import importlib import bge # Bibliothèque Blender Game Engine (UPBGE) import math import time import sys import webbrowser import threading # Multithreading ############################################################################### # ct.py # @title: Commandes pour le jeu codetower # @project: Blender-EduTech # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2022 Philippe Roy # @license: GNU GPL # # Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python. # ############################################################################### # Import dynamique des fichiers Python élève et vagues 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') # Récupérer la scène UPBGE scene = bge.logic.getCurrentScene() # print("Objets de la scene : ", scene.objects) # 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 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 # Constantes UPBGE JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED ACTIVATE = bge.logic.KX_INPUT_ACTIVE # JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED ############################################################################### # Construction ############################################################################### # Commande positionnement tour def cmd_construct_tour(cont): obj = cont.owner obj_Hl= scene.objects[obj.name+"-Hl"] if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: if scene.objects['Terrain']['construct_mode']==True: scene.objects['Terrain']['construct_mode']=False obj.worldScale=[1, 1, 1] obj.color = couleur_cmd obj_Hl.worldScale=[1, 1, 1] obj_Hl.color = couleur_cmd scene.objects['Tour_construc_mode'].setVisible(False,False) scene.objects['Tour_construc_mode'].color = couleur_cmd else: scene.objects['Terrain']['construct_mode']=True obj.worldScale=[1.25, 1.25, 1.25] obj.color = couleur_cmd_hl obj_Hl.worldScale=[1.25, 1.25, 1.25] obj_Hl.color = couleur_cmd_hl scene.objects['Tour_construc_mode'].setVisible(True,False) scene.objects['Tour_construc_mode'].color = couleur_cmd # Affiche position def construct_tour_pos(cont): obj = cont.owner if scene.objects['Terrain']['construct_mode']==True: hitObject = cont.sensors['MO'].hitObject hitPosition = cont.sensors['MO'].hitPosition if hitObject is not None : print (hitObject.name) print (hitPosition) scene.objects['Tour_construc_mode'].worldPosition.x=round(hitPosition.x) scene.objects['Tour_construc_mode'].worldPosition.y=round(hitPosition.y) scene.objects['Tour_construc_mode'].worldPosition.z=0.2 ############################################################################### # Cycle ############################################################################### # Initialisation du cycle de fonctionnement normal # def cycle_init (cont): # pass # Mise en route et pause du cycle def cycle_run (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: # Pause if scene.objects['Terrain']['run'] == True: scene.objects['Terrain']['run']=False scene.objects['Pause'].setVisible(False,False) scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(True,False) else: # Run scene.objects['Terrain']['run']=True scene.objects['Run'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause-Hl'].setVisible(True,False) if scene.objects['Terrain']['thread_run']==False: # Lancement du thread utilisateur # Supprimer les tours for i in range (len(scene.objects)): if scene.objects[i].name=="Tour": scene.objects[i].endObject() scene.objects['Stop'].setVisible(True,False) scene.objects['Terrain']['thread_run']=True # 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 # Arrêt et réinitialisation du cycle def cycle_stop (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: # Arrêt des threads utilisateurs scene.objects['Terrain']['run']=False scene.objects['Terrain']['thread_run']=False ct_cmd.stop() # Stop des commandes ct_vg.stop() # Stop des vagues # Supprimer les enemis for i in range (len(scene.objects)): if scene.objects[i].name=="Ufo": scene.objects[i].endObject() # Commandes scene.objects['Pause'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(False,False) # Fin naturelle du cycle def cycle_fin (): scene.objects['Terrain']['run']=False scene.objects['Terrain']['thread_run']=False # Commandes scene.objects['Pause'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(False,False) ############################################################################### # Commandes ############################################################################### # Init def cmd_init(): # scene.objects['Terrain']['run']=False scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause'].setVisible(False,False) scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Construc-Hl'].setVisible(False,False) scene.objects['Tour_construc_mode'].setVisible(False,False) # scene.objects['Raz-vue-Hl'].setVisible(False,False) # scene.objects['Aide-cmd-Hl'].setVisible(False,False) # Le highlight des commandes def cmd_hl(cont): obj = cont.owner # Activation if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Terrain']['manip_mode']==0: if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl": obj.setVisible(False,True) scene.objects[obj.name+'-Hl'].setVisible(True,True) # Run et pause if obj.name=="Pause" or obj.name=="Run": if scene.objects['Terrain']['run'] == True: scene.objects['Pause'].setVisible(False,False) scene.objects['Pause-Hl'].setVisible(True,False) else: scene.objects['Run'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(True,False) # Stop if obj.name=="Stop": if scene.objects['Terrain']['thread_run']==True: scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(True,False) # Désactivation if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Terrain']['manip_mode']==0: if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl": scene.objects[obj.name+'-Hl'].setVisible(False,True) obj.setVisible(True,True) # Run et pause if obj.name=="Pause" or obj.name=="Run": if scene.objects['Terrain']['run'] == True: scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Pause'].setVisible(True,False) else: scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) # Stop if obj.name=="Stop": if scene.objects['Terrain']['thread_run']==True: scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Stop'].setVisible(True,False) ############################################################################### # Gestion du clavier ############################################################################### # Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl def mode(cont): obj = cont.owner keyboard = bge.logic.keyboard # Shift -> mode 1 : Pan (clic milieu) if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue: obj['manip_mode']=1 if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue: obj['manip_mode']=1 # Ctrl -> mode 2 : Zoom (clic milieu) if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue: obj['manip_mode']=2 if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue: obj['manip_mode']=2 # Pas de modificateur -> mode 0 : Pas de Orbit (mode 0) ici if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue: obj['manip_mode']=0 if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue: obj['manip_mode']=0 if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue: obj['manip_mode']=0 if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue: obj['manip_mode']=0 # Touche Home -> Reset de la vue if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue: scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz'] applyRotationTo(scene.objects['Terrain'], 0, 0, 0) # Touche F5 -> Run et Pause if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue: if scene.objects['Terrain']['run'] == True: scene.objects['Terrain']['run']=False scene.objects['Pause'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) else: scene.objects['Terrain']['run']=True scene.objects['Run'].setVisible(False,False) scene.objects['Pause'].setVisible(True,False) if scene.objects['Terrain']['thread_run']==False: # Lancement du thread du jeu # Supprimer les tours for i in range (len(scene.objects)): if scene.objects[i].name=="Tour": scene.objects[i].endObject() scene.objects['Stop'].setVisible(True,False) scene.objects['Terrain']['thread_run']=True # 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 # Touche F6 -> Stop / Init if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue: if scene.objects['Terrain']['thread_run']==True: # Arrêt des threads utilisateurs scene.objects['Terrain']['run']=False scene.objects['Terrain']['thread_run']=False ct_cmd.stop() # Stop des commandes ct_vg.stop() # Stop des vagues # Supprimer les enemis for i in range (len(scene.objects)): if scene.objects[i].name=="Ufo": scene.objects[i].endObject() # Commandes scene.objects['Pause'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(False,False) ############################################################################### # Manipulation 3D du système ############################################################################### # Mémorisation de la position et orientation initiales du modèle 3D et de la caméra def manip_init(cont): scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z scene.objects['Terrain']['init_lx']=scene.objects['Terrain'].worldPosition.x scene.objects['Terrain']['init_ly']=scene.objects['Terrain'].worldPosition.y scene.objects['Terrain']['init_lz']=scene.objects['Terrain'].worldPosition.z scene.objects['Terrain']['init_rx']=scene.objects['Terrain'].worldOrientation.to_euler().x scene.objects['Terrain']['init_ry']=scene.objects['Terrain'].worldOrientation.to_euler().y scene.objects['Terrain']['init_rz']=scene.objects['Terrain'].worldOrientation.to_euler().z # Atteindre une orientation (bas niveau) def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True): rres=0.001 # resolution rotation # x if rx is not None: while (abs(rx-obj.worldOrientation.to_euler().x) > rres) : if obj.worldOrientation.to_euler().x-rx > rres: obj.applyRotation((-rres, 0, 0), Local) if rx-obj.worldOrientation.to_euler().x > rres: obj.applyRotation((rres, 0, 0), Local) # print ("delta x ",rx-obj.worldOrientation.to_euler().x) # y if ry is not None: while (abs(ry-obj.worldOrientation.to_euler().y) > rres) : if obj.worldOrientation.to_euler().y-ry > rres: obj.applyRotation((0, -rres, 0), Local) if ry-obj.worldOrientation.to_euler().y > rres: obj.applyRotation((0, rres, 0), Local) # print ("delta y ",ry-obj.worldOrientation.to_euler().y) # z if rz is not None: while (abs(rz-obj.worldOrientation.to_euler().z) > rres) : if obj.worldOrientation.to_euler().z-rz > rres: obj.applyRotation((0, 0, -rres), Local) if rz-obj.worldOrientation.to_euler().z > rres: obj.applyRotation((0, 0, rres), Local) # print ("delta z ",rz-obj.worldOrientation.to_euler().z) # Reset de la manipulation de la vue def manip_reset(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz'] applyRotationTo(scene.objects['Terrain'], 0, 0, 0) # Position de départ pour la manipulation de la vue def manip_start(cont): obj = cont.owner obj['click_x']=cont.sensors['ClickM'].position[0] obj['click_y']=cont.sensors['ClickM'].position[1] # Cacher le cercle de la manipulation Orbit def manip_stop(cont): # scene.objects['Orbit'].setVisible(False,False) pass # Manipulation du modèle ou de la caméra def manip(cont): obj = cont.owner sensibilite_orbit=0.00005 # Base : 0.0005 sensibilite_pan=0.001 # Base : 0.005 sensibilite_zoom=0.005 # Base : 0.01 delta_x=cont.sensors['DownM'].position[0]-obj['click_x'] delta_y=cont.sensors['DownM'].position[1]-obj['click_y'] # Orbit (1280 * 720 px) Pas de Orbit ici # if obj['manip_mode']==0: # scene.objects['Orbit'].color=couleur_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 # n=10 # pas_x=(delta_x*40*sensibilite_orbit)/n # pas_y=(((1280/2)-cont.sensors['DownM'].position[0])+((720/2)-cont.sensors['DownM'].position[1]))*0.005 # pas_z=(delta_y*40*sensibilite_orbit)/n # for i in range (n): # bge.render.drawLine([scene.objects['Orbit'].worldPosition.x+pas_x*i, scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*i)/n)), scene.objects['Orbit'].worldPosition.z-pas_z*i], # [scene.objects['Orbit'].worldPosition.x+pas_x*(i+1), scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*(i+1))/n)), scene.objects['Orbit'].worldPosition.z-pas_z*(i+1)], # [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 # if abs(delta_x) >= abs(delta_y): # scene.objects['Terrain'].applyRotation((0, delta_x*sensibilite_orbit, 0), True) # else: # scene.objects['Terrain'].applyRotation((0, delta_y*sensibilite_orbit, 0), True) # Pan if obj['manip_mode']==1: # Shift scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True) # Zoom if obj['manip_mode']==2: # Ctrl scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True) # Manipulation du modèle ou de la caméra def manip_wheel(cont): obj = cont.owner sensibilite_wheel = 5 # Base : 20 if cont.sensors['WheelUp'].positive: scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True) if cont.sensors['WheelDown'].positive: scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True) ############################################################################### # Aide ############################################################################### # # Ouvrir la page d'aide # def aide(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 # # Fermer la page d'aide # def aide_fermer(cont): # if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : # # bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente # scene.active_camera=scene.objects['Camera'] # # Aller sur les liens # def aide_apropos(cont): # if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : # obj = cont.owner # if obj.name == "Apropos-Lien_maquette" : # webbrowser.open('https://www.a4.fr/wiki/') # if obj.name == "Apropos-Lien_projet" : # webbrowser.open('https://gitlab.com/blender-edutech') # if obj.name == "Apropos-Lien_a4" : # webbrowser.open('https://www.a4.fr') # if obj.name == "Apropos-Lien_blender" : # webbrowser.open('https://blender.org') # if obj.name == "Apropos-Lien_upbge" : # webbrowser.open('https://upbge.org') # if obj.name == "Apropos-Lien_cc" : # webbrowser.open('https://creativecommons.org/licenses/by-sa/4.0/') # if obj.name == "Apropos-Lien_gpl" : # webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html') # # Le highlight des liens # def aide_apropos_hl(cont): # if cont.sensors['MO'].status == JUST_ACTIVATED : # obj = cont.owner # obj.color = couleur_lien_hl # if cont.sensors['MO'].status == JUST_RELEASED : # obj = cont.owner # obj.color = couleur_lien