mirror of
https://forge.apps.education.fr/phroy/codetower.git
synced 2024-01-27 11:35:17 +01:00
568 lines
25 KiB
Python
568 lines
25 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 <philippe.roy@ac-grenoble.fr>
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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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# Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
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# This game is a tower defense coding game. The towers are driven with Python code.
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#
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# Commandes déclenchées par les joueurs : ct_*
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# Commandes déclenchées par la scene 3D : scn_*
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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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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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# 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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# handle_buffered = device.play(sound_buffered)
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# handle_buffered.stop()
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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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###############################################################################
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# Vagues (minions)
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###############################################################################
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# Minion caracteristics : category (class), level, hp, speed, armor, bounty, lifes_damage
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minion_carac={
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'Knight-lv1' : ["Knight", 1 , 2.0, 1.0, 0.0, 5,1],
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'Knight-lv2' : ["Knight", 2, 4.0, 1.0, 1.0, 20,1],
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'Knight-lv3' : ["Knight", 3, 8.0, 1.0, 2.0, 80,1],
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'Orc-lv1' : ["Orc", 1 , 2.0, 1.0, 0.0, 5,1],
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'Orc-lv2' : ["Orc", 2, 4.0, 1.0, 1.0, 20,1],
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'Orc-lv3' : ["Orc", 3, 8.0, 1.0, 2.0, 80,1]}
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# Minion 3d object : body (male,female,old, ...), variante (A,B,C,D, ...), level
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minion_3d={
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'Knight-lv1' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['common']],
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'Knight-lv2' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['uncommon']],
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'Knight-lv3' : [['Knight_m', 'Knight_f', 'OldKnight_m'],['A','B','C','D'],['rare']],
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'Orc-lv1' : [['Orc'],['A','B','C','D','E','F'],['common']],
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'Orc-lv2' : [['Orc'],['A','B','C','D','E','F'],['uncommon']],
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'Orc-lv3' : [['Orc'],['A','B','C','D','E','F'],['rare']]}
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# Création d'un minion
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def ct_minion(x,y,cat,level):
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category=cat+"-lv"+str(level)
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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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ct_minion_details(x,y,cat,level,body)
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# Création d'un minion détaillée
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def ct_minion_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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# 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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scene.objects['Terrain']['idm']=scene.objects['Terrain']['idm']+1
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minion.name="wm("+str(scene.objects['Terrain']['idm'])+")" # Wave minion (wm), identifier minion (idm)
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# minion.worldPosition=mathutils.Vector((x,y,0.3))
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# minion.worldPosition=mathutils.Vector((x,y,0.37)) # old 2
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scene.objects['Points']['minions'] +=1
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scene.objects['Points']['minions_run'] +=1
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# print(bge.render.getVsync)
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# Caracteristics
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minion.components['Minion'].args['cat']=minion_carac[category][0]
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minion.components['Minion'].args['level']=minion_carac[category][1]
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minion.components['Minion'].args['hp']=minion_carac[category][2]
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minion.components['Minion'].args['speed']=minion_carac[category][3]
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minion.components['Minion'].args['armor']=minion_carac[category][4]
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minion.components['Minion'].args['bounty']=minion_carac[category][5]
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minion.components['Minion'].args['lifes_damage']=minion_carac[category][6]
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minion['hp'] =minion.components['Minion'].args['hp']
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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=0.5
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minion.actuators['Steering'].velocity=minion.components['Minion'].args['speed']*scene.objects['Terrain']['speed']
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# print (minion.getPropertyNames())
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# Destruction d'un minion
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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.components['Minion'].args['bounty']
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obj.endObject()
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###############################################################################
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# Tours
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###############################################################################
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# Tower caracteristics : category (class), damage, speed, range
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tower_carac={
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'Archer tower' : ["Archer tower", 1.0 , 0.02, 2.5],
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'Mage tower' : ["Mage tower", 1.0 , 0.005, 2.5],
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'Barrack' : ["Barrack", 1.0 , 0.0001, 2.5]}
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tower_minion_3d={
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'Archer-lv1' : [['Archer_m', 'Archer_f', "OldArcher_m"],['A','B','C','D'],['common']],
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'Archer-lv2' : [['Archer_m', 'Archer_f', "OldArcher_m"],['A','B','C','D'],['uncommon']],
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'Archer-lv3' : [['Archer_m', 'Archer_f', "OldArcher_m"],['A','B','C','D'],['rare']],
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'Mage-lv1' : [['Mage'],['A','B','C','D'],['common']],
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'Mage-lv2' : [['Mage'],['A','B','C','D'],['uncommon']],
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'Mage-lv3' : [['Mage'],['A','B','C','D'],['rare']]}
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# Création d'une tour
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def ct_build(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, tower_3d="square-A"):
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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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ct_build_details(x,y, cat, tower_name, color, tower_3d, body)
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# Création d'une tour détaillée
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def ct_build_details(x,y, cat='Archer tower', tower_name="Tower", color=tower_purple, tower_3d="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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# Objets 3D
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tour= scene.addObject('Tower-'+tower_3d, scene.objects['Terrain'])
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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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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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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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# Sounds
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audiodev.play(sndbuff_build)
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# sndhdl_build.stop()
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# Caractéristiques (composant python et propriétés de l'objet 3D)
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tour.components['Tower'].args['cat']=tower_carac[cat][0]
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tour.components['Tower'].args['lvl']=1
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tour.components['Tower'].args['tower_name']=tower_name
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tour.components['Tower'].args['damage']=tower_carac[cat][1]
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tour.components['Tower'].args['speed']=tower_carac[cat][2]
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tour.components['Tower'].args['range']=tower_carac[cat][3]
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tour['cat']=tower_carac[cat][0]
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tour['lvl']=1
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tour['tower_name']=tower_name
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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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# Gestion du draw
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tour['fire_frame']=0
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tour['fire_target']=[]
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# Capteur Near
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tour.sensors['Near'].distance=tour.components['Tower'].args['range']
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tour.sensors['Near'].skippedTicks =round(1/(tour.components['Tower'].args['speed']*scene.objects['Terrain']['speed']))
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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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# print (obj_i['tower_name'])
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# print (tour.getPropertyNames())
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return True
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# Suppression d'une tour
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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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# Réaction d'une tour
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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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# FIXME: tir sur le plus avancé
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if sensor.positive and len(sensor.hitObjectList)>0 and scene.objects['Terrain']['run']==True :
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target=sensor.hitObjectList[0]
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# target.actuators['Steering'].velocity=(target.components['Minion'].args['speed']*scene.objects['Terrain']['speed'])/2 # Reduction de la vitesse du minion
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# Orientation du tower minion
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towerminion="tm("+str(round(obj.worldPosition.x))+','+str(round(obj.worldPosition.y))+")"
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angle =math.atan((target.worldPosition.y-obj.worldPosition.y)/(target.worldPosition.x-obj.worldPosition.x))
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if target.worldPosition.x>obj.worldPosition.x:
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angle2=math.pi/2+angle-scene.objects[towerminion].worldOrientation.to_euler().z
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angle3=angle
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else:
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angle2=math.pi+math.pi/2+angle-scene.objects[towerminion].worldOrientation.to_euler().z
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angle3=math.pi+angle
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scene.objects[towerminion].applyRotation((0, 0, angle2), False)
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# Bullet (3d object) (vitesse lente) # -> tendance au plantage
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# if scene.objects['Terrain']['speed']<1:
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# bullet= scene.addObject("Bullet", scene.objects['Terrain'])
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# bullet.mass=0.001 # bullet.applyForce=((0,0,9.81),True)
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# bullet.worldPosition=[obj.worldPosition.x,obj.worldPosition.y,1.5]
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# bullet.worldScale=[0.75,0.75,0.75]
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# # bullet.worldScale=[0.5,0.5,0.5]
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# bullet.worldLinearVelocity.x = (target.worldPosition.x-bullet.worldPosition.x)*bullet['velocity']
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# bullet.worldLinearVelocity.y= (target.worldPosition.y-bullet.worldPosition.y)*bullet['velocity']
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# bullet.worldLinearVelocity.z = (target.worldPosition.z+0.1-bullet.worldPosition.z)*bullet['velocity']
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# Ligne (drawLine) (vitesse rapide)
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# if scene.objects['Terrain']['speed']>=1:
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if scene.objects['Terrain']['speed']<10: # Pas d'animation à 10 -> plantage
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# Archer (tir de flêche)
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if obj['cat']=="Archer tower":
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if target.name in scene.objects:
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scene.objects['Terrain']['draw_process']=True
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scene.objects['Terrain']['draw_list'].append([5, "arrow", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],target.name, angle3, ray_yellow, 5])
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audiodev.play(sndbuff_archer)
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# Cast zone
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if obj['cat']=="Mage tower": # Mage (cast)
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scene.objects['Terrain']['draw_process']=True
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scene.objects['Terrain']['draw_list'].append([30, "cast", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],ray_blue,30])
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audiodev.play(sndbuff_mage)
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# Rayon
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if obj['cat']=="Test":
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if target.name in scene.objects:
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scene.objects['Terrain']['draw_process']=True
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scene.objects['Terrain']['draw_list'].append([5, "ray", [obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], target.name, angle3, ray_yellow,5]) # Suivi du minion
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# Dégats
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# FIXME : cast -> buff
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target['hp'] = target['hp'] - obj.components['Tower'].args['damage']
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if target['hp']<=0:
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target['dead']=True
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###############################################################################
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# Carte
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###############################################################################
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# Fin
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def ct_map_end(x,y):
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mapend= scene.addObject("Map_end", scene.objects['Terrain'])
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mapend.worldPosition=[x,y,0.2]
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mapend.worldScale=[0.25,0.25,0.25]
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# Minion arrivé à la fin
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def scn_map_end_near(cont):
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obj = cont.owner
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sensor = obj.sensors['Near']
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for i in range (len(sensor.hitObjectList)) :
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sensor.hitObjectList[i].endObject()
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audiodev.play(sndbuff_life)
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if scene.objects['Points']['lifes']>0:
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scene.objects['Points']['lifes']= scene.objects['Points']['lifes']-sensor.hitObjectList[0].components['Minion'].args['lifes_damage']
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scene.objects['Points']['minions_run'] -=1
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# Drapeau de fin
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def ct_map_endflag(x,y):
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endflag= scene.addObject("Map_endflag", scene.objects['Terrain'])
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endflag.worldPosition=[x,y,0.3]
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endflag.worldScale=[0.3,0.3,0.3]
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if round(x) == x :
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if round(y) == y :
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scene.objects['Terrain']['scene_tile_noncontruct'].append([x,y])
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else:
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scene.objects['Terrain']['scene_tile_noncontruct'].append([x,math.floor(y)])
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scene.objects['Terrain']['scene_tile_noncontruct'].append([x,math.ceil(y)])
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else:
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if round(y) == y :
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scene.objects['Terrain']['scene_tile_noncontruct'].append([math.floor(x),y])
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scene.objects['Terrain']['scene_tile_noncontruct'].append([math.ceil(x),y])
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else:
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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['Text_info-1'].setVisible(False,False)
|
||
scene.objects['Text_info-2'].setVisible(False,False)
|
||
else:
|
||
lines_txt=texte.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]
|
||
|
||
# Texte de carte
|
||
def ct_map_text(text):
|
||
scene.objects['Map_text']['Text']=text
|
||
scene.objects['Map_text'].setVisible(True,False)
|
||
|
||
###############################################################################
|
||
# Dessin bas niveau (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
|
||
|
||
# Fire : projectile ou cast
|
||
# def scn_tower_fire(cont):
|
||
# obj = cont.owner
|
||
# if obj["fire_frame"]!=0:
|
||
# if obj['cat']=="Archer tower": # Archer (tir de flêche)
|
||
# bge.render.drawLine([obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8],obj['fire_target'][0], ray_yellow)
|
||
# if obj['cat']=="Mage tower": # Mage (cast)
|
||
# circle([obj.worldPosition.x, obj.worldPosition.y, obj.worldPosition.z+0.8], 3, ray_blue)
|
||
# obj["fire_frame"] -=1
|
||
|
||
# Affiche les draws en cours
|
||
# FIXME: tir sur le plus avancé
|
||
#
|
||
# Type de draw :
|
||
# 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_draw(cont):
|
||
obj = cont.owner
|
||
if obj.sensors['Property'].positive==False:
|
||
return
|
||
if len(scene.objects['Terrain']['draw_list'])==0:
|
||
scene.objects['Terrain']['draw_process']=False
|
||
return
|
||
|
||
# Dépilage des draws à executer
|
||
for draw_cmd in scene.objects['Terrain']['draw_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)
|
||
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']['draw_list']:
|
||
if draw_cmd[0]<=0:
|
||
scene.objects['Terrain']['draw_list'].pop(i)
|
||
else:
|
||
i=i+1
|
||
if len(scene.objects['Terrain']['draw_list'])==0:
|
||
scene.objects['Terrain']['draw_process']=False
|