# import importlib # import imp import bge # Blender Game Engine (UPBGE) import bpy # Blender import aud # Sounds import math 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) 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 color_link = (0.799, 0.617, 0.021, 1) color_link_hl = (0.8, 0.8, 0.8, 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) # 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: audiodev.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 : ") ############################################################################### # 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 # 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['Terrain']['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['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))) # 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 # 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 (): audiodev.play(sndbuff_click) # 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) 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 else : 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) # 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() # 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 (): audiodev.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-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].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 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, -0.892838] # scene.objects['End']['position_init']= scene.objects['End'].localPosition # scene.objects['End']['position_init']= [scene.objects['End'].localPosition.x, scene.objects['End'].localPosition.y, scene.objects['End'].localPosition.z] # Animation pas=0.5 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): audiodev.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 "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) # Page de fin def endbanner_hl(cont): if cont.sensors['MO'].status == JUST_ACTIVATED: 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: 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 def endbanner_close(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : audiodev.play(sndbuff_click) scene.objects['Terrain']['manip_mode']=0 scene.objects['End'].setVisible(False,True) scene.objects['End'].worldPosition = [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 ############################################################################### # 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['About-cmd-Hl'].setVisible(False,False) scene.objects['About'].setVisible(False,True) 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 # scene.objects['Raz-vue-Hl'].setVisible(False,False) # scene.objects['Aide-cmd-Hl'].setVisible(False,False) # Récupérer la config (vitesse du jeu : data/config/speed) 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] # 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) # 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": # FIXME problème sur l'icone pause terrain_run () if obj.name=="Stop": terrain_stop () if obj.name=="Speed_up" or obj.name=="Speed_down": terrain_speed (obj) 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: bge.logic.endGame() # Fenêtre modale 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: 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: 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['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): 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) # 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): if scene.objects['Terrain']['manip_mode']!=9: # Fenêtre modale 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) ############################################################################### # About ############################################################################### def about_open(): 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_black scene.objects['About'].setVisible(True,True) scene.objects['About'].worldPosition = [0, 1.53623, -0.892838] scene.objects['About']['timer'] = 0 scene.objects['About']['anim'] = True def about_open_anim(): pas=0.5 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 def about_hl(cont): if cont.sensors['MO'].status == JUST_ACTIVATED: scene.objects['Aboutbanner'].color = color_white scene.objects['About_ok'].color = color_white scene.objects['About_title'].color = color_white if cont.sensors['MO'].status == JUST_RELEASED: scene.objects['Aboutbanner'].color = color_endbanner_bluelight scene.objects['About_ok'].color = color_black scene.objects['About_title'].color = color_black def about_close(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : audiodev.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 def about_link(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : obj = cont.owner if obj.name == "About_link_git-colbox" : webbrowser.open('https://gitlab.com/phroy/codetower') if obj.name == "About_link_gpl-colbox" : webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html') if obj.name == "About_link_blender-colbox" : webbrowser.open('https://www.blender.org') if obj.name == "About_link_upbge-colbox" : webbrowser.open('https://www.upbge.org') if obj.name == "About_link_kay-colbox" : webbrowser.open('https://www.kaylousberg.com') if obj.name == "About_link_kenney-colbox" : webbrowser.open('https://www.kenney.nl') if obj.name == "About_link_blender-colbox" : webbrowser.open('https://www.blender.org') def about_link_hl(cont): if cont.sensors['MO'].status == JUST_ACTIVATED : obj = cont.owner name=obj.name[:-7] scene.objects[name].color = color_link_hl if cont.sensors['MO'].status == JUST_RELEASED : obj = cont.owner name=obj.name[:-7] scene.objects[name].color = color_link