mirror of
https://forge.apps.education.fr/phroy/codetower.git
synced 2024-01-27 11:35:17 +01:00
870 lines
36 KiB
Python
870 lines
36 KiB
Python
import bge # Blender Game Engine (UPBGE)
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import aud # Sounds
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import threading # Multithreading
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import trace
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import sys
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import time
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import math
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import mathutils
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import random
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###############################################################################
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# ct_lib.py
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# @title: User library
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# @project: CodeTower
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# @lang: fr,en
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# @authors: Philippe Roy <phroy@phroy.org>
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# @copyright: Copyright (C) 2022 Philippe Roy
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# @license: GNU GPL
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#
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# This game is a tower defense coding game. The towers are driven by Python code.
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# Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
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#
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# Commands trigged by button : cmd_*
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# Commands trigged by 3D scene objects : scn_*
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# Commands trigged by user (student or map designer) : ct_*
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# 3D scene manipulation : manip_*
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#
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###############################################################################
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scene = bge.logic.getCurrentScene()
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# Colors
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tower_purple = (0.202, 0.114, 0.521,1)
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tower_turquoise = (0.051, 0.270, 0.279,1)
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tower_magenta = (0.799, 0.005, 0.314,1)
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tower_orange = (0.799, 0.130, 0.063,1)
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tower_yellow = (0.799, 0.617, 0.021, 1)
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tower_green = (0.246, 0.687, 0.078, 1)
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tower_red = (0.799, 0.031, 0.038, 1)
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tower_blue = (0.127, 0.456, 1.000, 1)
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tower_black = (0, 0, 0, 1)
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color_text = (0, 0, 0, 1) # Noir
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color_text_red = (0.799, 0.031, 0.038, 1)
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color_text_orange = (0.799, 0.176, 0.054, 1)
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color_text_yellow = (0.799, 0.617, 0.021, 1)
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ray_yellow = (0.799, 0.617, 0.021, 1) # [0.8, 0.619, 0.021])
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ray_blue = (0.127, 0.456, 1.000, 1)
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ray_black = (0, 0, 0, 1)
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color_kaykit_black = (0.019, 0.032, 0.037, 1)
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# Sounds
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audiodev = aud.Device()
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snd_build = aud.Sound('asset/sounds/build.wav')
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sndbuff_build = aud.Sound.cache(snd_build)
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snd_archer = aud.Sound('asset/sounds/archer.wav')
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sndbuff_archer = aud.Sound.cache(snd_archer)
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snd_mage = aud.Sound('asset/sounds/mage.wav')
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sndbuff_mage = aud.Sound.cache(snd_mage)
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snd_life = aud.Sound('asset/sounds/life.ogg')
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sndbuff_life = aud.Sound.cache(snd_life)
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threads_waves=[]
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threads_cmd=[]
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# UPBGE constants
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
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###############################################################################
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# Données générales
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###############################################################################
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def ct_level_current():
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return scene.objects['Points']['level']
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def ct_level():
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return scene.objects['Points']['level_max']
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###############################################################################
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# Méthode kill pour les tâches (threads)
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###############################################################################
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class thread_with_trace(threading.Thread):
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def __init__(self, *args, **keywords):
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threading.Thread.__init__(self, *args, **keywords)
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self.killed = False
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def start(self):
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self.__run_backup = self.run
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self.run = self.__run
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threading.Thread.start(self)
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def __run(self):
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sys.settrace(self.globaltrace)
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self.__run_backup()
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self.run = self.__run_backup
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def globaltrace(self, frame, event, arg):
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if event == 'call':
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return self.localtrace
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else:
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return None
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def localtrace(self, frame, event, arg):
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if self.killed:
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if event == 'line':
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raise SystemExit()
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return self.localtrace
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def kill(self):
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self.killed = True
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###############################################################################
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# Start et stop des tâches (threads)
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###############################################################################
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def thread_start(threads, type_txt, fct):
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threads.append(thread_with_trace(target = fct))
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threads[len(threads)-1].start()
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print ("Thread",type_txt, "#", len(threads)-1, "open.")
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def thread_stop(threads, type_txt):
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i=0
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zombie_flag=False
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for t in threads:
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if not t.is_alive():
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print ("Thread",type_txt, "#",i,"closed.")
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else:
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print ("Thread",type_txt, "#",i,"still open ...")
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t.kill()
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t.join()
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if not t.is_alive():
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print ("Thread",type_txt, "#",i,"killed.")
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else:
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print ("Thread",type_txt, "#",i,"zombie...")
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zombie_flag=True
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i +=1
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if zombie_flag==False:
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print ("All threads",type_txt, "are closed.")
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return True
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else:
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print ("There are zombies threads",type_txt, ".")
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return False
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def thread_waves_start(fct):
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thread_start(threads_waves, "waves", fct)
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def thread_waves_stop():
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thread_stop(threads_waves, "waves")
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def thread_cmd_start(fct):
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thread_start(threads_cmd, "commands", fct)
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def thread_cmd_stop():
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thread_stop(threads_cmd, "commands")
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###############################################################################
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# Sounds
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###############################################################################
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# FIXME : Sound crash in Windows (very strange : blender, UPBGE, python ?), no music for Bill
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def sound_play (sound):
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if scene.objects['Commands']['sound'] and sys.platform!="win32":
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audiodev.play(sound)
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###############################################################################
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# Waves (minions)
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###############################################################################
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##
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# Création d'un minion
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#
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# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
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# Minion 3d body : body (male,female,old, ...), variante (A,B,C,D, ...), level
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##
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def ct_minion_create(x,y,cat,level):
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category=cat+"-lv"+str(level)
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minion_3d= scene.objects['Terrain']['minion_3d']
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body = random.choice(minion_3d[category][0])+"_"+random.choice(minion_3d[category][1])+"_"+random.choice(minion_3d[category][2])
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return (ct_minion_create_details(x,y,cat,level,body))
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# Création d'un minion détaillée
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def ct_minion_create_details(x,y,cat,level,body="Knight_m_A_common"):
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category=cat+"-lv"+str(level)
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# Pause
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while scene.objects['Terrain']['run'] == False:
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time.sleep(0.01)
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# Synchronisation des threads : attente de la création d'une tour
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while scene.objects['Terrain']['thread_cmd_lock'] == True:
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# print ("ct_minion : thread_cmd_lock =True")
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time.sleep(0.01)
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# Blocage des autres threads pendant l'apparition du minion
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scene.objects['Terrain']['thread_cmd_lock'] = True
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# Object 3D
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minion= scene.addObject(body, scene.objects['Terrain'])
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minion.worldScale=[0.25,0.25,0.25]
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minion.worldPosition=[x,y,0.1]
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minion.suspendPhysics (True)
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minion.setVisible(False)
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scene.objects['Terrain']['idm']=scene.objects['Terrain']['idm']+1
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minion['id']=scene.objects['Terrain']['idm']
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minion.name="wm("+str(minion['id'])+")" # Wave minion (wm), identifier minion (idm)
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scene.objects['Points']['minions'] +=1
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scene.objects['Points']['minions_run'] +=1
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# Gestion de la distance et des minions zombis
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minion['dist']=0.0
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minion['dist_old']=0.0
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minion['dist_last_x']=minion.worldPosition.x
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minion['dist_last_y']=minion.worldPosition.y
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minion['dist_new']=True
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# Caracteristics
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minion_carac= scene.objects['Terrain']['minion_carac']
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minion['cat']=minion_carac[category][0]
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minion['level']=minion_carac[category][1]
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minion['hp']=minion_carac[category][2]
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minion['speed']=minion_carac[category][3]
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minion['speed_base']=minion_carac[category][3]
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minion['armor']=minion_carac[category][4]
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minion['bounty']=minion_carac[category][5]
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minion['lifes_damage']=minion_carac[category][6]
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minion['buff']=[]
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minion['resist']=[]
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# Actuator Steering
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minion.actuators['Steering'].navmesh=scene.objects[scene.objects['Terrain']['navmesh']]
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minion.actuators['Steering'].target=scene.objects[scene.objects['Terrain']['endtile']]
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minion.actuators['Steering'].distance=2
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# minion.actuators['Steering'].distance=0.5
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minion.actuators['Steering'].velocity=minion['speed_base']*scene.objects['Terrain']['speed']
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# Déblocage des autres threads après l'apparition du minion
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scene.objects['Terrain']['thread_cmd_lock'] = False
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return minion.name
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##
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# Activation du minion (steering)
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##
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def ct_minion_go(minion_name):
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minion=scene.objects[minion_name]
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minion.restorePhysics()
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minion.setVisible(True)
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##
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# Destruction d'un minion
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##
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def scn_minion_dead(cont):
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obj = cont.owner
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scene.objects['Points']['minions'] -=1
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scene.objects['Points']['minions_run'] -=1
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scene.objects['Points']['kills'] +=1
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scene.objects['Points']['coins']= scene.objects['Points']['coins']+obj['bounty']
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obj.setVisible(False)
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obj.suspendPhysics (True)
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# obj.endObject()
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###############################################################################
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# Spells / Casts
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###############################################################################
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##
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# Buff/debuff Minion
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##
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def scn_minion_affect(cont):
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if scene.objects['Terrain']['run'] == False: # Pause
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return
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obj = cont.owner
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# print (obj.name, obj['buff'])
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slow_state=False
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# Distance parcourue
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obj['dist']=obj['dist']+ math.sqrt((obj.worldPosition.x-obj['dist_last_x'])**2+(obj.worldPosition.y-obj['dist_last_y'])**2)
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obj['dist_last_x']=obj.worldPosition.x
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obj['dist_last_y']=obj.worldPosition.y
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# Lod
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# print(obj.currentLodLevel)
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# Etats actif
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for debuff_i in obj['buff']:
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if debuff_i[1] <= 0:
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obj['buff'].remove(debuff_i)
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continue
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if debuff_i[0] == "slow":
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slow_state=True
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debuff_i[1] -= scene.objects['Terrain']['speed']
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# Effets
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if slow_state:
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obj.actuators['Steering'].velocity =(obj['speed_base']*scene.objects['Terrain']['speed'])/3
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# obj.actuators['Steering'].velocity =(obj['speed_base']*scene.objects['Terrain']['speed'])/2
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else:
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obj.actuators['Steering'].velocity = obj['speed_base']*scene.objects['Terrain']['speed']
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###############################################################################
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# Towers
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###############################################################################
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##
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# Création d'une tour
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#
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# Tower caracteristics : category (class), damage, speed, range
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##
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def ct_build(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, building="square-A"):
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tower_minion_3d= scene.objects['Terrain']['tower_minion_3d']
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if cat=='Archer tower': # Archer
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category="Archer-lv1"
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if cat=='Mage tower': # Mage
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category="Mage-lv1"
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body = random.choice(tower_minion_3d[category][0])+"_"+random.choice(tower_minion_3d[category][1])+"_"+random.choice(tower_minion_3d[category][2])
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return (ct_build_details(x,y, cat, tower_name, color, building, body))
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##
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# Création d'une tour détaillée
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##
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def ct_build_details(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, building="square-A", body="Archer_m_A_common"):
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# Vérification de la place
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if [x,y] in scene.objects['Terrain']['scene_tile_noncontruct'] or [x,y] in scene.objects['Terrain']['scene_tile_tower']:
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return False
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# Vérification du niveau
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scene.objects['Points']['level']= scene.objects['Points']['level'] + 1
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if scene.objects['Points']['level'] > scene.objects['Points']['level_max'] :
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tour= scene.addObject("Tower_error", scene.objects['Terrain'])
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tour.worldPosition=[x,y,0.2]
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tour.worldScale=[1,1,1]
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scene.objects['Terrain']['scene_tile_tower'].append([x,y])
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return False
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# Blocage des autres threads pendant la construction
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scene.objects['Terrain']['thread_cmd_lock'] = True
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# Objets 3D
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time.sleep(0.02)
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tour= scene.addObject('Tower-'+building, scene.objects['Terrain'])
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time.sleep(0.02)
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tour.color = color
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tour.worldPosition=[x,y,0.2]
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tour.worldScale=[1,1,1]
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tour.name="tower("+str(x)+','+str(y)+")"
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scene.objects['Terrain']['scene_tile_tower'].append([x,y])
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tower_minion= scene.addObject(body, scene.objects['Terrain'])
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tower_minion['type_towerminion']=False
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del tower_minion['type_minion']
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tower_minion.name="tm("+str(x)+','+str(y)+")" # Tower minion (tm)
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tower_minion.worldPosition=[x,y,1]
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tower_minion.worldScale=[0.25,0.25,0.25]
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# Draw3d
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if cat=="Archer tower":
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for i in range (3):
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ct_add_tower_bullet(x,y,i, "Arrow")
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if cat=="Mage tower":
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ct_add_tower_cast(x,y)
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# Sounds
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sound_play(sndbuff_build)
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# Caracteristics
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tower_carac= scene.objects['Terrain']['tower_carac']
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tour['cat']=tower_carac[cat][0]
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tour['tower_name']=tower_name
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tour['xp']=0
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tour['lvl_current']=1
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tour['lvl']=1
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tour['damage']=tower_carac[cat][1]
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tour['speed']=tower_carac[cat][2]
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tour['range']=tower_carac[cat][3]
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tour['techno']=[]
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tour['cast']="slow"
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# tour['cast_duration']=2
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tour['cast_duration']=3
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tour['target']=[]
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tour['target_past']=[]
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# Capteur Near
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tour.sensors['Near'].distance=tour['range']*2.5 # Range : 1 point = 2,5
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# tour.sensors['Near'].skippedTicks =round(1/(tour['speed']*scene.objects['Terrain']['speed']))
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tour.sensors['Near'].skippedTicks =round(tour['speed']*50*scene.objects['Terrain']['speed']) # Speed : 1 point = 50 tics
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# Déblocage des autres threads après la construction
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scene.objects['Terrain']['thread_cmd_lock'] = False
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# print (scene.objects)
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return True
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##
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# Suppression d'une tour
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##
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def ct_remove(x,y):
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for obj_i in scene.objects:
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if "type_tower" in obj_i.getPropertyNames():
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if x == obj_i.worldPosition.x and y == obj_i.worldPosition.y:
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scene.objects["tm("+str(round(obj_i.worldPosition.x))+','+str(round(obj_i.worldPosition.y))+")"].endObject()
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obj_i.endObject()
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scene.objects['Points']['level']= scene.objects['Points']['level'] - 1
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##
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# Création d'un projectile
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##
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def ct_add_tower_bullet(x, y, num, cat="Ball"):
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if cat=="Ball":
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bullet= scene.addObject("Bullet", scene.objects['Terrain'])
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if cat=="Arrow":
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bullet= scene.addObject("Arrow", scene.objects['Terrain'])
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bullet.name="tower("+str(x)+','+str(y)+")-bullet"+str(num)
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bullet.worldPosition=[x,y,1.5]
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bullet.worldScale=[0.75,0.75,0.75]
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bullet.suspendPhysics (True)
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bullet.setVisible(False)
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bullet['activated']=False
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##
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# Création des sorts
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##
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def ct_add_tower_cast(x, y):
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cast= scene.addObject("Cast-slow", scene.objects['Terrain'])
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cast.name="tower("+str(x)+','+str(y)+")-cast"
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cast.worldPosition=[x,y,1.5]
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cast.worldScale=[0.75,0.75,0.75]
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cast.suspendPhysics (True)
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cast.setVisible(False)
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cast['activated']=False
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##
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# Réaction d'une tour
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##
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def scn_tower_near(cont):
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obj = cont.owner
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sensor = obj.sensors['Near']
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# Tir
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if sensor.positive and len(sensor.hitObjectList)>0 and scene.objects['Terrain']['run']==True :
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# Tir sur le plus avancé basé sur les distances parcourues
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target=sensor.hitObjectList[0]
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target_dist = target['dist']
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for obj_i in sensor.hitObjectList:
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if obj_i['dist']> target_dist:
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target=obj_i
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target_dist = target['dist']
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# Tir sur le plus avancé basé sur l'ordre de passage
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# target=sensor.hitObjectList[0]
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# target_id = target['navPosition']
|
||
# for obj_i in sensor.hitObjectList:
|
||
# if obj_i['navPosition']< target_id:
|
||
# target=obj_i
|
||
# target_id = target['navPosition']
|
||
|
||
# Tir sur le plus avancé basé sur les distances par rapport à la tour -> ne marche pas
|
||
# target=sensor.hitObjectList[0]
|
||
# if len(sensor.hitObjectList)>1:
|
||
# target_eloignement = False
|
||
# target_distance_eloignement = 0
|
||
# target_distance_approche = 100
|
||
# print ("detection:",sensor.hitObjectList)
|
||
# for obj_i in sensor.hitObjectList:
|
||
# for obj_j in obj['target_past']:
|
||
# if obj_j[0]==obj_i.name:
|
||
# print ("name :", obj_j[0], "distance :", obj.getDistanceTo(obj_i), "distance old :", obj_j[1], "ecart :", obj.getDistanceTo(obj_i) - obj_j[1])
|
||
# # Éloignement
|
||
# if obj.getDistanceTo(obj_i) - obj_j[1] > 0: # Ecart de distance
|
||
# target_eloignement = True
|
||
# if obj.getDistanceTo(obj_i) > target_distance_eloignement:
|
||
# target=obj_i
|
||
# target_distance_eloignement = obj.getDistanceTo(obj_i)
|
||
# # Approche
|
||
# else:
|
||
# if target_eloignement == False:
|
||
# if obj.getDistanceTo(obj_i) < target_distance_approche:
|
||
# target=obj_i
|
||
# target_distance_approche = obj.getDistanceTo(obj_i)
|
||
# if target_eloignement == True:
|
||
# print ("Eloignement : target:", target.name, "distance :", obj.getDistanceTo(target))
|
||
# print ("")
|
||
# else:
|
||
# print ("Approche : target:", target.name, "distance :", obj.getDistanceTo(target))
|
||
# print ("")
|
||
# obj['target_past']=[]
|
||
# for obj_i in sensor.hitObjectList:
|
||
# obj['target_past'].append([obj_i.name, obj.getDistanceTo(obj_i)])
|
||
|
||
# Orientation du tower minion
|
||
towerminion="tm("+str(round(obj.worldPosition.x))+','+str(round(obj.worldPosition.y))+")"
|
||
angle =math.atan((target.worldPosition.y-obj.worldPosition.y)/(target.worldPosition.x-obj.worldPosition.x))
|
||
if target.worldPosition.x>obj.worldPosition.x:
|
||
angle2=math.pi/2+angle-scene.objects[towerminion].worldOrientation.to_euler().z
|
||
angle3=angle
|
||
else:
|
||
angle2=math.pi+math.pi/2+angle-scene.objects[towerminion].worldOrientation.to_euler().z
|
||
angle3=math.pi+angle
|
||
scene.objects[towerminion].applyRotation((0, 0, angle2), False)
|
||
|
||
# Sounds
|
||
if obj['cat']=="Archer tower":
|
||
sound_play(sndbuff_archer)
|
||
if obj['cat']=="Mage tower":
|
||
sound_play(sndbuff_mage)
|
||
|
||
# Ligne (drawLine) (vitesse rapide)
|
||
if scene.objects['Terrain']['speed']<4: # Pas d'animation à 10 -> plantage
|
||
|
||
# Archer (tir de flêche)
|
||
if obj['cat']=="Archer tower":
|
||
if target.name in scene.objects:
|
||
for i in range (3):
|
||
bullet = scene.objects[obj.name+"-bullet"+str(i)]
|
||
if bullet['activated']==False:
|
||
bullet.worldPosition=[obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8]
|
||
bullet['activated']=True
|
||
bullet.setVisible(True)
|
||
scene.objects['Terrain']['draw3d_process']=True
|
||
scene.objects['Terrain']['draw3d_list'].append([20, "arrow", obj.name, bullet.name, target.name, "normal", 20])
|
||
break
|
||
if i ==3 :
|
||
print ("Plus de bullet de disponible pour la tour : "+obj.name)
|
||
|
||
# Cast zone
|
||
if obj['cat']=="Mage tower": # Mage (cast)
|
||
cast = scene.objects[obj.name+"-cast"]
|
||
cast.worldPosition=[obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8]
|
||
cast.worldScale=[0.01,0.01,0.01]
|
||
cast.setVisible(True)
|
||
scene.objects['Terrain']['draw3d_process']=True
|
||
scene.objects['Terrain']['draw3d_list'].append([60, "cast", obj.name, cast.name, "slow", 60])
|
||
|
||
# Rayon
|
||
# FIXME : ne marche plus (zoom et pan)
|
||
# if obj['cat']=="Test":
|
||
# if target.name in scene.objects:
|
||
# scene.objects['Terrain']['draw2d_process']=True
|
||
# scene.objects['Terrain']['draw2d_list'].append([5, "ray", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], target.name, angle3, ray_yellow,5]) # Suivi du minion
|
||
|
||
# Dégats : pas d'animation à 10
|
||
if scene.objects['Terrain']['speed'] >= 4:
|
||
target['hp'] = target['hp'] - obj['damage']
|
||
if target['hp']<=0:
|
||
target['dead']=True
|
||
|
||
# Cast (buff and debuff)
|
||
if obj['cat']=="Mage tower":
|
||
for target_i in sensor.hitObjectList:
|
||
target_i['buff'].append([obj['cast'], obj['cast_duration']])
|
||
|
||
###############################################################################
|
||
# Carte
|
||
###############################################################################
|
||
|
||
##
|
||
# Texte de carte
|
||
##
|
||
|
||
def ct_map_text_wave(wave):
|
||
scene.objects['Points-Map-text']['Text']=("Wave " + str(wave))
|
||
scene.objects['Points-Map-text'].setVisible(True,False)
|
||
scene.objects['Points-Map-text'].color = color_text_yellow
|
||
scene.objects['Points-Map-text']['timer']=0
|
||
scene.objects['Points-Map-text']['anim']=True
|
||
|
||
##
|
||
# Texte de carte
|
||
##
|
||
|
||
def ct_map_text(text):
|
||
scene.objects['Points-Map-text']['Text']=text
|
||
scene.objects['Points-Map-text'].setVisible(True,False)
|
||
|
||
##
|
||
# Fin
|
||
##
|
||
|
||
def ct_map_end(x,y):
|
||
scene.objects['Map_end'].worldPosition=[x,y,0.2]
|
||
scene.objects['Map_end'].worldScale=[0.25,0.25,0.25]
|
||
|
||
##
|
||
# Minion arrivé à la fin
|
||
##
|
||
|
||
def scn_map_end_near(cont):
|
||
obj = cont.owner
|
||
sensor = obj.sensors['Near']
|
||
if sensor.positive :
|
||
for obj_i in sensor.hitObjectList :
|
||
sound_play(sndbuff_life)
|
||
if scene.objects['Points']['lifes']>0:
|
||
scene.objects['Points']['lifes']= scene.objects['Points']['lifes']-obj_i['lifes_damage']
|
||
scene.objects['Points']['minions_run'] -=1
|
||
for obj_i in sensor.hitObjectList :
|
||
obj_i.setVisible(False)
|
||
obj_i.suspendPhysics (True)
|
||
# obj_i.endObject()
|
||
|
||
##
|
||
# Drapeau de fin
|
||
##
|
||
|
||
def ct_map_endflag(x,y):
|
||
endflag= scene.addObject("Map_endflag", scene.objects['Terrain'])
|
||
endflag.worldPosition=[x,y,0.3]
|
||
endflag.worldScale=[0.3,0.3,0.3]
|
||
if round(x) == x :
|
||
if round(y) == y :
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([x,y])
|
||
else:
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([x,math.floor(y)])
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([x,math.ceil(y)])
|
||
else:
|
||
if round(y) == y :
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),y])
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),y])
|
||
else:
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),math.floor(y)])
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),math.ceil(y)])
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),math.floor(y)])
|
||
scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),math.ceil(y)])
|
||
|
||
###############################################################################
|
||
# Temporisation
|
||
###############################################################################
|
||
|
||
def ct_sleep (duration):
|
||
time.sleep(duration*(1/scene.objects['Terrain']['speed']))
|
||
|
||
# def ct_tempo (duration):
|
||
# scene.objects['Terrain']['delay_cmd']=0
|
||
# while scene.objects['Terrain']['delay_cmd']<duration*(1/scene.objects['Terrain']['speed']):
|
||
# # print("Temporization commands :",scene.objects['Terrain']['delay_cmd'])
|
||
# time.sleep(0.001)
|
||
# # pass
|
||
|
||
# def ct_tempo_wave (duration):
|
||
# scene.objects['Terrain']['delay_wave']=0
|
||
# while scene.objects['Terrain']['delay_wave']<duration*(1/scene.objects['Terrain']['speed']):
|
||
# # print("Temporization waves :",scene.objects['Terrain']['delay_wave'])
|
||
# time.sleep(0.001)
|
||
# # pass
|
||
|
||
# def ct_tempo_wave_trigger (duree):
|
||
# print ("delay wave ", scene.objects['Terrain']['delay_wave'])
|
||
|
||
###############################################################################
|
||
# Affichage
|
||
###############################################################################
|
||
|
||
##
|
||
# Texte du panel d'information
|
||
##
|
||
|
||
def ct_print (text):
|
||
# text_info (texte)
|
||
if text=="":
|
||
scene.objects['Info-1-text'].setVisible(False,False)
|
||
scene.objects['Info-2-text'].setVisible(False,False)
|
||
else:
|
||
lines_txt=text.split("\n", 6)
|
||
for i in range (len(lines_txt),6):
|
||
lines_txt.append("")
|
||
scene.objects['Info-1-text'].setVisible(True,False)
|
||
scene.objects['Info-2-text'].setVisible(True,False)
|
||
scene.objects['Info-1-text']['Text']=lines_txt[0]+"\n"+lines_txt[1]+"\n"+lines_txt[2]
|
||
scene.objects['Info-2-text']['Text']=lines_txt[3]+"\n"+lines_txt[4]+"\n"+lines_txt[5]
|
||
|
||
###############################################################################
|
||
# Dessin 3d
|
||
###############################################################################
|
||
|
||
def scn_draw3d(cont):
|
||
obj = cont.owner
|
||
if obj.sensors['Draw3d'].positive==False:
|
||
return
|
||
if len(scene.objects['Terrain']['draw3d_list'])==0:
|
||
scene.objects['Terrain']['draw3d_process']=False
|
||
return
|
||
|
||
# Dépilage des draws à executer
|
||
for draw_cmd in scene.objects['Terrain']['draw3d_list']:
|
||
|
||
# Archer (tir de flêche)
|
||
# scene.objects['Terrain']['draw3d_list'].append([20, "arrow", obj.name, bullet.name, target.name, "normal", 20])
|
||
if draw_cmd[1]=="arrow":
|
||
if draw_cmd[4] in scene.objects:
|
||
tower= scene.objects[draw_cmd[2]]
|
||
bullet = scene.objects[draw_cmd[3]]
|
||
target = scene.objects[draw_cmd[4]]
|
||
x0 = tower.worldPosition.x
|
||
y0 = tower.worldPosition.y
|
||
# z0 = tower.worldPosition.z+0.8 # ajustement +0.8
|
||
z0 = tower.worldPosition.z+1 # ajustement +1
|
||
x1 = target.worldPosition.x
|
||
y1 = target.worldPosition.y
|
||
z1 = target.worldPosition.z+0.5 # ajustement +0.5
|
||
if x1>x0:
|
||
angle_z =math.atan((y1-y0)/(x1-x0))+math.pi/2
|
||
else:
|
||
angle_z =math.pi+math.atan((y1-y0)/(x1-x0))+math.pi/2
|
||
angle_y =math.atan((z1-z0)/(math.sqrt((x1-x0)**2+(y1-y0)**2)))
|
||
step_x=(x1-x0)/draw_cmd[6]
|
||
step_y=(y1-y0)/draw_cmd[6]
|
||
step_z=(z1-z0)/draw_cmd[6]
|
||
step = draw_cmd[6]-draw_cmd[0]
|
||
bullet.worldPosition=[x0+step_x*step, y0+step_y*step, z0+step_z*step]
|
||
bullet.worldOrientation=[0, angle_y, angle_z]
|
||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
|
||
# Dégats
|
||
if draw_cmd[0]<=0:
|
||
bullet['activated']=False
|
||
bullet.setVisible(False)
|
||
target['hp'] = target['hp'] - tower['damage']
|
||
if target['hp']<=0: # Mort
|
||
target['dead']=True
|
||
|
||
# Mage (cast)
|
||
# scene.objects['Terrain']['draw3d_list'].append([60, "cast", obj.name, cast.name, "slow", 60])
|
||
if draw_cmd[1]=="cast":
|
||
cast = scene.objects[draw_cmd[3]]
|
||
step = draw_cmd[5]-draw_cmd[0]
|
||
cast.worldScale=[0.05*step,0.05*step,0.05*step]
|
||
# cast.worldScale=[0.75*step,0.75*step,0.75*step]
|
||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
|
||
# Fin
|
||
if draw_cmd[0]<=0:
|
||
cast.setVisible(False)
|
||
|
||
# Suppression des draws finis
|
||
i=0
|
||
for draw_cmd in scene.objects['Terrain']['draw3d_list']:
|
||
if draw_cmd[0]<=0:
|
||
scene.objects['Terrain']['draw3d_list'].pop(i)
|
||
else:
|
||
i=i+1
|
||
if len(scene.objects['Terrain']['draw3d_list'])==0:
|
||
scene.objects['Terrain']['draw3d_process']=False
|
||
|
||
###############################################################################
|
||
# Dessin 2d (bge.render.drawLine)
|
||
###############################################################################
|
||
|
||
def circle (center, radius, color):
|
||
ang = 0.0
|
||
# ang_step = 0.1
|
||
ang_step = 0.2
|
||
while ang< 2 * math.pi:
|
||
x0 = center[0]+float(radius*math.cos(ang))
|
||
y0 = center[1]+float(radius*math.sin(ang))
|
||
x1 = center[0]+float(radius*math.cos(ang+ang_step))
|
||
y1 = center[1]+float(radius*math.sin(ang+ang_step))
|
||
bge.render.drawLine([x0,y0,center[2]],[x1,y1,center[2]],color)
|
||
ang += ang_step
|
||
|
||
##
|
||
# Affiche les draws 2d en cours
|
||
#
|
||
# Type de draw 2d:
|
||
# arrow : [5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],target.name, angle3, ray_yellow,5]
|
||
# cast : [30, "cast", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], ray_blue,30]
|
||
# ray : [5, "ray", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],[target.worldPosition.x, target.worldPosition.y, target.worldPosition.z], angle3, ray_yellow,5]
|
||
##
|
||
|
||
def scn_draw2d(cont):
|
||
obj = cont.owner
|
||
if obj.sensors['Draw2d'].positive==False:
|
||
return
|
||
if len(scene.objects['Terrain']['draw2d_list'])==0:
|
||
scene.objects['Terrain']['draw2d_process']=False
|
||
return
|
||
|
||
# Dépilage des draws à executer
|
||
for draw_cmd in scene.objects['Terrain']['draw2d_list']:
|
||
|
||
# Archer (tir de flêche)
|
||
if draw_cmd[1]=="arrow":
|
||
if draw_cmd[3] in scene.objects:
|
||
# x0 = draw_cmd[2][0]+0.25*(math.cos(draw_cmd[4]))
|
||
# y0 = draw_cmd[2][1]+0.25*(math.sin(draw_cmd[4]))
|
||
x0 = draw_cmd[2][0]
|
||
y0 = draw_cmd[2][1]
|
||
z0 = draw_cmd[2][2]
|
||
x1 = scene.objects[draw_cmd[3]].worldPosition.x
|
||
y1 = scene.objects[draw_cmd[3]].worldPosition.y
|
||
z1 = scene.objects[draw_cmd[3]].worldPosition.z-0.1 # ajustement -0.1
|
||
distance = math.sqrt((x1-x0)**2+(y1-y0)**2+(z1-z0)**2)
|
||
distance_xy = math.sqrt((x1-x0)**2+(y1-y0)**2)
|
||
distance_z = z1-z0
|
||
angle_z =math.atan((z1-z0)/(distance_xy))
|
||
angle_xy =math.atan((y1-y0)/(x1-x0))
|
||
step=distance_xy/(2+draw_cmd[6])
|
||
step_z=distance_z/(2+draw_cmd[6])
|
||
if x1>x0:
|
||
angle2=angle_xy
|
||
else:
|
||
angle2=math.pi+angle_xy
|
||
x2=x0+(((6-draw_cmd[0])*step)*(math.cos(angle2)))
|
||
y2=y0+(((6-draw_cmd[0])*step)*(math.sin(angle2)))
|
||
z2=z0-(((6-draw_cmd[0])*step_z)*(math.sin(angle_z)))
|
||
x3=x0+(((6-draw_cmd[0])*step+step)*(math.cos(angle2)))
|
||
y3=y0+(((6-draw_cmd[0])*step+step)*(math.sin(angle2)))
|
||
z3=z0-(((6-draw_cmd[0])*step_z+step_z)*(math.sin(angle_z)))
|
||
bge.render.drawLine([x2,y2, z2], [x3,y3,z3], draw_cmd[5])
|
||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
# if scene.objects['Terrain']['speed']<1:
|
||
# draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
# else:
|
||
# draw_cmd[0] = draw_cmd[0]-1
|
||
# bge.render.drawLine([draw_cmd[2][0]+((6-draw_cmd[0])*0.25)*(math.cos(draw_cmd[4])), draw_cmd[2][1]+((6-draw_cmd[0])*0.25)*(math.sin(draw_cmd[4])),draw_cmd[2][2]],
|
||
# [draw_cmd[2][0]+((6-draw_cmd[0])*0.25+0.25)*(math.cos(draw_cmd[4])), draw_cmd[2][1]+((6-draw_cmd[0])*0.25+0.25)*(math.sin(draw_cmd[4])),draw_cmd[2][2]],
|
||
# draw_cmd[5])
|
||
|
||
# Mage (cast)
|
||
# FIXME : Problème
|
||
if draw_cmd[1]=="cast": # Mage (cast)
|
||
circle(draw_cmd[2], 3.1-draw_cmd[0]*0.1, draw_cmd[3])
|
||
circle(draw_cmd[2], 3-draw_cmd[0]*0.1, draw_cmd[3])
|
||
circle(draw_cmd[2], 2.9-draw_cmd[0]*0.1, draw_cmd[3])
|
||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
# if scene.objects['Terrain']['speed']<=2:
|
||
# draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
# if scene.objects['Terrain']['speed']==4:
|
||
# draw_cmd[0] = draw_cmd[0]-draw_cmd[4]/2
|
||
# circle(draw_cmd[2], 3, draw_cmd[3]) # simple
|
||
# radius=[3,3,2.5,2.5,2,2,1.5,1.5,1,1,1] # basé sur un tableau
|
||
# circle(draw_cmd[2], radius[draw_cmd[0]], draw_cmd[3])
|
||
|
||
# Rayon
|
||
if draw_cmd[1]=="ray":
|
||
if draw_cmd[3] in scene.objects:
|
||
x0 = draw_cmd[2][0]+0.25*(math.cos(draw_cmd[4]))
|
||
y0 = draw_cmd[2][1]+0.25*(math.sin(draw_cmd[4]))
|
||
x1 = scene.objects[draw_cmd[3]].worldPosition.x
|
||
y1 = scene.objects[draw_cmd[3]].worldPosition.y
|
||
z1 = scene.objects[draw_cmd[3]].worldPosition.z
|
||
bge.render.drawLine([x0,y0, draw_cmd[2][2]], [x1,y1,z1], draw_cmd[5]) # suivi minion
|
||
# bge.render.drawLine([draw_cmd[2][0]+0.25*(math.cos(draw_cmd[4])), draw_cmd[2][1]+0.25*(math.sin(draw_cmd[4])), draw_cmd[2][2]], draw_cmd[3], draw_cmd[5]) # décalage minion
|
||
# bge.render.drawLine(draw_cmd[2], draw_cmd[3], draw_cmd[5]) # simple
|
||
draw_cmd[0] = draw_cmd[0]-scene.objects['Terrain']['speed']
|
||
|
||
# Suppression des draws finis
|
||
i=0
|
||
for draw_cmd in scene.objects['Terrain']['draw2d_list']:
|
||
if draw_cmd[0]<=0:
|
||
scene.objects['Terrain']['draw2d_list'].pop(i)
|
||
else:
|
||
i=i+1
|
||
if len(scene.objects['Terrain']['draw2d_list'])==0:
|
||
scene.objects['Terrain']['draw2d_process']=False
|