# import importlib # import imp import bge # Blender Game Engine (UPBGE) import bpy # Blender import aud # Sounds import math import mathutils import time import sys import os import webbrowser import threading # Multithreading import xml.etree.ElementTree as ET # Creating/parsing XML file import runpy import ct_map1 as ct_map # waves script # import ct_cmd # user script (commands) ############################################################################### # ct.py # @title: the CodeTower game # @project: CodeTower # @lang: fr,en # @authors: Philippe Roy # @copyright: Copyright (C) 2022 Philippe Roy # @license: GNU GPL # # This game is a tower defense coding game. The towers are driven by Python code. # Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python. # # Commands trigged by button : cmd_* # Commands trigged by 3D scene objects : scn_* # Commands trigged by user (student or map designer) : ct_* # 3D scene manipulation : manip_* # ############################################################################### sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender # Dynamic import user file # importlib.invalidate_caches() # ct_map = importlib.import_module('ct_map1') # Waves script # ct_cmd = importlib.import_module('ct_cmd') # User script (commands) -> segfault de Blender # UPBGE scene scene = bge.logic.getCurrentScene() eevee = bpy.context.scene.eevee fps_time=0.0 # Config file # print (os.getcwd()) ct_config = ET.parse('ct_config.xml') ct_config_tree = ct_config.getroot() # Colors color_magenta = (0.800, 0.005, 0.315,1) color_orange = (0.799, 0.130, 0.063,1) color_white = (0.8, 0.8, 0.8, 1) color_yellow = (0.8, 0.619, 0.021, 1) color_black = (0, 0, 0, 1) color_kaykit_black = (0.019, 0.032, 0.037, 1) color_endbanner_bluelight = (0.361, 0.527, 0.716, 1) color_endbanner_bluedark = (0.130, 0.254, 0.407, 1) color_text = (0, 0, 0, 1) # Noir color_text_red = (0.799, 0.031, 0.038, 1) color_text_orange = (0.799, 0.176, 0.054, 1) color_text_yellow = (0.799, 0.617, 0.021, 1) # Sounds audiodev = aud.Device() snd_click = aud.Sound('asset/sounds/click.ogg') sndbuff_click = aud.Sound.cache(snd_click) snd_construct = aud.Sound('asset/sounds/click_construct.ogg') sndbuff_construct = aud.Sound.cache(snd_construct) snd_book_open = aud.Sound('asset/sounds/book_open.ogg') sndbuff_book_open = aud.Sound.cache(snd_book_open) snd_book_close = aud.Sound('asset/sounds/book_close.ogg') sndbuff_book_close = aud.Sound.cache(snd_book_close) # UPBGE constants 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 ############################################################################### # Tour ############################################################################### # Commande pour afficher la position de la tour de construction def cmd_tower_construct(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: sound_play (sndbuff_construct) if scene.objects['Terrain']['construct_mode']==True: scene.objects['Terrain']['construct_mode']=False obj.worldScale=[1, 1, 1] obj.color = color_cmd obj_Hl.worldScale=[1, 1, 1] obj_Hl.color = color_cmd scene.objects['Tower_construc_mode'].setVisible(False,False) 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 = color_cmd_hl obj_Hl.worldScale=[1.25, 1.25, 1.25] obj_Hl.color = color_cmd_hl scene.objects['Tower_construc_mode'].setVisible(True,False) scene.objects['Tower_construc_mode'].color = color_cmd text_info ("Tower position : ") scene.objects['Cmd_text']['Text']= "" ############################################################################### # User interface : texte info et compteurs ############################################################################### # Affichage sur la boite de texte sur 6 lignes def text_info (text): if text=="": scene.objects['Text_info-1'].setVisible(False,False) scene.objects['Text_info-2'].setVisible(False,False) else: 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']=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): global fps_time # Synchronisation des threads while scene.objects['Terrain']['thread_cmd_lock'] == True: # print ("UPBGE : thread_cmd_lock =True") time.sleep(0.01) # Texte scene.objects['Lifes_text']['Text']=str(scene.objects['Points']['lifes'])+"/"+str(scene.objects['Points']['lifes_max']) scene.objects['Coins_text']['Text']=str(scene.objects['Points']['coins']) scene.objects['Level_text']['Text']=str(scene.objects['Points']['level'])+"/"+str(scene.objects['Points']['level_max']) scene.objects['Minions_text']['Text']=str(scene.objects['Points']['minions']) scene.objects['Points']['tics'] +=1 # Texte de la vague if scene.objects['Map_text']['anim']: if scene.objects['Map_text']['timer']>0: scene.objects['Map_text'].worldPosition.x = scene.objects['Map_text']['position_init'][0]+(scene.objects['Map_text']['position_end'][0]-scene.objects['Map_text']['position_init'][0])*(scene.objects['Map_text']['timer']/120) scene.objects['Map_text'].worldPosition.y = scene.objects['Map_text']['position_init'][1]+(scene.objects['Map_text']['position_end'][1]-scene.objects['Map_text']['position_init'][1])*(scene.objects['Map_text']['timer']/120) scene.objects['Map_text'].worldPosition.z = scene.objects['Map_text']['position_init'][2]+(scene.objects['Map_text']['position_end'][2]-scene.objects['Map_text']['position_init'][2])*(scene.objects['Map_text']['timer']/120) scene.objects['Map_text']['timer']-=1 if scene.objects['Map_text']['timer']==0: scene.objects['Map_text'].color = color_text scene.objects['Map_text'].worldPosition= scene.objects['Map_text']['position_end'] scene.objects['Map_text']['anim']=False # Gestion du FPS if scene.objects['Commands']['debug_fps']: if scene.objects['Points']['tics']%60 ==0: # Toutes les 60 tics milliseconds = int(time.time() * 1000) print (milliseconds-fps_time) print ("Tics/second, coins :", milliseconds-fps_time, str(scene.objects['Points']['coins'])) fps_time = milliseconds # Augmentation d'un niveau if scene.objects['Points']['coins']>=100: scene.objects['Points']['level_max'] +=1 scene.objects['Points']['coins'] -=100 # Level trop élevé if scene.objects['Points']['level'] > scene.objects['Points']['level_max'] : scene.objects['Level_text'].color = color_text_red if scene.objects['Points']['level'] < scene.objects['Points']['level_max'] : scene.objects['Level_text'].color = color_text_yellow if scene.objects['Points']['level'] == scene.objects['Points']['level_max']: scene.objects['Level_text'].color = color_text # Ramasse minions perdues ou zombis if scene.objects['Terrain']['run'] == True: # Pas en pause if scene.objects['Points']['tics']%240 == 0: # Toutes les 4 secondes scene.objects['Points']['minions_lost']=[] for obj_i in scene.objects: if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames(): # print ("Minion lost : (dist, dist_old, x, last_x, y, last_y) : ", obj_i.name, obj_i['dist'], obj_i['dist_old'], obj_i.worldPosition.x, obj_i['dist_last_x'], obj_i.worldPosition.y, obj_i['dist_last_y']) if obj_i['dist']==obj_i['dist_old'] and obj_i['dist_new']==False: print ("Minion lost : dist =dist_old (dist, dist_old) : ", obj_i.name, obj_i['dist'], obj_i['dist_old']) obj_i['dead']=True elif obj_i.worldLinearVelocity.x >0 and abs(obj_i.worldLinearVelocity.x) < 0.001 and obj_i.worldLinearVelocity.y >0 and abs(obj_i.worldLinearVelocity.y) < 0.001: print ("Minion lost : x' or y' very slow (x, y, z, x', y') : ", obj_i.name, obj_i.worldPosition.x, obj_i.worldPosition.y, obj_i.worldPosition.z, abs(obj_i.worldLinearVelocity.x), abs(obj_i.worldLinearVelocity.y)) obj_i['dead']=True elif obj_i.worldPosition.xscene.objects['Terrain']['size'][1] or obj_i.worldPosition.yscene.objects['Terrain']['size'][3]: print ("Minion lost : x or y outside the map (x, y, z, x', y') : ", obj_i.name, obj_i.worldPosition.x, obj_i.worldPosition.y, obj_i.worldPosition.z, abs(obj_i.worldLinearVelocity.x), abs(obj_i.worldLinearVelocity.y)) obj_i['dead']=True obj_i['dist_old'] = obj_i['dist'] obj_i['dist_new']=False # Fin de la vague if scene.objects['Terrain']['thread_wave']==False and scene.objects['Terrain']['map_run'] == True : if scene.objects['Points']['minions_run']==0 : # Fin ou vague suivante if scene.objects['Points']['lifes'] == 0 or scene.objects['Points']['wave'] == scene.objects['Terrain']['nb_waves'] : terrain_end () else: scene.objects['Points']['minions']=0 scene.objects['Points']['wave'] +=1 ct_map.start(scene.objects['Points']['wave']) # Lancement du script de la vague ############################################################################### # Terrain ############################################################################### # Mouse over du terrain def scn_terrain_mo (cont): # Affiche la position de la tour de construction if scene.objects['Terrain']['construct_mode']==True: hitObject = cont.sensors['MO'].hitObject hitPosition = cont.sensors['MO'].hitPosition if hitObject is not None : if round(hitPosition.x) >= scene.objects['Terrain']['size'][0] and round(hitPosition.x) <= scene.objects['Terrain']['size'][1] and round(hitPosition.y) >= scene.objects['Terrain']['size'][2] and round(hitPosition.y) <= scene.objects['Terrain']['size'][3] : if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_noncontruct'] or [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_tower']: pass else: scene.objects['Tower_construc_mode'].worldPosition.x=round(hitPosition.x) scene.objects['Tower_construc_mode'].worldPosition.y=round(hitPosition.y) scene.objects['Tower_construc_mode'].worldPosition.z=0.2 text_info ("Tower position : "+str(round(hitPosition.x))+","+str(round(hitPosition.y))) scene.objects['Cmd_text']['Text']= "" # Affiche les informations sur la tour # FIXME : High-light sur la tower sélectionnée else: hitPosition = cont.sensors['MO'].hitPosition if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_tower']: for obj_i in scene.objects: if "type_tower" in obj_i.getPropertyNames(): if round(hitPosition.x) == obj_i.worldPosition.x and round(hitPosition.y) == obj_i.worldPosition.y: text =obj_i['tower_name'] + "\n" + "- level : "+ str(obj_i['lvl']) + "\n" + "- damage : "+ str(obj_i['damage']) + "\n" + "- speed : "+ str(round(obj_i['speed'],2)) + "\n" + "- range : "+ str(obj_i['range']) text_info (text) break else: text_info ("") # Initialisation lors du chargement du terrain def terrain_init (cont): # Cacher la bannière de fin scene.objects['End'].setVisible(False,True) scene.objects['End']['timer']=0 scene.objects['Doc'].setVisible(False,True) # Pile des draws scene.objects['Terrain']['draw_process']=False scene.objects['Terrain']['draw_list']=[] # Ramasse-miettes scene.objects['Points']['minions_lost']=[] # Configuration du moteur de rendu eevee.use_eevee_smaa = False 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) scene.objects['Terrain']['scene_tile_noncontruct'] = [] for obj_i in scene.objects: if "tile_straight" in obj_i.name: scene.objects['Terrain']['scene_tile_noncontruct'].append([obj_i.worldPosition.x, obj_i.worldPosition.y]) obj_i.collisionGroup=2 if "tile_cornerRound" in obj_i.name: scene.objects['Terrain']['scene_tile_noncontruct'].append([obj_i.worldPosition.x, obj_i.worldPosition.y]) obj_i.collisionGroup=2 if "tile_hill" in obj_i.name: obj_i.collisionGroup=2 scene.objects['Terrain']['scene_tile_tower']= [] # Init de la carte ct_map.map_init() ct_map.map_reset() scene.objects['Level_text'].color = color_text # Mise en route et pause du cycle def terrain_run (): sound_play (sndbuff_click) # Pause # FIXME : HL alors que c'est avec les touches if scene.objects['Terrain']['run'] == True: scene.objects['Terrain']['run']=False scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Run']. restorePhysics() scene.objects['Run-Hl'].setVisible(True,False) scene.objects['Cmd_text']['Text']= "Run (F5)" scene.objects['Cmd_text'].setVisible(True,False) # FIXME : suppresion de du message for obj_i in scene.objects: # Pause des Steerings if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames(): obj_i.actuators['Steering'].velocity=0 # Run # FIXME : HL alors que c'est avec les touches else : scene.objects['Terrain']['run']=True scene.objects['Run'].setVisible(False,False) scene.objects['Run'].suspendPhysics() scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause']. restorePhysics() scene.objects['Pause-Hl'].setVisible(True,False) scene.objects['Cmd_text']['Text']= "Pause (F5)" scene.objects['Cmd_text'].setVisible(True,False) # Démarrage de la map if scene.objects['Terrain']['thread_run']==False: scene.objects['Stop'].setVisible(True,False) scene.objects['Stop']. restorePhysics() 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() # Supprimer les tours for obj_i in scene.objects: if "type_tower" in obj_i.getPropertyNames() : obj_i.endObject() if "type_towerminion" in obj_i.getPropertyNames() : obj_i.endObject() scene.objects['Terrain']['scene_tile_tower']= [] # Scripts utilisateur et vagues scene.objects['Terrain']['map_run'] = True scene.objects['Terrain']['thread_run']=True scene.objects['Points']['time_begin']=time.localtime() # scene.objects['Commands']['cmd_start']=True # Execution du script utilisateur par importlib -> Segfault de Blender # importlib.reload(ct_cmd) # ct_cmd.start() # Execution du script utilisateur runpy.run_module('ct_cmd', run_name='start') # Execution du script utilisateur ct_map.start(1) # Lancement du script de la permière vague # Arrêt de la pause else: for obj_i in scene.objects: # Relance des Steerings if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames(): obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed'] # Arrêt et réinitialisation du cycle def terrain_stop (): sound_play (sndbuff_click) # Arrêt des threads utilisateurs 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') # Stop du script utilisateur ct_map.stop() # Stop du script des vagues # Supprimer les enemis for obj_i in scene.objects: if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames(): obj_i.endObject() scene.objects['Points']['minions']=0 scene.objects['Points']['minions_run']=0 # Commandes scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Run']. restorePhysics() scene.objects['Stop'].setVisible(False,False) scene.objects['Stop'].suspendPhysics() scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Cmd_text'].setVisible(False,False) # Fin de la map def terrain_end (): scene.objects['Terrain']['run']=False scene.objects['Terrain']['thread_run']=False # Commandes scene.objects['Pause'].setVisible(False,False) scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(False,False) # Affichage des résultats if scene.objects['End']['timer']== 0: scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale manip_reset() # 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'] # Wave 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']) # Time maptime_mn=time.localtime().tm_min-scene.objects['Points']['time_begin'].tm_min maptime_sec=time.localtime().tm_sec-scene.objects['Points']['time_begin'].tm_sec if maptime_sec<0: maptime_mn-=1 maptime_sec+=60 if maptime_mn<=99: scene.objects['Endbanner_points']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"+ str(maptime_sec)+"\"" else: scene.objects['Endbanner_points']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'" # Object 3D scene.objects['Endbanner'].color = color_endbanner_bluelight scene.objects['Endbanner_wave'].color = color_black scene.objects['Endbanner_points'].color = color_black scene.objects['Endbanner_ok'].color = color_black scene.objects['End'].setVisible(True,True) scene.objects['End'].worldPosition = [0, 1.53623, -1.8] scene.objects['End']['timer'] = 0 scene.objects['End']['anim'] = True # Animation pas=0.5 scene.objects['End'].localPosition.y -= pas scene.objects['End'].localPosition.z += (0.85*pas) # scene.objects['End'].localPosition.y=scene.objects['End'].localPosition.y-1*pas # scene.objects['End'].localPosition.z=scene.objects['End'].localPosition.z+0.85*pas scene.objects['End']['timer']+=1 if scene.objects['End']['timer']== 40: scene.objects['Terrain']['map_run'] = False # Vitesse du jeu def terrain_speed (obj): sound_play (sndbuff_click) speed_mode=[0.25, 0.5, 1,2,4,10] speed_mode_txt=["1/4", "1/2", "1", "2","4","10"] i=speed_mode.index(scene.objects['Terrain']['speed']) # Affichage if obj.name=="Speed_up" and i<5: scene.objects['Terrain']['speed']=speed_mode[i+1] scene.objects['Text_speed']['Text']=speed_mode_txt[i+1] if obj.name=="Speed_down" and i>0: scene.objects['Terrain']['speed']=speed_mode[i-1] scene.objects['Text_speed']['Text']=speed_mode_txt[i-1] # Maj des Nears (Towers) et des Steerings (Minions) 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['speed']*scene.objects['Terrain']['speed'])) if scene.objects['Terrain']['run'] == True: # Pas en pause if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames(): obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed'] # Configuration du moteur de rendu 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 # Maj du fichier de config (vitesse du jeu : data/config/speed) ct_config_tree[0][0].text=str(scene.objects['Terrain']['speed']) buffer_xml = ET.tostring(ct_config_tree) with open("ct_config.xml", "wb") as f: f.write(buffer_xml) # Highlight de la page de fin def endbanner_hl(cont): if cont.sensors['MO'].status == JUST_ACTIVATED: if scene.objects['Mouse_main']['mouse_graphic']: mouse_up() scene.objects['Endbanner'].color = color_white scene.objects['Endbanner_wave'].color = color_white scene.objects['Endbanner_points'].color = color_white scene.objects['Endbanner_ok'].color = color_white if cont.sensors['MO'].status == JUST_RELEASED: if scene.objects['Mouse_main']['mouse_graphic']: mouse_down() scene.objects['Endbanner'].color = color_endbanner_bluelight scene.objects['Endbanner_wave'].color = color_black scene.objects['Endbanner_points'].color = color_black scene.objects['Endbanner_ok'].color = color_black # Fermer la page de fin def endbanner_close(): print("endbanner_close") sound_play (sndbuff_click) scene.objects['Terrain']['manip_mode']=0 scene.objects['End'].setVisible(False,True) scene.objects['End'].worldPosition = [20, 1.53623, -0.892838] # Position dans Blender [20, 1.53623, -0.892838] scene.objects['Endbanner'].color = [0.592, 0.68, 0.407, 1] scene.objects['Endbanner_wave'].color = color_black scene.objects['Endbanner_points'].color = color_black scene.objects['End']['timer']= 0 # Click pour fermer la page de fin def endbanner_close_click(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : endbanner_close() ############################################################################### # Sons ############################################################################### def sound_play (sound): if scene.objects['Commands']['sound']: audiodev.play(sound) def sound_set (): scene.objects['NoSound-cmd'].suspendPhysics() scene.objects['NoSound-cmd'].setVisible(False,False) scene.objects['NoSound-cmd-Hl'].setVisible(False,False) scene.objects['Sound-cmd']. restorePhysics() scene.objects['Sound-cmd-Hl'].setVisible(True,False) scene.objects['Commands']['sound']=True scene.objects['Cmd_text']['Text']= "Mute" scene.objects['Cmd_text'].setVisible(True,False) # Maj du fichier de config (sound : data/config/sound -> [0][1].text) ct_config_tree[0][1].text=str(scene.objects['Commands']['sound']) buffer_xml = ET.tostring(ct_config_tree) with open("ct_config.xml", "wb") as f: f.write(buffer_xml) def sound_unset (): scene.objects['Sound-cmd'].suspendPhysics() scene.objects['Sound-cmd'].setVisible(False,False) scene.objects['Sound-cmd-Hl'].setVisible(False,False) scene.objects['NoSound-cmd']. restorePhysics() scene.objects['NoSound-cmd-Hl'].setVisible(True,False) scene.objects['Commands']['sound']=False scene.objects['Cmd_text']['Text']= "Unmute" scene.objects['Cmd_text'].setVisible(True,False) # Maj du fichier de config (sound : data/config/sound -> [0][1].text) ct_config_tree[0][1].text=str(scene.objects['Commands']['sound']) buffer_xml = ET.tostring(ct_config_tree) with open("ct_config.xml", "wb") as f: f.write(buffer_xml) ############################################################################### # Commandes ############################################################################### color_cmd = (0.8, 0.8, 0.8, 1) # Blanc color_cmd_hl = (0.8, 0.619, 0.021, 1) # Jaune # Init def cmd_init(): # UI : Commands scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop'].suspendPhysics() scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Construc-Hl'].setVisible(False,False) scene.objects['Book-cmd-Hl'].setVisible(False,False) scene.objects['ResetView-Hl'].setVisible(False,False) scene.objects['About-cmd-Hl'].setVisible(False,False) scene.objects['About'].setVisible(False,True) # UI : Sounds # Read config (sound : data/config/sound -> [0][1].text) if ct_config_tree[0][1].text == "True": sound_set () else: sound_unset () audiodev.unlock() # UI : Text, ... scene.objects['Cmd_text'].setVisible(False,False) scene.objects['Map_text'].setVisible(False,False) scene.objects['Text_info-1'].setVisible(False,False) scene.objects['Text_info-2'].setVisible(False,False) scene.objects['Tower_construc_mode'].setVisible(False,False) scene.objects['Terrain']['map_run'] = False # UI : Mouse # Window size : 738.5 415.5 if scene.objects['Mouse_main']['mouse_graphic']: bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2)) bge.render.showMouse(scene.objects['Commands']['debug_mouse']) scene.objects['Mouse_main'].worldPosition = [0.07, -8.11, 4.71035] # Vielle version : [0.118161, -8.24305, 4.71035] ; [0, -3.5, 2], [0, -8, 6] scene.objects['Mouse_main'].worldScale=[30, 30, 30] scene.objects['Mouse_main']['past_x']=0 scene.objects['Mouse_main']['past_y']=0 scene.objects['Mouse_main']['mouse_up']=0 else: scene.objects['Mouse_main'].setVisible(False,False) bge.render.showMouse(True) # Speed # Read config (game speed : data/config/speed -> [0][0].text) speed_mode=[0.25, 0.5, 1,2,4,10] speed_mode_txt=["1/4", "1/2", "1", "2","4","10"] scene.objects['Terrain']['speed']=float(ct_config_tree[0][0].text) i=speed_mode.index(scene.objects['Terrain']['speed']) scene.objects['Text_speed']['Text']=speed_mode_txt[i] # 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!="Stop" : 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) # Text text_hl ={"Run":"Run (F5)", "Stop":"Stop (F6)", "Pause":"Pause (F5)", "Construc": "Show tower position", "ResetView": "Reset view (Home key)", "Book-cmd": "Documentation", "About-cmd": "About", "Speed_down": "Speed down (-)", "Speed_up": "Speed up (+)", "Sound-cmd": "Mute", "NoSound-cmd": "Unmute"} text=text_hl[obj.name] if obj.name == "Construc" and scene.objects['Terrain']['construct_mode']==True: # Bascule le construct text="Hide tower position" scene.objects['Cmd_text']['Text']= text scene.objects['Cmd_text'].setVisible(True,False) # Désactivation if cont.sensors['MO'].status == JUST_RELEASED and (scene.objects['Terrain']['manip_mode']==0 or scene.objects['Terrain']['manip_mode']==9): if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" and obj.name!="Sound-cmd" and obj.name!="NoSound-cmd": scene.objects[obj.name+'-Hl'].setVisible(False,True) obj.setVisible(True,True) scene.objects['Cmd_text'].setVisible(False,False) # 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) scene.objects['Cmd_text'].setVisible(False,False) else: scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Cmd_text'].setVisible(False,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) scene.objects['Cmd_text'].setVisible(False,False) # Sound if obj.name=="NoSound-cmd" and scene.objects['Commands']['sound']==False: scene.objects['NoSound-cmd-Hl'].setVisible(False,False) scene.objects['NoSound-cmd'].setVisible(True,False) scene.objects['Cmd_text'].setVisible(False,False) if obj.name=="Sound-cmd" and scene.objects['Commands']['sound']==True: scene.objects['Sound-cmd-Hl'].setVisible(False,False) scene.objects['Sound-cmd'].setVisible(True,False) scene.objects['Cmd_text'].setVisible(False,False) # Click sur les commandes def cmd_click (cont): obj = cont.owner if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: if obj.name=="Pause" or obj.name=="Run": terrain_run () if obj.name=="Stop": terrain_stop () if obj.name=="Speed_up" or obj.name=="Speed_down": terrain_speed (obj) if obj.name=="ResetView": manip_reset() if obj.name=="Sound-cmd": sound_unset () if obj.name=="NoSound-cmd": sound_set () if obj.name=="About-cmd": about_open () ############################################################################### # Gestion du clavier ############################################################################### # Mode : # 0 : rien (par défaut) # 1 : Pan avec Shift # 2 : Zoom avec Ctrl # 9 : Fenêtre modale def mode(cont): obj = cont.owner keyboard = bge.logic.keyboard # Touche ESC if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue: print("ESC") print(scene.objects['Terrain']['manip_mode']) # Fenêtres modales if scene.objects['Terrain']['manip_mode']==9: print("['manip_mode']==9") if scene.objects['Book'].visible: print("Book") doc_close() if scene.objects['About'].visible: print("About") about_close() if scene.objects['End'].visible: print("End") endbanner_close() return else: # Sortir du jeux print("endgame") terrain_stop () bge.logic.endGame() # Fenêtre modale (inhibition des touches hors ESC) if scene.objects['Terrain']['manip_mode']==9: return # 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: manip_reset() if scene.objects['Mouse_main']['mouse_graphic']: bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2)) scene.objects['Mouse_main'].worldPosition = [0.07, -8.11, 4.71035] # Vielle version : [0.118161, -8.24305, 4.71035] ; [0, -3.5, 2], [0, -8, 6] scene.objects['Mouse_main'].worldScale=[30, 30, 30] scene.objects['Mouse_main']['past_x']=0 scene.objects['Mouse_main']['past_y']=0 # Touche F5 -> Run et Pause if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue: terrain_run () # Touche F6 -> Stop / Init if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue: if scene.objects['Terrain']['thread_run']==True: terrain_stop () # Touche +/- du pad -> Vitesse + ou / if JUST_ACTIVATED in keyboard.inputs[bge.events.PADPLUSKEY].queue: terrain_speed (scene.objects['Speed_up']) if JUST_ACTIVATED in keyboard.inputs[bge.events.PADMINUS].queue: terrain_speed (scene.objects['Speed_down']) ############################################################################### # Manipulation 3D de la scène ############################################################################### # 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['Camera']['past_lx']=scene.objects['Camera'].worldPosition.x scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y scene.objects['Camera']['past_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 scene.objects['Commands']['init_lx']=scene.objects['Commands'].worldPosition.x scene.objects['Commands']['init_ly']=scene.objects['Commands'].worldPosition.y scene.objects['Commands']['init_lz']=scene.objects['Commands'].worldPosition.z scene.objects['Points']['init_lx']=scene.objects['Points'].worldPosition.x scene.objects['Points']['init_ly']=scene.objects['Points'].worldPosition.y scene.objects['Points']['init_lz']=scene.objects['Points'].worldPosition.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(): # 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'] scene.objects['Commands'].worldPosition.x = scene.objects['Commands']['init_lx'] scene.objects['Commands'].worldPosition.y = scene.objects['Commands']['init_ly'] scene.objects['Commands'].worldPosition.z = scene.objects['Commands']['init_lz'] scene.objects['Points'].worldPosition.x = scene.objects['Points']['init_lx'] scene.objects['Points'].worldPosition.y = scene.objects['Points']['init_ly'] scene.objects['Points'].worldPosition.z = scene.objects['Points']['init_lz'] applyRotationTo(scene.objects['Terrain'], 0, 0, 0) scene.objects['Cmd_text']['Text']= "" # Position de départ pour la manipulation de la vue def manip_start(cont): if scene.objects['Terrain']['manip_mode']!=9: 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'] # Pan if obj['manip_mode']==1: # Shift scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True) scene.objects['Commands'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan*math.cos(50*2*math.pi*(1/360)), delta_y*sensibilite_pan*math.sin(50*2*math.pi*(1/360))), True) scene.objects['Points'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan*math.cos(50*2*math.pi*(1/360)), delta_y*sensibilite_pan*math.sin(50*2*math.pi*(1/360))), True) if scene.objects['Mouse_main']['mouse_graphic']: scene.objects['Mouse_main'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True) # Zoom FIXME : marche pas au niveau de la souris if obj['manip_mode']==2: # Ctrl if scene.objects['Mouse_main']['mouse_graphic']: position_scale_x = 0.0005 position_scale_y = position_scale_x mouse_x=scene.objects['Mouse_main'].sensors["Mouse"].position[0]-int(bge.render.getWindowWidth() / 2) mouse_y=scene.objects['Mouse_main'].sensors["Mouse"].position[1]-int(bge.render.getWindowHeight() / 2) distance_cam_past= math.sqrt(scene.objects['Camera']['past_ly']**2+scene.objects['Camera']['past_lz']**2) distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) size_scale = (distance_cam/distance_cam_past) * 0.23 scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True) if scene.objects['Mouse_main']['mouse_graphic']: scene.objects['Mouse_main'].applyMovement((mouse_x*(delta_x+delta_y)*sensibilite_zoom*position_scale_x, -mouse_y*(delta_x+delta_y)*sensibilite_zoom*position_scale_y, 0), True) scene.objects['Mouse_main'].worldScale *= (delta_x+delta_y)*sensibilite_zoom*size_scale scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y scene.objects['Camera']['past_lz']=scene.objects['Camera'].worldPosition.z # Manipulation du modèle ou de la caméra def manip_wheel(cont): if scene.objects['Terrain']['manip_mode']!=9: # Fenêtre modale obj = cont.owner sensibilite_wheel = 5 # Base : 20 if scene.objects['Mouse_main']['mouse_graphic']: position_scale_x = 0.0005 position_scale_y = position_scale_x mouse_x=scene.objects['Mouse_main'].sensors["Mouse"].position[0]-int(bge.render.getWindowWidth() / 2) mouse_y=scene.objects['Mouse_main'].sensors["Mouse"].position[1]-int(bge.render.getWindowHeight() / 2) distance_cam_past = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # size_scale = (distance_cam/distance_cam_past) * 0.23 size_scale = 0.2 # size_scale = 0.23 if cont.sensors['WheelUp'].positive: scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True) if scene.objects['Mouse_main']['mouse_graphic']: distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) scene.objects['Mouse_main'].applyMovement((-mouse_x*sensibilite_wheel*position_scale_x, mouse_y*sensibilite_wheel*position_scale_y, 0), True) scene.objects['Mouse_main'].worldScale *= sensibilite_wheel* (distance_cam/distance_cam_past) *size_scale elif cont.sensors['WheelDown'].positive: scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True) if scene.objects['Mouse_main']['mouse_graphic']: distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) scene.objects['Mouse_main'].applyMovement((mouse_x*sensibilite_wheel*position_scale_x, -mouse_y*sensibilite_wheel*position_scale_y, 0), True) scene.objects['Mouse_main'].worldScale /= sensibilite_wheel* (distance_cam_past/distance_cam) *size_scale else: return # Icone de la souris def mouse(cont): if scene.objects['Mouse_main']['mouse_graphic']==False: return obj = cont.owner # Ancienne version basée sur la position de la caméra # distance_cam_init= math.sqrt(scene.objects['Camera']['init_ly']**2+scene.objects['Camera']['init_lz']**2) # distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # ratio = ((distance_cam_init - distance_cam)/distance_cam_init)*1.39 # trop vite -> +, pas assez vite -> - # scale_x=0.0118-0.0118*ratio # scale_y=scale_x # delta_x=cont.sensors["Mouse"].position[0]-obj['past_x'] # delta_y=cont.sensors["Mouse"].position[1]-obj['past_y'] # if delta_x<500 and delta_y<500: # scene.objects['Mouse_main'].worldPosition.x += delta_x*scale_x # scene.objects['Mouse_main'].worldPosition.y -= delta_y*scale_y*math.cos(50*2*math.pi*(1/360)) # scene.objects['Mouse_main'].worldPosition.z -= delta_y*scale_y*math.sin(50*2*math.pi*(1/360)) # scene.objects['Mouse_main']['past_x']=cont.sensors["Mouse"].position[0] # scene.objects['Mouse_main']['past_y']=cont.sensors["Mouse"].position[1] # Version basée sur obj.getDistanceTo(scene.objects['Camera']) delta_x=cont.sensors["Mouse"].position[0]-obj['past_x'] delta_y=cont.sensors["Mouse"].position[1]-obj['past_y'] vect=mathutils.Vector((1,1,1))-obj.getVectTo(scene.objects['Camera'])[1] dist= obj.getDistanceTo(scene.objects['Camera']) # print ("delta_x, delta_y, vect, dist : ", delta_x, delta_y, vect, dist) if obj['past_dist']==0: obj['past_dist']=obj.getDistanceTo(scene.objects['Camera']) ratio = dist/obj['past_dist'] # print ("delta_x, delta_y, vect, dist : ", delta_x, delta_y, vect, dist) scale_x=ratio*0.016 scale_y=ratio*0.0162 # scale_xy=ratio*0.0005 scale_xy=ratio*0 if delta_x<500 and delta_y<500: # scene.objects['Mouse_main'].applyMovement((delta_x*scale_x, -vect[1]*delta_y*scale_y, -vect[1]*delta_y*scale_y), False) scene.objects['Mouse_main'].applyMovement((delta_x*scale_x+delta_x*delta_y*scale_xy, -delta_y*scale_y*math.cos(50*2*math.pi*(1/360)), -delta_y*scale_y*math.sin(50*2*math.pi*(1/360))), False) obj['past_x']=cont.sensors["Mouse"].position[0] obj['past_y']=cont.sensors["Mouse"].position[1] # Mise en avant de la souris def mouse_up(): scene.objects['Mouse_main']['mouse_up']+=1 if scene.objects['Mouse_main']['mouse_up'] == 1: decal = 18 size_scale = 0.2 # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]) vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1] dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].applyMovement((vect[0]*decal, vect[1]*decal, vect[2]*decal), False) dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].worldScale *= (dist/dist_past) *size_scale scene.objects['Mouse_main'].worldScale=[8, 8, 8] # Mise en arrière de la souris def mouse_down(): scene.objects['Mouse_main']['mouse_up']-=1 if scene.objects['Mouse_main']['mouse_up'] == 0: decal = 18 size_scale = 0.2 # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]) vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1] dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].applyMovement((-vect[0]*decal, -vect[1]*decal, -vect[2]*decal), False) dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].worldScale /= (dist_past/dist) *size_scale scene.objects['Mouse_main'].worldScale=[30, 30, 30] ############################################################################### # Documentation ############################################################################### color_doc_chap = (0.153, 0.116, 0.105, 1) # WoodDark color_doc_fct = (0.326, 0.101, 0.0592, 1) # BrownDark color_doc_hl = (0.13, 0.254, 0.407, 1) # BlueDark color_doc_activate = (1.0, 0.025, 0.116, 1) # Red # Ouvrir le livre def doc (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale sound_play (sndbuff_book_open) manip_reset() scene.objects['Book'].worldPosition = [0, -22, 16.5] scene.objects['Book_close'].color = color_doc_chap scene.objects['Book_chap-screen'].color = color_doc_chap scene.objects['Book_chap-map'].color = color_doc_chap scene.objects['Book_chap-tower'].color = color_doc_chap scene.objects['Book_chap-tech'].color = color_doc_chap scene.objects['Book_chap-spell'].color = color_doc_chap scene.objects['Book_close'].color = color_doc_chap scene.objects['Book'].setVisible(True,True) # Tout effacer for i in range (1,13): # Tout effacer if i<10: name_fct = "Book_fct-0"+str(i) else: name_fct = "Book_fct-"+str(i) scene.objects[name_fct].setVisible(False,False) scene.objects[name_fct].color = color_doc_fct scene.objects['Book_text_title'].setVisible(False,True) scene.objects['Book_text'].setVisible(False,True) # Activer la page screen scene.objects["Book"]['page_chap'] = "Book_chap-screen" scene.objects["Book_chap-screen"].color = color_doc_activate scene.objects['Book_page_screen'].worldPosition = scene.objects['Book'].worldPosition scene.objects['Book_page_screen'].setVisible(True,True) # Fermer le livre def doc_close (): print("doc_close") sound_play (sndbuff_book_close) scene.objects['Terrain']['manip_mode']=0 # Fenêtre modale scene.objects['Book_page_screen'].setVisible(False,True) scene.objects['Book'].setVisible(False,True) scene.objects['Book'].worldPosition = [28, 0.84549, 1.53626] # Position dans Blender [28, 0.84549, 1.53626] scene.objects['Book_page_screen'].worldPosition = scene.objects['Book'].worldPosition # Click pour fermer le livre def doc_close_click (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : doc_close() # Highlight du livre def doc_hl (cont): if cont.sensors['MO'].status == JUST_ACTIVATED : obj = cont.owner name=obj.name[:-7] scene.objects[name].color = color_doc_hl if name == scene.objects['Book']['page_chap'] or name == scene.objects['Book']['page_fct'] : scene.objects[name].color = color_doc_activate else: scene.objects[name].color = color_doc_hl if cont.sensors['MO'].status == JUST_RELEASED : obj = cont.owner name=obj.name[:-7] if name == scene.objects['Book']['page_chap'] or name == scene.objects['Book']['page_fct'] : scene.objects[name].color = color_doc_activate else: if name[5]=="c": scene.objects[name].color = color_doc_chap else: scene.objects[name].color = color_doc_fct ############################################################################### # About ############################################################################### color_link = (0.799, 0.617, 0.021, 1) # Jaune color_link_hl = (0.8, 0.8, 0.8, 1) # Blanc # Ouvrir le about def about_open(): scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale manip_reset() scene.objects['About_title'].color = color_black scene.objects['About_text'].color = color_black scene.objects['About_copyright'].color = color_black scene.objects['About_link_git'].color= color_link scene.objects['About_link_gpl'].color= color_link # scene.objects['About_link_blender'].color= color_link scene.objects['About_link_upbge'].color= color_link scene.objects['About_link_kay'].color= color_link scene.objects['About_link_kenney'].color= color_link scene.objects['About_ok'].color= color_link scene.objects['About'].setVisible(True,True) scene.objects['About'].worldPosition = [0, 1.53623, -1.8] # old [0, 1.53623, -0.892838] scene.objects['About']['timer'] = 0 scene.objects['About']['anim'] = True # Animation du about def about_open_anim(): pas=0.5 scene.objects['About'].localPosition.y -= pas scene.objects['About'].localPosition.z += 0.85*pas # scene.objects['About'].localPosition.y=scene.objects['About'].localPosition.y-1*pas # scene.objects['About'].localPosition.z=scene.objects['About'].localPosition.z+0.85*pas scene.objects['About']['timer']+=1 if scene.objects['About']['timer']== 40: scene.objects['About']['anim'] = False # Highlight du about def about_hl(cont): # decal = 18 # size_scale = 0.2 if cont.sensors['MO'].status == JUST_ACTIVATED: if scene.objects['Mouse_main']['mouse_graphic']: mouse_up() # # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]) # vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1] # dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) # scene.objects['Mouse_main'].applyMovement((vect[0]*decal, vect[1]*decal, vect[2]*decal), False) # dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) # scene.objects['Mouse_main'].worldScale *= (dist/dist_past) *size_scale scene.objects['Aboutbanner'].color = color_white scene.objects['About_ok'].color = color_white scene.objects['About_title'].color = color_white # scene.objects['Mouse_main'].worldScale=[8, 8, 8] # print("about_hl A après", scene.objects['Mouse_main'].worldPosition) if cont.sensors['MO'].status == JUST_RELEASED: # print("about_hl R avant", scene.objects['Mouse_main'].worldPosition) if scene.objects['Mouse_main']['mouse_graphic']: mouse_down() # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]) # vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1] # dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) # scene.objects['Mouse_main'].applyMovement((-vect[0]*decal, -vect[1]*decal, -vect[2]*decal), False) # dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) # scene.objects['Mouse_main'].worldScale /= (dist_past/dist) *size_scale scene.objects['Aboutbanner'].color = color_endbanner_bluelight scene.objects['About_ok'].color = color_link scene.objects['About_title'].color = color_black # scene.objects['Mouse_main'].worldScale=[30, 30, 30] # print("about_hl R après", scene.objects['Mouse_main'].worldPosition) # Fermer le about def about_close(): print("about_close") sound_play (sndbuff_click) scene.objects['Terrain']['manip_mode']=0 scene.objects['About'].setVisible(False,True) scene.objects['About'].worldPosition = [22, 1.53623, -0.892838] scene.objects['Aboutbanner'].color = [0.592, 0.68, 0.407, 1] scene.objects['About']['timer']= 0 # Click pour fermer le about def about_close_click(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : about_close() # Liens du about def about_link(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : obj = cont.owner name=obj.name[:-7] link={ 'About_link_git' : 'https://gitlab.com/phroy/codetower', 'About_link_gpl' : 'https://www.gnu.org/licenses/gpl-3.0.html', 'About_link_blender': 'https://www.blender.org', 'About_link_upbge' : 'https://www.upbge.org', 'About_link_kay' : 'https://www.kaylousberg.com', 'About_link_kenney' : 'https://www.kenney.nl'} webbrowser.open(link [name]) # FIXME: souris graphique trop compliqué def about_link_hl(cont): decal = 15 if cont.sensors['MO'].status == JUST_ACTIVATED : obj = cont.owner name=obj.name[:-7] scene.objects[name].color = color_link_hl if scene.objects['Mouse_main']['mouse_graphic']: mouse_up() if cont.sensors['MO'].status == JUST_RELEASED : obj = cont.owner name=obj.name[:-7] scene.objects[name].color = color_link if scene.objects['Mouse_main']['mouse_graphic']: mouse_down()