mirror of
https://forge.apps.education.fr/phroy/codetower.git
synced 2024-01-27 11:35:17 +01:00
767 lines
35 KiB
Python
767 lines
35 KiB
Python
import importlib
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# import imp
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import bge # Blender Game Engine (UPBGE)
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import bpy # Blender
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import aud # Sounds
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import math
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import time
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import sys
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import os
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import webbrowser
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import threading # Multithreading
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import xml.etree.ElementTree as ET # Creating/parsing XML file
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import ct_map1 as ct_map # waves script
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# import ct_cmd # user script (commands)
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###############################################################################
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# ct.py
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# @title: the CodeTower game
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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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# 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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# Dynamic import user file
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sys.setrecursionlimit(10**6) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
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importlib.invalidate_caches()
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# ct_map = importlib.import_module('ct_map1') # Waves script
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ct_cmd = importlib.import_module('ct_cmd') # User script (commands)
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# UPBGE scene
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scene = bge.logic.getCurrentScene()
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eevee = bpy.context.scene.eevee
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fps_time=0.0
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# Config file
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# print (os.getcwd())
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ct_config = ET.parse('ct_config.xml')
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ct_config_tree = ct_config.getroot()
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# Colors
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color_magenta = (0.800, 0.005, 0.315,1)
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color_orange = (0.799, 0.130, 0.063,1)
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color_white = (0.8, 0.8, 0.8, 1)
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color_yellow = (0.8, 0.619, 0.021, 1)
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color_black = (0, 0, 0, 1)
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color_kaykit_black = (0.019, 0.032, 0.037, 1)
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color_endbanner_bluelight = (0.361, 0.527, 0.716, 1)
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color_endbanner_bluedark = (0.130, 0.254, 0.407, 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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color_cmd = (0.8, 0.8, 0.8, 1) # blanc
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color_cmd_hl = (0.8, 0.619, 0.021, 1) # jaune
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color_link = (0.024, 0.006, 0.8, 1) # bleu
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color_link_hl = (0.8, 0.005, 0.315, 1) # majenta
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# Sounds
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audiodev = aud.Device()
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snd_click = aud.Sound('asset/sounds/click.ogg')
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sndbuff_click = aud.Sound.cache(snd_click)
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snd_construct = aud.Sound('asset/sounds/click_construct.ogg')
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sndbuff_construct = aud.Sound.cache(snd_construct)
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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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# Tour
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###############################################################################
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# Commande pour afficher la position de la tour de construction
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def cmd_tower_construct(cont):
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obj = cont.owner
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obj_Hl= scene.objects[obj.name+"-Hl"]
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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audiodev.play(sndbuff_construct)
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if scene.objects['Terrain']['construct_mode']==True:
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scene.objects['Terrain']['construct_mode']=False
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obj.worldScale=[1, 1, 1]
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obj.color = color_cmd
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obj_Hl.worldScale=[1, 1, 1]
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obj_Hl.color = color_cmd
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scene.objects['Tower_construc_mode'].setVisible(False,False)
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scene.objects['Tower_construc_mode'].color = color_cmd
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text_info ("")
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else:
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scene.objects['Terrain']['construct_mode']=True
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obj.worldScale=[1.25, 1.25, 1.25]
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obj.color = color_cmd_hl
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obj_Hl.worldScale=[1.25, 1.25, 1.25]
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obj_Hl.color = color_cmd_hl
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scene.objects['Tower_construc_mode'].setVisible(True,False)
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scene.objects['Tower_construc_mode'].color = color_cmd
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text_info ("Tower position : ")
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###############################################################################
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# User interface : texte info et compteurs
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###############################################################################
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# Affichage sur la boite de texte sur 6 lignes
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def text_info (text):
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if text=="":
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scene.objects['Text_info-1'].setVisible(False,False)
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scene.objects['Text_info-2'].setVisible(False,False)
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else:
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lines_txt=text.split("\n", 6)
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for i in range (len(lines_txt),6):
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lines_txt.append("")
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scene.objects['Text_info-1'].setVisible(True,False)
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scene.objects['Text_info-2'].setVisible(True,False)
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scene.objects['Text_info-1']['Text']=lines_txt[0]+"\n"+lines_txt[1]+"\n"+lines_txt[2]
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scene.objects['Text_info-2']['Text']=lines_txt[3]+"\n"+lines_txt[4]+"\n"+lines_txt[5]
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# Mise à jour de l'affichage des compteurs
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def points_maj (cont):
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# Texte
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scene.objects['Lifes_text']['Text']=str(scene.objects['Points']['lifes'])+"/"+str(scene.objects['Points']['lifes_max'])
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scene.objects['Coins_text']['Text']=str(scene.objects['Points']['coins'])
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scene.objects['Level_text']['Text']=str(scene.objects['Points']['level'])+"/"+str(scene.objects['Points']['level_max'])
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scene.objects['Minions_text']['Text']=str(scene.objects['Points']['minions'])
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scene.objects['Points']['tics'] +=1
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# Texte de la vague
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if scene.objects['Map_text']['anim']:
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if scene.objects['Map_text']['timer']>0:
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scene.objects['Map_text'].worldPosition.x = scene.objects['Map_text']['position_init'][0]+(scene.objects['Map_text']['position_end'][0]-scene.objects['Map_text']['position_init'][0])*(scene.objects['Map_text']['timer']/120)
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scene.objects['Map_text'].worldPosition.y = scene.objects['Map_text']['position_init'][1]+(scene.objects['Map_text']['position_end'][1]-scene.objects['Map_text']['position_init'][1])*(scene.objects['Map_text']['timer']/120)
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scene.objects['Map_text'].worldPosition.z = scene.objects['Map_text']['position_init'][2]+(scene.objects['Map_text']['position_end'][2]-scene.objects['Map_text']['position_init'][2])*(scene.objects['Map_text']['timer']/120)
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scene.objects['Map_text']['timer']-=1
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if scene.objects['Map_text']['timer']==0:
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scene.objects['Map_text'].color = color_text
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scene.objects['Map_text'].worldPosition= scene.objects['Map_text']['position_end']
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scene.objects['Map_text']['anim']=False
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# Gestion du FPS
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# if scene.objects['Points']['tics']%60 ==0: # Toutes les 60 tics
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# print (time.localtime().tm_sec-fps_time)
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# fps_time = time.localtime().tm_sec
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# Augmentation d'un niveau
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if scene.objects['Points']['coins']>=100:
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scene.objects['Points']['level_max'] +=1
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scene.objects['Points']['coins'] -=100
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# Level trop élevé
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if scene.objects['Points']['level'] > scene.objects['Points']['level_max'] :
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scene.objects['Level_text'].color = color_text_red
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if scene.objects['Points']['level'] < scene.objects['Points']['level_max'] :
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scene.objects['Level_text'].color = color_text_yellow
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if scene.objects['Points']['level'] == scene.objects['Points']['level_max']:
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scene.objects['Level_text'].color = color_text
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# Ramasse minions perdues
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if scene.objects['Points']['tics']%120 ==0: # Toutes les 2 secondes
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scene.objects['Points']['minions_lost']=[]
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for obj_i in scene.objects:
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if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
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if obj_i.worldLinearVelocity.x >0 and abs(obj_i.worldLinearVelocity.x) < 0.001 and obj_i.worldLinearVelocity.y >0 and abs(obj_i.worldLinearVelocity.y) < 0.001:
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print ("Minion lost : x' or y' very slow (x, y, z, x', y') : ", obj_i.name, obj_i.worldPosition.x, obj_i.worldPosition.y, obj_i.worldPosition.z, abs(obj_i.worldLinearVelocity.x), abs(obj_i.worldLinearVelocity.y))
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obj_i['dead']=True
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elif obj_i.worldPosition.x<scene.objects['Terrain']['size'][0] or obj_i.worldPosition.x>scene.objects['Terrain']['size'][1] or obj_i.worldPosition.y<scene.objects['Terrain']['size'][2] or obj_i.worldPosition.y>scene.objects['Terrain']['size'][3]:
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print ("Minion lost : x or y outside the map (x, y, z, x', y') : ", obj_i.name, obj_i.worldPosition.x, obj_i.worldPosition.y, obj_i.worldPosition.z, abs(obj_i.worldLinearVelocity.x), abs(obj_i.worldLinearVelocity.y))
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obj_i['dead']=True
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# Fin de la vague
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if scene.objects['Terrain']['thread_wave']==False and scene.objects['Terrain']['map_run'] == True :
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if scene.objects['Points']['minions_run']==0 :
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# Fin ou vague suivante
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if scene.objects['Points']['lifes'] == 0 or scene.objects['Points']['wave'] == scene.objects['Terrain']['nb_waves'] :
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terrain_end ()
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else:
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scene.objects['Points']['minions']=0
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scene.objects['Points']['wave'] +=1
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ct_map.start(scene.objects['Points']['wave']) # Lancement du script de la vague
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###############################################################################
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# Terrain
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###############################################################################
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# Mouse over du terrain
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def scn_terrain_mo (cont):
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# Affiche la position de la tour de construction
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if scene.objects['Terrain']['construct_mode']==True:
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hitObject = cont.sensors['MO'].hitObject
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hitPosition = cont.sensors['MO'].hitPosition
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if hitObject is not None :
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if round(hitPosition.x) >= scene.objects['Terrain']['size'][0] and round(hitPosition.x) <= scene.objects['Terrain']['size'][1] and round(hitPosition.y) >= scene.objects['Terrain']['size'][2] and round(hitPosition.y) <= scene.objects['Terrain']['size'][3] :
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if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_noncontruct'] or [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_tower']:
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pass
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else:
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scene.objects['Tower_construc_mode'].worldPosition.x=round(hitPosition.x)
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scene.objects['Tower_construc_mode'].worldPosition.y=round(hitPosition.y)
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scene.objects['Tower_construc_mode'].worldPosition.z=0.2
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text_info ("Tower position : "+str(round(hitPosition.x))+","+str(round(hitPosition.y)))
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# Affiche les informations sur la tour
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# FIXME : High-light sur la tower sélectionnée
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else:
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hitPosition = cont.sensors['MO'].hitPosition
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_tile_tower']:
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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 round(hitPosition.x) == obj_i.worldPosition.x and round(hitPosition.y) == obj_i.worldPosition.y:
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text =obj_i['tower_name'] + "\n" + "- level : "+ str(obj_i['lvl']) + "\n" + "- damage : "+ str(obj_i['damage']) + "\n" + "- speed : "+ str(round(obj_i['speed'],2)) + "\n" + "- range : "+ str(obj_i['range'])
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text_info (text)
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break
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else:
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text_info ("")
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# Initialisation lors du chargement du terrain
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def terrain_init (cont):
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# Cacher la bannière de fin
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scene.objects['End'].setVisible(False,True)
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scene.objects['End']['timer']=0
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# Pile des draws
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scene.objects['Terrain']['draw_process']=False
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scene.objects['Terrain']['draw_list']=[]
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# Ramasse-miettes
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scene.objects['Points']['minions_lost']=[]
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# Configuration du moteur de rendu
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if scene.objects['Terrain']['speed']<4: # smaa avec en vitesse 4 et 10 -> tendance au plantage
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eevee.use_eevee_smaa = True
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else:
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eevee.use_eevee_smaa = False
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# Recherche les tuiles non constructibles (chemin)
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scene.objects['Terrain']['scene_tile_noncontruct'] = []
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for obj_i in scene.objects:
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if "tile_straight" in obj_i.name:
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scene.objects['Terrain']['scene_tile_noncontruct'].append([obj_i.worldPosition.x, obj_i.worldPosition.y])
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obj_i.collisionGroup=2
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if "tile_cornerRound" in obj_i.name:
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scene.objects['Terrain']['scene_tile_noncontruct'].append([obj_i.worldPosition.x, obj_i.worldPosition.y])
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obj_i.collisionGroup=2
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if "tile_hill" in obj_i.name:
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obj_i.collisionGroup=2
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scene.objects['Terrain']['scene_tile_tower']= []
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# Init de la carte
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ct_map.map_init()
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ct_map.map_reset()
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scene.objects['Level_text'].color = color_text
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# Mise en route et pause du cycle
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def terrain_run ():
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audiodev.play(sndbuff_click)
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# Pause
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Terrain']['run']=False
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(True,False)
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for obj_i in scene.objects: # Pause des Steerings
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if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
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obj_i.actuators['Steering'].velocity=0
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# Run
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else :
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scene.objects['Terrain']['run']=True
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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# Démarrage de la map
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if scene.objects['Terrain']['thread_run']==False:
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scene.objects['Stop'].setVisible(True,False)
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# Mise à zéro des compteurs
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ct_map.map_reset()
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# Supprimer les tours
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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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obj_i.endObject()
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if "type_towerminion" in obj_i.getPropertyNames() :
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obj_i.endObject()
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scene.objects['Terrain']['scene_tile_tower']= []
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# Scripts utilisateur et vagues
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scene.objects['Terrain']['map_run'] = True
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scene.objects['Terrain']['thread_run']=True
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scene.objects['Points']['time_begin']=time.localtime()
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if scene.objects['Terrain']['debug_flag']==False: # Lecture dynamique du script python (risque de Segfault de Blender)
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importlib.reload(ct_cmd)
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# imp.reload(ct_cmd) # Avec la bibliotèque imp
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# importlib.reload(ct_map) # Waves script
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ct_cmd.start() # Execution du script utilisateur
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ct_map.start(1) # Lancement du script de la permière vague
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# Arrêt de la pause
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else:
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for obj_i in scene.objects: # Relance des Steerings
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if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
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obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed']
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# Arrêt et réinitialisation du cycle
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def terrain_stop ():
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audiodev.play(sndbuff_click)
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# Arrêt des threads utilisateurs
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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scene.objects['Terrain']['map_run'] = False # Ne pas afficher la bannière de fin
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ct_cmd.stop() # Stop du script utilisateur
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ct_map.stop() # Stop du script des vagues
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# Supprimer les enemis
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for obj_i in scene.objects:
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if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
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obj_i.endObject()
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scene.objects['Points']['minions']=0
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scene.objects['Points']['minions_run']=0
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# Fin de la map
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def terrain_end ():
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# Affichage des résultats
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if scene.objects['End']['timer']== 0:
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scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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maptime_mn=time.localtime().tm_min-scene.objects['Points']['time_begin'].tm_min
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maptime_sec=time.localtime().tm_sec-scene.objects['Points']['time_begin'].tm_sec
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if maptime_sec<0:
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maptime_mn-=1
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maptime_sec+=60
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scene.objects['Endbanner_wave']['Text']="Wave \n"+str(scene.objects['Points']['wave'])
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if maptime_mn<=99:
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scene.objects['Endbanner_points']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"+ str(maptime_sec)+"\""
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else:
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scene.objects['Endbanner_points']['Text']="Level "+str(scene.objects['Points']['level_max'])+"\n Time "+ str(maptime_mn)+"'"
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scene.objects['Endbanner'].color = color_endbanner_bluelight
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scene.objects['Endbanner_wave'].color = color_black
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scene.objects['Endbanner_points'].color = color_black
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scene.objects['Endbanner_ok'].color = color_black
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scene.objects['End'].setVisible(True,True)
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scene.objects['End'].worldPosition = [0, 1.53623, -0.892838]
|
||
# scene.objects['End']['position_init']= scene.objects['End'].localPosition
|
||
# scene.objects['End']['position_init']= [scene.objects['End'].localPosition.x, scene.objects['End'].localPosition.y, scene.objects['End'].localPosition.z]
|
||
pas=0.5
|
||
scene.objects['End'].localPosition.y=scene.objects['End'].localPosition.y-1*pas
|
||
scene.objects['End'].localPosition.z=scene.objects['End'].localPosition.z+0.85*pas
|
||
scene.objects['End']['timer']+=1
|
||
if scene.objects['End']['timer']== 40:
|
||
scene.objects['Terrain']['map_run'] = False
|
||
|
||
# Vitesse du jeu
|
||
def terrain_speed (obj):
|
||
audiodev.play(sndbuff_click)
|
||
speed_mode=[0.25, 0.5, 1,2,4,10]
|
||
speed_mode_txt=["1/4", "1/2", "1", "2","4","10"]
|
||
i=speed_mode.index(scene.objects['Terrain']['speed'])
|
||
|
||
# Affichage
|
||
if obj.name=="Speed_up" and i<5:
|
||
scene.objects['Terrain']['speed']=speed_mode[i+1]
|
||
scene.objects['Text_speed']['Text']=speed_mode_txt[i+1]
|
||
if obj.name=="Speed_down" and i>0:
|
||
scene.objects['Terrain']['speed']=speed_mode[i-1]
|
||
scene.objects['Text_speed']['Text']=speed_mode_txt[i-1]
|
||
|
||
# Maj des Nears (Towers) et des Steerings (Minions)
|
||
for obj_i in scene.objects:
|
||
if "type_tower" in obj_i.getPropertyNames() and "Near" in obj_i.sensors :
|
||
obj_i.sensors['Near'].skippedTicks =round(1/(obj_i['speed']*scene.objects['Terrain']['speed']))
|
||
if "type_minion" in obj_i.getPropertyNames() and "type_towerminion" not in obj_i.getPropertyNames():
|
||
obj_i.actuators['Steering'].velocity=obj_i['speed_base']*scene.objects['Terrain']['speed']
|
||
|
||
# Configuration du moteur de rendu
|
||
if scene.objects['Terrain']['speed']<4: # smaa avec en vitesse 4 et 10 -> tendance au plantage
|
||
eevee.use_eevee_smaa = True
|
||
else:
|
||
eevee.use_eevee_smaa = False
|
||
|
||
# Maj du fichier de config (vitesse du jeu : data/config/speed)
|
||
ct_config_tree[0][0].text=str(scene.objects['Terrain']['speed'])
|
||
buffer_xml = ET.tostring(ct_config_tree)
|
||
with open("ct_config.xml", "wb") as f:
|
||
f.write(buffer_xml)
|
||
|
||
# Page de fin
|
||
def endbanner_hl(cont):
|
||
if cont.sensors['MO'].status == JUST_ACTIVATED:
|
||
scene.objects['Endbanner'].color = color_white
|
||
scene.objects['Endbanner_wave'].color = color_white
|
||
scene.objects['Endbanner_points'].color = color_white
|
||
scene.objects['Endbanner_ok'].color = color_white
|
||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||
scene.objects['Endbanner'].color = color_endbanner_bluelight
|
||
scene.objects['Endbanner_wave'].color = color_black
|
||
scene.objects['Endbanner_points'].color = color_black
|
||
scene.objects['Endbanner_ok'].color = color_black
|
||
|
||
def endbanner_close(cont):
|
||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||
audiodev.play(sndbuff_click)
|
||
scene.objects['Terrain']['manip_mode']=0
|
||
scene.objects['End'].setVisible(False,True)
|
||
scene.objects['End'].worldPosition = [20, 1.53623, -0.892838]
|
||
scene.objects['Endbanner'].color = [0.592, 0.68, 0.407, 1]
|
||
scene.objects['Endbanner_wave'].color = color_black
|
||
scene.objects['Endbanner_points'].color = color_black
|
||
scene.objects['End']['timer']= 0
|
||
|
||
###############################################################################
|
||
# Commandes
|
||
###############################################################################
|
||
|
||
# Init
|
||
def cmd_init():
|
||
# scene.objects['Terrain']['run']=False
|
||
scene.objects['Run-Hl'].setVisible(False,False)
|
||
scene.objects['Pause'].setVisible(False,False)
|
||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||
scene.objects['Stop'].setVisible(False,False)
|
||
scene.objects['Stop-Hl'].setVisible(False,False)
|
||
scene.objects['Construc-Hl'].setVisible(False,False)
|
||
|
||
scene.objects['Map_text'].setVisible(False,False)
|
||
scene.objects['Text_info-1'].setVisible(False,False)
|
||
scene.objects['Text_info-2'].setVisible(False,False)
|
||
scene.objects['Tower_construc_mode'].setVisible(False,False)
|
||
scene.objects['Terrain']['map_run'] = False
|
||
|
||
# scene.objects['Raz-vue-Hl'].setVisible(False,False)
|
||
# scene.objects['Aide-cmd-Hl'].setVisible(False,False)
|
||
|
||
# Récupérer la config (vitesse du jeu : data/config/speed)
|
||
speed_mode=[0.25, 0.5, 1,2,4,10]
|
||
speed_mode_txt=["1/4", "1/2", "1", "2","4","10"]
|
||
scene.objects['Terrain']['speed']=float(ct_config_tree[0][0].text)
|
||
i=speed_mode.index(scene.objects['Terrain']['speed'])
|
||
scene.objects['Text_speed']['Text']=speed_mode_txt[i]
|
||
|
||
# Le highlight des commandes
|
||
def cmd_hl(cont):
|
||
obj = cont.owner
|
||
|
||
# Activation
|
||
if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Terrain']['manip_mode']==0:
|
||
if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl" and obj.name!="About-cmd":
|
||
obj.setVisible(False,True)
|
||
scene.objects[obj.name+'-Hl'].setVisible(True,True)
|
||
|
||
# Run et pause
|
||
if obj.name=="Pause" or obj.name=="Run":
|
||
if scene.objects['Terrain']['run'] == True:
|
||
scene.objects['Pause'].setVisible(False,False)
|
||
scene.objects['Pause-Hl'].setVisible(True,False)
|
||
else:
|
||
scene.objects['Run'].setVisible(False,False)
|
||
scene.objects['Run-Hl'].setVisible(True,False)
|
||
|
||
# Stop
|
||
if obj.name=="Stop":
|
||
if scene.objects['Terrain']['thread_run']==True:
|
||
scene.objects['Stop'].setVisible(False,False)
|
||
scene.objects['Stop-Hl'].setVisible(True,False)
|
||
|
||
# Désactivation
|
||
if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Terrain']['manip_mode']==0:
|
||
if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl" and obj.name!="About-cmd":
|
||
scene.objects[obj.name+'-Hl'].setVisible(False,True)
|
||
obj.setVisible(True,True)
|
||
|
||
# Run et pause
|
||
if obj.name=="Pause" or obj.name=="Run":
|
||
if scene.objects['Terrain']['run'] == True:
|
||
scene.objects['Pause-Hl'].setVisible(False,False)
|
||
scene.objects['Pause'].setVisible(True,False)
|
||
else:
|
||
scene.objects['Run-Hl'].setVisible(False,False)
|
||
scene.objects['Run'].setVisible(True,False)
|
||
|
||
# Stop
|
||
if obj.name=="Stop":
|
||
if scene.objects['Terrain']['thread_run']==True:
|
||
scene.objects['Stop-Hl'].setVisible(False,False)
|
||
scene.objects['Stop'].setVisible(True,False)
|
||
|
||
# Click sur les commandes
|
||
def cmd_click (cont):
|
||
obj = cont.owner
|
||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
|
||
if obj.name=="Pause" or obj.name=="Run": # FIXME problème sur l'icone pause
|
||
terrain_run ()
|
||
if obj.name=="Stop":
|
||
terrain_stop ()
|
||
if obj.name=="Speed_up" or obj.name=="Speed_down":
|
||
terrain_speed (obj)
|
||
if obj.name=="About-cmd":
|
||
about_open ()
|
||
|
||
###############################################################################
|
||
# Gestion du clavier
|
||
###############################################################################
|
||
|
||
# Mode :
|
||
# 0 : rien (par défaut)
|
||
# 1 : Pan avec Shift
|
||
# 2 : Zoom avec Ctrl
|
||
# 9 : Fenêtre modale
|
||
|
||
def mode(cont):
|
||
if scene.objects['Terrain']['manip_mode']==9: # Fenêtre modale
|
||
return
|
||
obj = cont.owner
|
||
keyboard = bge.logic.keyboard
|
||
|
||
# Shift -> mode 1 : Pan (clic milieu)
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||
obj['manip_mode']=1
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||
obj['manip_mode']=1
|
||
|
||
# Ctrl -> mode 2 : Zoom (clic milieu)
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||
obj['manip_mode']=2
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||
obj['manip_mode']=2
|
||
|
||
# Pas de modificateur -> mode 0 : Pas de Orbit (mode 0) ici
|
||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
|
||
obj['manip_mode']=0
|
||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
|
||
obj['manip_mode']=0
|
||
if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
|
||
obj['manip_mode']=0
|
||
if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
|
||
obj['manip_mode']=0
|
||
|
||
# Touche Home -> Reset de la vue
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
|
||
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
|
||
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
|
||
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
|
||
applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
|
||
|
||
# Touche F5 -> Run et Pause
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue:
|
||
terrain_run ()
|
||
|
||
# Touche F6 -> Stop / Init
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue:
|
||
if scene.objects['Terrain']['thread_run']==True:
|
||
terrain_stop ()
|
||
|
||
# Touche +/- du pad -> Vitesse + ou /
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.PADPLUSKEY].queue:
|
||
terrain_speed (scene.objects['Speed_up'])
|
||
if JUST_ACTIVATED in keyboard.inputs[bge.events.PADMINUS].queue:
|
||
terrain_speed (scene.objects['Speed_down'])
|
||
|
||
###############################################################################
|
||
# Manipulation 3D de la scène
|
||
###############################################################################
|
||
|
||
# Mémorisation de la position et orientation initiales du modèle 3D et de la caméra
|
||
def manip_init(cont):
|
||
scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
|
||
scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
|
||
scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
|
||
scene.objects['Terrain']['init_lx']=scene.objects['Terrain'].worldPosition.x
|
||
scene.objects['Terrain']['init_ly']=scene.objects['Terrain'].worldPosition.y
|
||
scene.objects['Terrain']['init_lz']=scene.objects['Terrain'].worldPosition.z
|
||
scene.objects['Terrain']['init_rx']=scene.objects['Terrain'].worldOrientation.to_euler().x
|
||
scene.objects['Terrain']['init_ry']=scene.objects['Terrain'].worldOrientation.to_euler().y
|
||
scene.objects['Terrain']['init_rz']=scene.objects['Terrain'].worldOrientation.to_euler().z
|
||
|
||
# Atteindre une orientation (bas niveau)
|
||
def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
|
||
rres=0.001 # resolution rotation
|
||
|
||
# x
|
||
if rx is not None:
|
||
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
|
||
if obj.worldOrientation.to_euler().x-rx > rres:
|
||
obj.applyRotation((-rres, 0, 0), Local)
|
||
if rx-obj.worldOrientation.to_euler().x > rres:
|
||
obj.applyRotation((rres, 0, 0), Local)
|
||
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
|
||
|
||
# y
|
||
if ry is not None:
|
||
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
|
||
if obj.worldOrientation.to_euler().y-ry > rres:
|
||
obj.applyRotation((0, -rres, 0), Local)
|
||
if ry-obj.worldOrientation.to_euler().y > rres:
|
||
obj.applyRotation((0, rres, 0), Local)
|
||
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
|
||
|
||
# z
|
||
if rz is not None:
|
||
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
|
||
if obj.worldOrientation.to_euler().z-rz > rres:
|
||
obj.applyRotation((0, 0, -rres), Local)
|
||
if rz-obj.worldOrientation.to_euler().z > rres:
|
||
obj.applyRotation((0, 0, rres), Local)
|
||
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
|
||
|
||
# Reset de la manipulation de la vue
|
||
def manip_reset(cont):
|
||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
|
||
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
|
||
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
|
||
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
|
||
applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
|
||
|
||
# Position de départ pour la manipulation de la vue
|
||
def manip_start(cont):
|
||
if scene.objects['Terrain']['manip_mode']!=9:
|
||
obj = cont.owner
|
||
obj['click_x']=cont.sensors['ClickM'].position[0]
|
||
obj['click_y']=cont.sensors['ClickM'].position[1]
|
||
|
||
# Cacher le cercle de la manipulation Orbit
|
||
def manip_stop(cont):
|
||
# scene.objects['Orbit'].setVisible(False,False)
|
||
pass
|
||
|
||
# Manipulation du modèle ou de la caméra
|
||
def manip(cont):
|
||
obj = cont.owner
|
||
sensibilite_orbit=0.00005 # Base : 0.0005
|
||
sensibilite_pan=0.001 # Base : 0.005
|
||
sensibilite_zoom=0.005 # Base : 0.01
|
||
delta_x=cont.sensors['DownM'].position[0]-obj['click_x']
|
||
delta_y=cont.sensors['DownM'].position[1]-obj['click_y']
|
||
|
||
# Pan
|
||
if obj['manip_mode']==1: # Shift
|
||
scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
|
||
|
||
# Zoom
|
||
if obj['manip_mode']==2: # Ctrl
|
||
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
|
||
|
||
# Manipulation du modèle ou de la caméra
|
||
def manip_wheel(cont):
|
||
if scene.objects['Terrain']['manip_mode']!=9: # Fenêtre modale
|
||
obj = cont.owner
|
||
sensibilite_wheel = 5 # Base : 20
|
||
if cont.sensors['WheelUp'].positive:
|
||
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
|
||
if cont.sensors['WheelDown'].positive:
|
||
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
|
||
|
||
###############################################################################
|
||
# About
|
||
###############################################################################
|
||
|
||
def about_open():
|
||
scene.objects['Aboutbanner_title'].color = color_black
|
||
scene.objects['Aboutbanner_text'].color = color_black
|
||
scene.objects['About_link_git'].color= color_link
|
||
scene.objects['About_link_gpl'].color= color_link
|
||
scene.objects['About_link_blender'].color= color_link
|
||
scene.objects['About_link_upbge'].color= color_link
|
||
scene.objects['About_link_kay'].color= color_link
|
||
scene.objects['About_link_kenney'].color= color_link
|
||
scene.objects['About'].setVisible(True,True)
|
||
scene.objects['About'].worldPosition = [0, 1.53623, -0.892838]
|
||
scene.objects['About']['timer'] = 0
|
||
scene.objects['About']['anim'] = True
|
||
|
||
def about_open_anim():
|
||
pas=0.5
|
||
scene.objects['About'].localPosition.y=scene.objects['About'].localPosition.y-1*pas
|
||
scene.objects['About'].localPosition.z=scene.objects['About'].localPosition.z+0.85*pas
|
||
scene.objects['About']['timer']+=1
|
||
if scene.objects['About']['timer']== 40:
|
||
scene.objects['About']['anim'] = False
|
||
|
||
def about_hl(cont):
|
||
if cont.sensors['MO'].status == JUST_ACTIVATED:
|
||
scene.objects['Aboutbanner'].color = color_white
|
||
scene.objects['Aboutbanner_ok'].color = color_white
|
||
scene.objects['Aboutbanner_title'].color = color_white
|
||
if cont.sensors['MO'].status == JUST_RELEASED:
|
||
scene.objects['Aboutbanner'].color = color_endbanner_bluelight
|
||
scene.objects['Aboutbanner_ok'].color = color_black
|
||
scene.objects['Aboutbanner_title'].color = color_black
|
||
|
||
def about_close(cont):
|
||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||
audiodev.play(sndbuff_click)
|
||
scene.objects['Terrain']['manip_mode']=0
|
||
scene.objects['About'].setVisible(False,True)
|
||
scene.objects['About'].worldPosition = [22, 1.53623, -0.892838]
|
||
scene.objects['Aboutbanner'].color = [0.592, 0.68, 0.407, 1]
|
||
scene.objects['About']['timer']= 0
|
||
|
||
def about_link(cont):
|
||
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||
obj = cont.owner
|
||
if obj.name == "About_link_git-colbox" :
|
||
webbrowser.open('https://gitlab.com/phroy/codetower')
|
||
if obj.name == "About_link_gpl-colbox" :
|
||
webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html')
|
||
if obj.name == "About_link_blender-colbox" :
|
||
webbrowser.open('https://www.blender.org')
|
||
if obj.name == "About_link_upbge-colbox" :
|
||
webbrowser.open('https://www.upbge.org')
|
||
if obj.name == "About_link_kay-colbox" :
|
||
webbrowser.open('https://www.kaylousberg.com')
|
||
if obj.name == "About_link_kenney-colbox" :
|
||
webbrowser.open('https://www.kenney.nl')
|
||
if obj.name == "About_link_blender-colbox" :
|
||
webbrowser.open('https://www.blender.org')
|
||
|
||
def about_link_hl(cont):
|
||
if cont.sensors['MO'].status == JUST_ACTIVATED :
|
||
obj = cont.owner
|
||
name=obj.name[:-7]
|
||
scene.objects[name].color = color_link_hl
|
||
if cont.sensors['MO'].status == JUST_RELEASED :
|
||
obj = cont.owner
|
||
name=obj.name[:-7]
|
||
scene.objects[name].color = color_link
|
||
|