)
# scene.objects['Commands']['cmd_start']=False
thread_cmd_start(commands)
def stop():
thread_stop(threads, "commands")
thread_cmd_stop()
def end():
ct_sleep (2)
print ("Threads commands #", len(threads)-1, "are arrived -> close them.")
print ("Commands thread is arrived.")
scene.objects['Terrain']['thread_cmd']=False
###############################################################################
@ -59,13 +57,15 @@ def end():
# - Return boolean flag
# - True : builded
# - False : not builded
#
# - exemple : ct_build("archer tower", 4,5, "Tower #1",yellow,"round-A")
# - Exemple : ct_build(1,1, "Archer tower", "Tower #1",yellow,"round-A")
#
# Remove a tower : ct_remove (x, y)
# - x position (integer)
# - y position (integer)
#
# Get your level : ct_level ()
# - Return your level (integer)
#
# Time management (temporization) : ct_sleep (delay)
# - delay : delay in seconds (float)
#
@ -77,20 +77,21 @@ def commands():
while True:
# if ct_level == 1:
# ct_build(4,5, "Archer tower", "Tower #1", blue, "square-A")
if ct_level() == 1:
ct_build(4,5, "Archer tower", "Tower #1", blue, "square-A")
# if ct_level()==2:
# ct_build(4,-2, "Archer tower", "Tower #2", blue, "square-A")
if ct_level()==2:
ct_build(4,-2, "Archer tower", "Tower #2", blue, "square-A")
# if ct_level()==3:
# # ct_build(5,5, "Archer tower", "Tower #3", magenta, "square-B")
# ct_build(5,5, "Mage tower", "Tower #3", magenta, "square-B")
if ct_level()==3:
ct_build(5,4, "Mage tower", "Tower #3", magenta, "square-B")
end() # End of cycle << DONT CHANGE THIS LINE >>
###############################################################################
# En: Externals calls << DONT CHANGE THIS SECTION >>
# Fr: Appels externes << NE PAS MODIFIER CETTE SECTION >>
###############################################################################
if __name__=='start':
start()

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@ -62,6 +62,9 @@ sndbuff_mage = aud.Sound.cache(snd_mage)
snd_life = aud.Sound('asset/sounds/life.ogg')
sndbuff_life = aud.Sound.cache(snd_life)
threads_waves=[]
threads_cmd=[]
###############################################################################
# Données générales
###############################################################################
@ -72,9 +75,6 @@ def ct_level_current():
def ct_level():
return scene.objects['Points']['level_max']
if __name__=='ct_level':
ct_level()
###############################################################################
# Méthode kill pour les tâches (threads)
###############################################################################
@ -141,6 +141,19 @@ def thread_stop(threads, type_txt):
print ("There are zombies threads",type_txt, ".")
return False
def thread_waves_start(fct):
thread_start(threads_waves, "waves", fct)
def thread_waves_stop():
thread_stop(threads_waves, "waves")
def thread_cmd_start(fct):
thread_start(threads_cmd, "commands", fct)
def thread_cmd_stop():
thread_stop(threads_cmd, "commands")
###############################################################################
# Vagues (minions)
###############################################################################
@ -196,7 +209,8 @@ def ct_minion_details(x,y,cat,level,body="Knight_m_A_common"):
# 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'].distance=2
# minion.actuators['Steering'].distance=0.5
minion.actuators['Steering'].velocity=minion['speed_base']*scene.objects['Terrain']['speed']
# Destruction d'un minion

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@ -24,8 +24,6 @@ scene = bge.logic.getCurrentScene()
# Fr: Gestion des tâches (threads) << NE PAS MODIFIER CETTE SECTION >>
###############################################################################
threads=[]
# waves_f={
# 1 : wave1(),
# 2 :wave2(),
@ -34,22 +32,21 @@ threads=[]
def start(wave):
scene.objects['Terrain']['thread_wave']=True
# thread_start(threads, "waves", waves_f(wave))
if wave==1:
thread_start(threads, "waves", wave1)
thread_waves_start(wave1)
if wave==2:
thread_start(threads, "waves", wave2)
thread_waves_start(wave2)
if wave==3:
thread_start(threads, "waves", wave3)
thread_waves_start(wave3)
if wave==4:
thread_start(threads, "waves", wave4)
thread_waves_start(wave4)
def stop():
thread_stop(threads, "waves")
thread_waves_stop()
def end():
ct_sleep (2)
print ("Threads waves #", len(threads)-1, "are arrived -> close them.")
print ("Waves thread is arrived.")
scene.objects['Terrain']['thread_wave']=False
###############################################################################
@ -158,11 +155,12 @@ def wave3():
# Wave 4
def wave4():
ct_map_text_wave(4)
for i in range (50):
for i in range (20):
ct_minion(14,3,"Orc",1)
ct_minion(14,2.5,"Orc",1)
# ct_minion_details(14,3,"Orc",1, "Orc_A_common")
# ct_minion(14,3,"Knight",1)
ct_sleep (0.33)
ct_sleep (0.5)
end()