Version 2024-09-25

This commit is contained in:
BlenderDumbass 2025-01-19 17:01:20 +02:00
parent db92590087
commit 4b5dac1d91
87 changed files with 834 additions and 13462 deletions

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@ -1,4 +0,0 @@
Because the game is done in UPBGE which is a fork of Blender it is all together
technically GPLv3-or-later.
This package though, at this point in time is CC-BY-SA.

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@ -1,45 +0,0 @@
MADEULOOK_Soundfont - CC-BY - https://musical-artifacts.com/artifacts/2385
Ambience, Night Wildlife, A.wav - CC-BY by InspectorJ (www.jshaw.co.uk) of Freesound.org https://freesound.org/people/InspectorJ/sounds/352514/
Leather Bow Stretch - CC-BY by EminYILDIRIM from Freesound .org https://freesound.org/people/EminYILDIRIM/sounds/536085/
Eurofighter Typhoon Flyby 004 Close Proximity - CC-BY by TimoSchmied https://freesound.org/people/TimoSchmied/sounds/640498/
jet engine start, CRJ 900 - CC-BY by alex36917 https://freesound.org/people/alex36917/sounds/582249/
Jet Engine 1 - CC-BY by InSintesi https://freesound.org/people/InSintesi/sounds/346034/
motor_drill01 - CC-BY by Taira Komori https://freesound.org/people/Taira%20Komori/sounds/212397/
ELECTRIC_MOTOR - CC-BY by jacobsteel https://freesound.org/people/jacobsteel/sounds/336665/
Dental_chair_servo_switch - CC-BY by beerbelly38 https://freesound.org/people/beerbelly38/sounds/160432/
steps_sneakers - CC-BY by neohylanmay https://freesound.org/people/neohylanmay/sounds/333201/
Pipe_Drag_01 - CC-BY by dheming https://freesound.org/people/dheming/sounds/177782/
robot step short medium-heavy - CC-BY by keemocore https://freesound.org/people/keemocore/sounds/148309/
Swoosh_EminYILDIRIM CC-BY by EminYILDIRIM https://freesound.org/people/EminYILDIRIM/sounds/555057/
bunch_of_swooshes CC-BY by berglindsi https://freesound.org/people/berglindsi/sounds/402977/
Horn Honk CC-BY by mkoenig https://freesound.org/people/mkoenig/sounds/81173/
underwater_ambience CC-BY by akemov https://freesound.org/people/akemov/sounds/255597/
Water_Swirl_Small_3 CC-BY by InspectorJ https://freesound.org/people/InspectorJ/sounds/398723/
aprox-5000 CC-BY by lonemonk https://freesound.org/people/lonemonk/sounds/100840/
unfa's-swoosh CC-0 by unfa https://freesound.org/people/unfa/sounds/584188/
tire_puncture CC-BY by WaveAdventurer
https://freesound.org/people/WaveAdventurer/sounds/702718/
Big Explosion CC-BY by Lamoot
https://opengameart.org/content/big-explosion

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@ -1,106 +0,0 @@
[01_Bring_Neonspeedster_To_Racetrack]
Dani wakes up in the room. Nobody is home. Telephone rings after 10 seconds.
Dani: Yes?
Paps Voice: Dani, I can't believe that I'm telling this. Jack just brought
the truck over without the car. Moria has to start practicing. And there is no
car. Dani. Bring here the Neonspeedster. It should be in the garage. You have
3 minutes. Not a single scratch. You hear me! Not a single scratch.
Message: Bring Neonspeedster to Paps onto the Racetrack.
A directional arrow appears and it points to Neonspeedster in the garage. As
soon as the player takes the car. The arrow will point at the racetrack. There
by the entrance, stands a Blue Truck. Paps, Jack and Moria are next to it.
If the car has less then 100% health:
Paps: I told you not a single scratch, Dani. What do you think should we
do with a broken car?
Message: Assignment Failed.
If the car is fully healthy:
Paps: Excellent! One, day, if you prove yourself, I'll let you drive on the
racetrack, Dani. Now get out.
If Dani gets out:
Message: Assignment Passed.
Moria takes the car and goes onto the racetrack on it.
Game goes to next assignment.
______________________________________________________________________
Dani delivered the car to the racetrack and got out of the car. Moria took the car without talking much and drove it to the racetrack. Paps was left with Dani and Jack alone.
Paps: Jack.
Jack: Yes.
Paps: Go wait in the truck!
Jack goes into the truck. Sitting on the passenger's seat.
Paps: Dani. This is unbelievable. Well, okay... Jack didn't break the truck. But the fact that he came here without Neonspeedster is frankly insane to say the least. I know what we can do.
Dani: Yes?
Paps: You will drive the truck home with him as a passenger. He is supposed to be a professional race driver, but your 11 yr old sister already drives better than him! And now you, will drive him instead of him driving you. Well this is something. That will teach him a lesson.
Dani laughs a bit.
Paps: Dani. Go get the truck back home. Keep Jack inside.
Dani: Okay.
Message: Bring the truck back home.
As soon as you sit into the truck and start going.
Jack: Let me guess... He is trying to punish me by making you drive the truck? Hm... He doesn't know me. It's not punishing. It's amazing! Also he probably told you that I didn't bring a car here. Well he is lying. I brought a car. It's in the truck right now. It's just not a Neonspeedster. And Moria apparently only likes Neonspeedsters. He is not punishing me for that, you know. He is punishing me for crashing on a tower spin. On a tower spin of all places! Who will not crash there? Even Moria barely made it through. Hell Tali Shtern crashed that day on the Tower Spin. And he is still punishing me for this.
As the truck is getting close to the house.
Jack: Wait, wait. Let's not go home. Wanna race?
Dani: Yes.
Jack: Let's go this way. There is a race coming up and we have a spare race car with us. Hell I'll let you race.
Dani: Okay!
Message: Drive the truck to the race.
The previous assignment is aborted and now they are driving to a race beside a huge building. There are a few cars already waiting and ready to race.
As soon as you get there:
Jack: Press here to unload the car.
Message: Press D to unload the car.
This is needed for later, when people could change their keybindings.
As soon as Dani is in the car, a circle appears into which you can drive.
Message: Press R to start the race.
The race starts. The race is very messy and with a lot of off-road-ing and breaking through stuff. A part of it goes through the place where Dani lives.
_____________________________________
Jack's Reactions to Dani's Driving.
Hitting cars:
Dani, your will break the car!
Dani, the car will break, dani!
We are, wrecking the car!
Paps will be pissed!
Dani, what are you doing man!
"Oh God!":
Dani, can you please concentrate, please!
You almost killed us, dani!
Ooooaaahhh!
Speeding up on a race:
Triple caution!!!
Dani! Double caution!!! Triple caution!!!
Concentrate, Dani, Please!
Concentrate!
You are going too fast!
We will miss the turn!
Slow down! Listen to me! Dani!

File diff suppressed because it is too large Load diff

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@ -5,12 +5,16 @@
import bge
import aud
inCinema = False
def Main(w):
scene = bge.logic.getCurrentScene()
cont = bge.logic.getCurrentController()
obj = cont.owner
global inCinema
inCinema = scene.objects["CinemaColider"]["InCinema"]
def cTprint(t):

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@ -1,183 +0,0 @@
# This script will make the cinema work.
import bge
import aud
scene = bge.logic.getCurrentScene()
cont = bge.logic.getCurrentController()
obj = cont.owner
inCinema = scene.objects["CinemaColider"]["InCinema"]
def cTprint(t):
cText = scene.objects["CinemaText"]
if cText["Text"] != t:
cText["Text"] = t
print(t)
black = scene.objects["CinemaScreen.Black"]
# Play the movie
if obj.get("Movie"):
cTprint("")
if not obj.get("Video"):
movieTexture = bge.texture.VideoFFmpeg(obj.get("Movie"))
print(dir(movieTexture))
texture = bge.texture.Texture(obj, 0, 0)
texture.source = movieTexture
texture.source.play()
texture.refresh(False)
width, height = movieTexture.size
obj.scaling[1] = obj.scaling[1] / height * 1080
device = aud.Device()
sound = aud.Sound(obj.get("Movie"))
obj["Sound"] = device.play(sound)
obj["Video"] = texture
obj["Time"] = bge.logic.getRealTime()
obj["StartTime"] = bge.logic.getRealTime()
obj["soundref"] = 100
black.visible = False
elif inCinema:
if obj.get("iTimer", 0):
obj["iTimer"] = obj.get("iTimer", 1) -1
# Move the audio forward
if 87 in bge.logic.globalDict["keys"] and not obj.get("iTimer", 0):
obj["AudOffset"] = obj.get("AudOffset", 0) + 0.25
obj["iTimer"] = 10
elif 85 in bge.logic.globalDict["keys"] and not obj.get("iTimer", 0):
obj["AudOffset"] = obj.get("AudOffset", 0) - 0.25
obj["iTimer"] = 10
if bge.logic.getRealTime() - obj["Time"] > (1/30):
obj["Video"].source.refresh()#obj["Sound"].position)
obj["Video"].refresh(False)
obj["Time"] = bge.logic.getRealTime()
#print(obj["Video"].source.framerate)
#print("Video Refreshed at:", obj["Time"], obj["Sound"].position)
if not obj["soundref"]:
try:
obj["Sound"].position = bge.logic.getRealTime()-obj["StartTime"]+obj.get("AudOffset", 0)
except:
obj["Movie"] = None
obj["Video"] = None
black.visible = True
obj.scaling[1] = 1
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")]
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")] + "/"
obj["soundref"] = 100
else:
obj["soundref"] -= 1
else:
obj["Sound"].stop()
obj["Video"].source.stop()
obj["Movie"] = None
obj["Video"] = None
obj.scaling[1] = 1
black.visible = True
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")]
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")] + "/"
# FILE MANAGER ( I know I'm crazy )
elif inCinema:
import os
obj["cTfolder"] = obj.get("cTfolder", "/")
obj["cTselect"] = obj.get("cTselect", 0)
# Files and folders
formats = [".mp4", ".ogg", ".ogv", ".avi"]
try:
listdir = []
for i in os.listdir(obj["cTfolder"]):
for format in formats:
if not os.path.isfile(obj["cTfolder"]+i) or i.endswith(format):
listdir.append(i)
break
listdir = list(sorted(listdir))
except:
listdir = []
obj["Movie"] = obj["cTfolder"][:-1]
if not listdir:
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")]
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")] + "/"
if obj.get("iTimer", 0):
obj["iTimer"] = obj.get("iTimer", 1) -1
# Up and down
if 72 in bge.logic.globalDict["keys"] and not obj.get("iTimer", 0):
obj["cTselect"] = ( obj["cTselect"] -1 ) % len(listdir)
obj["iTimer"] = 10
bge.logic.globalDict["SoundDevice"].play(bge.logic.globalDict["sounds"]["checkpoint"]["sound"]) # Play a Ding
elif 70 in bge.logic.globalDict["keys"] and not obj.get("iTimer", 0):
obj["cTselect"] = ( obj["cTselect"] +1 ) % len(listdir)
obj["iTimer"] = 10
bge.logic.globalDict["SoundDevice"].play(bge.logic.globalDict["sounds"]["checkpoint"]["sound"]) # Play a Ding
elif 7 in bge.logic.globalDict["keys"] and not obj.get("iTimer", 0):
obj["cTfolder"] = obj["cTfolder"] + listdir[obj["cTselect"]] + "/"
obj["cTselect"] = 0
obj["iTimer"] = 10
bge.logic.globalDict["SoundDevice"].play(bge.logic.globalDict["sounds"]["checkpoint"]["sound"]) # Play a Ding
elif 59 in bge.logic.globalDict["keys"] and not obj.get("iTimer", 0):
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")]
obj["cTfolder"] = obj["cTfolder"][:obj["cTfolder"].rfind("/")] + "/"
obj["cTselect"] = 0
obj["iTimer"] = 10
bge.logic.globalDict["SoundDevice"].play(bge.logic.globalDict["sounds"]["checkpoint"]["sound"]) # Play a Ding
# Drawing
t = "[ "+obj["cTfolder"]+" ]\n\n"
for n, f in enumerate(listdir[max(0,obj["cTselect"]-5):max(0,obj["cTselect"]-5)+10]):
if listdir[obj["cTselect"]] == f:
t = t + " [ "
else:
t = t + " "
t = t+f
if listdir[obj["cTselect"]] == f:
t = t + " ] "
else:
t = t + " "
t = t + "\n"
cTprint(t)

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@ -159,3 +159,45 @@ def IDcolor(ID):
IDColors[ID] = c
c = IDColors[ID]
return c
Presses = {}
def SimulatePress(name, MIN, MAX, SPEED):
import bge
if name not in Presses:
Presses[name] = {}
Presses[name]["value"] = 0.0
press = Presses[name]
press["min"] = MIN
press["max"] = MAX
press["speed"] = SPEED
press["frame"] = round(bge.logic.getRealTime(), 2)
press["value"] += SPEED
press["value"] = max(min(press["value"], MAX), MIN)
return press["value"]
def UnpressSimulatedPresses():
import bge
frame = round(bge.logic.getRealTime(), 2)
for name in Presses:
press = Presses[name]
if frame-0.2 > press["frame"]:
MIN = press["min"]
MAX = press["max"]
SPEED = press["speed"]
press["value"] -= SPEED * 4
press["value"] = max(min(press["value"], MAX), MIN)

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@ -1,156 +0,0 @@
import random
# Common things needed for various things
# Colors are used to make the
clr = {
"norm":"\033[00m", # Reset to normal
"bold":"\033[01m", # Bold Text
"ital":"\033[03m", # Italic Text
"undr":"\033[04m", # Underlined
"blnk":"\033[05m", # Blinking
# Text
"tdbl":"\033[30m", # Dark Black
"tdrd":"\033[31m", # Dark Red
"tdgr":"\033[32m", # Dark Green
"tdyl":"\033[33m", # Dark Yellow
"tdbu":"\033[34m", # Dark Blue
"tdma":"\033[35m", # Dark Magenta
"tdcy":"\033[36m", # Dark Cyan
"tdwh":"\033[37m", # Dark White
"tbbl":"\033[90m", # Bright Black
"tbrd":"\033[91m", # Bright Red
"tbgr":"\033[92m", # Bright Green
"tbyl":"\033[93m", # Bright Yellow
"tbbu":"\033[94m", # Bright Blue
"tbma":"\033[95m", # Bright Magenta
"tbcy":"\033[96m", # Bright Cyan
"tbwh":"\033[97m", # Bright White
# Background
"bdbl":"\033[40m", # Dark Black
"bdrd":"\033[41m", # Dark Red
"bdgr":"\033[42m", # Dark Green
"bdyl":"\033[43m", # Dark Yellow
"bdbu":"\033[44m", # Dark Blue
"bdma":"\033[45m", # Dark Magenta
"bdcy":"\033[46m", # Dark Cyan
"bdwh":"\033[47m", # Dark White
"bbbl":"\033[100m", # Bright Black
"bbrd":"\033[101m", # Bright Red
"bbgr":"\033[102m", # Bright Green
"bbyl":"\033[103m", # Bright Yellow
"bbbu":"\033[104m", # Bright Blue
"bbma":"\033[105m", # Bright Magenta
"bbcy":"\033[106m", # Bright Cyan
"bbwh":"\033[108m" # Bright White
}
keycodes = {
"A":23,
"B":24,
"C":25,
"D":26,
"E":27,
"F":28,
"G":29,
"H":30,
"I":31,
"J":32,
"K":33,
"L":34,
"M":35,
"N":36,
"O":37,
"P":38,
"Q":39,
"R":40,
"S":41,
"T":42,
"U":43,
"V":44,
"W":45,
"X":46,
"Y":47,
"Z":48,
"0":13,
"1":14,
"2":15,
"3":16,
"4":17,
"5":18,
"6":19,
"7":20,
"8":21,
"9":22,
"F1" :88,
"F2" :89,
"F3" :90,
"F4" :91,
"F5" :92,
"F6" :93,
"F7" :94,
"F8" :95,
"F9" :96,
"F10":97,
"F11":98,
"F12":99,
"LShift" :55,
"RShift" :54,
"LCtrl" :50,
"RCtrl" :53,
"LAlt" :51,
"RAlt" :52,
"Tab" :57,
"Space" :8,
"Enter" :7,
"BackSpace" :59,
"Delete" :60,
"Home" :110,
"End" :109,
"PageUp" :111,
"PageDown" :112,
"UpArrow" :72,
"DownArrow" :70,
"RightArrow":71,
"LeftArrow" :69
}
mousecodes = {
"RMB" : 118,
"MMB" : 117,
"LMB" : 116
}
IDColors = {}
def consoleForm(obj):
# Function that prints a pretty object info about
ID = hex(id(obj))[2:].upper()
NAME = str(obj)
# Coloring
if ID not in IDColors:
r = random.random()
g = random.random()
b = random.random()
ct = clr["tdbl"]
if (r + g + b )/3 < 0.5:
ct = clr["tbwh"]
c = "\033[48;2;"+str(int(r*256))+";"+str(int(g*256))+";"+str(int(b*256))+"m"+ct
IDColors[ID] = c
c = IDColors[ID]
return clr["bold"] + c + " " + ID + " " + NAME + " " + clr["norm"]

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@ -10,6 +10,7 @@ import mathutils
import types
from Scripts import Reuse
from Scripts import Vehicle
from Scripts import Opt
from Scripts import Multiplayer_Shared
@ -103,13 +104,13 @@ def Smoke(point, strength=0.5, size=1.0):
# Adding some sparks to the fire
particles("SmokeBurst", point,
despawn = 10,
despawn = 10*size,
amount = random.randint(0, 3),
max = 50,
spread = 0.5,
normal = 0.01,
velocity = [0,0,0.1],
scale=random.uniform(0.2,1.0))
scale=random.uniform(size, size*2))
if Opt.GoodFPS("Smoke", strength):
do(point)
@ -135,22 +136,40 @@ def Dust(point, strength=0.5):
def FireElementTextureLogic(obj):
# This function runs the smoke / fire element animation
# moving the tiled texture by 0.1th steps.
if type(obj) == bge.types.SCA_PythonController:
obj = obj.owner
# Alighining object to camera
vect = obj.getVectTo(cam)
obj.alignAxisToVect((0,0,1), 2, 1)
obj.alignAxisToVect(vect[1], 1, 1)
obj.blenderObject["fire"] -= 0.1
# Simulating velocity distortion
try: v = obj.parent.worldLinearVelocity.copy()
except:
try: v = obj.parent.parent.worldLinearVelocity.copy()
except:return
except:pass
v = -v + mathutils.Vector((0,0,30))
obj.alignAxisToVect(v, 2, 1)
try:
v = -v + mathutils.Vector((0,0,30))
obj.alignAxisToVect(v, 2, 1)
except: pass
# Making it slower with size of the object.
size = obj.scaling.x * obj.get("timing", 1.0)
if size < 1: size = 1
if "frame" not in obj: obj["frame"] = 1
if obj["frame"] % int(size) == 0:
obj.blenderObject["fire"] -= 0.1
obj["frame"] += 1
def AttatchFireBall(point, attachment=None, size=1, duration=0):
@ -202,11 +221,12 @@ def DeleteFireBall(FireBall):
Reuse.Delete(FireBall)
FireBall.removeParent()
def FireBurst(point, size):
def FireBurst(point, size, timing=1.0):
# This will make a short burst of fire.
FireBurst = Reuse.Create("FireBurst", 10)
FireBurst = Reuse.Create("FireBurst", 10*size*timing*0.85)
FireBurst["timing"] = timing
FireBurst.position = point.copy()
FireBurst.scaling = [size, size, size]
FireBurst.blenderObject["fire"] = 1
@ -324,6 +344,10 @@ def Explosion(point, visible=True, size=3, mass=10, effectcars=True):
# Calculating direction of the force
vector = object.getVectTo(point)[1] * -force
# Starting explosion timer on cars
if "speed" in object and distance < size / 2:
object["explosion-timer"] = random.randint(10,50)
# Applying force
try:
@ -378,7 +402,7 @@ def Explosion(point, visible=True, size=3, mass=10, effectcars=True):
# velocity = [0,0,0.01],
# scale = 2)
FireBurst(point, size/2)
FireBurst(point, size/2, timing=0.2)
particles("Sparkle", point,
despawn = random.randint(0, 100),
@ -461,7 +485,7 @@ def WoodGate_level0(cont):
if car:
cv = car.getLinearVelocity()
chunk.setLinearVelocity( cv / 2)
Vehicle.PolicePursuit(car)
@ -574,6 +598,8 @@ def LightStand(cont):
cv = car.getLinearVelocity()
if head: head.setLinearVelocity( cv )
if tail: tail.setLinearVelocity( cv )
Vehicle.PolicePursuit(car)
# Deleting the light stand
Reuse.Delete(part)

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@ -1,683 +0,0 @@
# This is full of destruction stuff
import bge
import aud
import random
import numpy
import math
import mathutils
import types
from Scripts import Reuse
from Scripts import Opt
from Scripts import Multiplayer_Shared
from Scripts.Common import *
scene = bge.logic.getCurrentScene()
cam = scene.active_camera
if "Destruction" not in bge.logic.globalDict:
bge.logic.globalDict["Destruction"] = {}
database = bge.logic.globalDict["Destruction"]
# Particle system
def particles(object, # Particle object
point, # Point where to spawn them
despawn, # Time ( in frames before disappearing )
amount=5, # Amount of them to spawn
max=50, # Max amount of them in the scene
spread=0, # Spread of particles on start
normal=0.05, # Spread of particles over time
velocity=[0,0,0], # Velocity of particles
scale = 1 # Scale of the particle object
):
# Performance kill switch
if not Opt.GoodFPS("particles", 0.5):
return
# Not do the effect if not in view
if cam.getDistanceTo(point) > 100 or not cam.pointInsideFrustum(point) == cam.INSIDE:
return
# We will need a place to register particles
if "particles-registry" not in bge.logic.globalDict:
bge.logic.globalDict["particles-registry"] = {}
registry = bge.logic.globalDict["particles-registry"]
# Making sure that registry contains particle type
if object not in registry:
registry[object] = []
for i in range(amount):
# If we reached max, we abort
inscene = len( registry[object] )
inreuse = len( Reuse.reuse.get(object, []) )
spawned = inscene - inreuse
if spawned > max:
return
# Making particle
particle = Reuse.Create(object, despawn)
particle.scaling = [scale, scale, scale]
# Recording into registry
if particle not in registry[object]:
registry[object].append(particle)
# Puting it into position ( adding the spread )
particle.position = point + mathutils.Vector([random.uniform(-spread, spread),
random.uniform(-spread, spread),
random.uniform(-spread, spread)])
# The next part will require an actuator
# Introducting random spread over time
particle.actuators["Motion"].dLoc = mathutils.Vector([random.uniform(-normal, normal),
random.uniform(-normal, normal),
random.uniform(-normal, normal)])
# Adding the velocity
particle.actuators["Motion"].dLoc += mathutils.Vector(velocity)
def Smoke(point, strength=0.5):
# Not do the effect if not in view
if cam.getDistanceTo(point) > 100 or not cam.pointInsideFrustum(point) == cam.INSIDE:
return
if numpy.random.choice([True, False], p=[strength, 1-strength]):
# Performance kill switch
def do(point):
smokeParticle = Reuse.Create("Smoke", random.randint(30, 60))
smokeParticle.position = point
if Opt.GoodFPS("Smoke", strength):
do(point)
def Dust(point, strength=0.5):
# Not do the effect if not in view
if cam.getDistanceTo(point) > 100 or not cam.pointInsideFrustum(point) == cam.INSIDE:
return
if numpy.random.choice([True, False], p=[strength, 1-strength]):
# Performance kill switch
def do(point):
smokeParticle = Reuse.Create("Dust", random.randint(30, 60))
smokeParticle.position = point
if Opt.GoodFPS("Dust", 0.85):
do(point)
else:
pass
def FireElementTextureLogic(obj):
if type(obj) == bge.types.SCA_PythonController:
obj = obj.owner
vect = obj.getVectTo(cam)
obj.alignAxisToVect((0,0,1), 2, 1)
obj.alignAxisToVect(vect[1], 1, 1)
obj.blenderObject["fire"] -= 0.1
try: v = obj.parent.worldLinearVelocity.copy()
except:
try: v = obj.parent.parent.worldLinearVelocity.copy()
except:return
v = -v + mathutils.Vector((0,0,30))
obj.alignAxisToVect(v, 2, 1)
def AttatchFireBall(point, attachment=None, size=1, duration=0):
# This function will attach a fireball to a point.
# Making the FireBall
FireBall = Reuse.Create("FireBall", duration)
# Attatching the Fireball
FireBall.position = point.copy()
FireBall.scaling = [size, size, size]
if attachment:
FireBall.setParent(attachment, True)
# Attatching a light to it.
if not duration:
if "Light" not in FireBall:
light = Reuse.Create("FireLamp")
light.position = FireBall.position
light.setParent(FireBall)
FireBall["Light"] = light
light = FireBall["Light"]
light.blenderObject.data.use_shadow = False
# In case the fireball is farther than 50 meters
# from the camera, we execute this ones.
FireElementTextureLogic(FireBall)
# Storring it and returning
#ID = Multiplayer_Shared.RandomString()
#database[ID] = FireBall
#FireBall["ID"] = ID
return FireBall
def DeleteFireBall(FireBall):
# To save space we gonna do that.
if "Light" in FireBall:
light = FireBall["Light"]
light.removeParent()
Reuse.Delete(light)
Reuse.Delete(FireBall)
FireBall.removeParent()
def FireBurst(point, size):
# This will make a short burst of fire.
FireBurst = Reuse.Create("FireBurst", 10)
FireBurst.position = point.copy()
FireBurst.scaling = [size, size, size]
FireBurst.blenderObject["fire"] = 1
def SpreadOnGround(object, point, size, spread, amount, duration=0, randomDuration=True):
# This works similarly to particles, but
# instead puts the objects onto the ground.
for i in range(amount):
if randomDuration:
d = random.uniform( duration / 2 , duration )
else: d = duration
obj = Reuse.Create(object, d)
obj.position = mathutils.Vector(point) + mathutils.Vector([random.uniform(-spread, spread),
random.uniform(-spread, spread),
random.uniform(-spread, spread)])
obj.scaling = [size, size, size]
# Puttin the object on the flor
obj.position.z += spread + 1
topos = obj.position.copy()
topos.z -= 200
ray = obj.rayCast(topos)
if ray[1]: obj.position = ray[1]
def Fire(point, strength=0.5):
# Not do the effect if not in view
if cam.getDistanceTo(point) > 100 or not cam.pointInsideFrustum(point) == cam.INSIDE:
return
if numpy.random.choice([True, False], p=[strength, 1-strength]):
# Performance kill switch
def do(point):
#fireParticle = Reuse.Create("Fire", random.randint(30, 60))
#fireParticle.position = point
#FireBurst(point, 0.5)
# Adding some sparks to the fire
particles("FireBurst", point,
despawn = 10,
amount = random.randint(0, 3),
max = 50,
spread = 0.5,
normal = 0.01,
velocity = [0,0,0.1],
scale=random.uniform(0.2,1.0))
if Opt.GoodFPS("Fire", strength):
do(point)
def WaterSplash(point, strength=0.5, rot=0, force=1):
if numpy.random.choice([True, False], p=[strength, 1-strength]):
waterSplash = Reuse.Create("WaterSplashCar", random.randint(10, 20))
waterSplash.position = point
waterSplash.orientation = [0,0,rot]
waterSplash.scaling = [
random.uniform(0.6, 1.4),
random.uniform(0.6, 1.4),
random.uniform(0.6*force, 1.4*force)
]
# Sound
device = bge.logic.globalDict["SoundDevice"]
s = "//sfx/splash.ogg"
if s not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][s] = {"sound":aud.Sound(bge.logic.expandPath(s)),
"play":None}
sound = bge.logic.globalDict["sounds"][s]
sound["play"] = device.play(sound["sound"])
sound["play"].location = point
sound["play"].relative = False
sound["play"].distance_maximum = 100
sound["play"].distance_reference = 1
sound["play"].attenuation = 1
sound["play"].pitch = random.uniform(0.6, 1.4)
sound["play"].volume = 5 * min(2, force)
def Explosion(point, visible=True, size=3, mass=10, effectcars=True):
# Shockwave
# Shockwave will be done using math applied to every object within
# a certain size to the explosion.
dani = scene.objects["Dani_Box"]
if dani.get("driving"):
dani["driving"]["shake"] = mass * 10 / dani.getDistanceTo(point)
for object in scene.objects:
# Getting distance to the object
distance = object.getDistanceTo(point)
# Skipping every object outside of the size of the explosion
if distance > size:
continue
# Calculating forces on the object ( father away less forces ).
force = ( 1 - distance / size ) * mass * object.mass
# Calculating direction of the force
vector = object.getVectTo(point)[1] * -force
# Applying force
try:
object.applyImpulse(point, vector)
# If it is a car we can apply damage to it, by sending it a fake
# impulse of collision.
# But first we need to make sure to have the data for this
# operation
Apoint = types.SimpleNamespace()
Apoint.worldPoint = mathutils.Vector(point)
Apoint.appliedImpulse = force * 10
points = [Apoint]
# Then we send it over
for callback in object.collisionCallbacks:
callback(None, point, None, points)
except:
pass
# Then we also have objects that use this very module to be
# destructable. The all have a collision actuator listening
# to a collision with a property "explosion" to execute their
# function.
if "spawned_by" in object:
for controller in object.controllers:
# This is a bit hacky, but it works.
try:
if "Destruction" in controller.script:
exec(controller.script.replace("Scripts.Destruction.", "")+"(controller)")
except: pass
# And also we want to unsuspend it's physics.
object.restoreDynamics()
# Fire particles
if visible:
# particles("Fire", point,
# despawn = random.randint(int(size/2), int(size)),
# amount = random.randint(int(size/2), int(size)),
# max = 200,
# spread = 0,
# normal = 0.2,
# velocity = [0,0,0.01],
# scale = 2)
FireBurst(point, size/2)
particles("Sparkle", point,
despawn = random.randint(0, 100),
amount = random.randint(10, 50),
max = 100,
spread = size/2,
normal = 0.5,
velocity = [0,0,0.01])
Smoke(point, 1)
#AttatchFireBall(point,
# size = 0.5,
# duration = 200)
SpreadOnGround("FireBall",
point,
0.5,
size/2,
10,
500)
# Sound
device = bge.logic.globalDict["SoundDevice"]
s = "//sfx/boom.ogg"
if s not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][s] = {"sound":aud.Sound(bge.logic.expandPath(s)),
"play":None}
sound = bge.logic.globalDict["sounds"][s]
sound["play"] = device.play(sound["sound"])
sound["play"].location = point
sound["play"].relative = False
sound["play"].distance_maximum = 100
sound["play"].distance_reference = 1
sound["play"].attenuation = 1
sound["play"].pitch = random.uniform(0.6, 1.4)
sound["play"].volume = 20
def DeclareBroken(cont):
#cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
part = cont.owner
part["spawned_by"]["broken"] = True
def WoodGate_level0(cont):
#cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
part = cont.owner
part["spawned_by"]["broken"] = True
colision = cont.sensors["Collision"]
car = colision.hitObject
def do(cont, car, scene, part):
# Optimization trick
if len(Reuse.reuse.get("GatePart.Level0", [])) >= 4:
# Spawning madness
for i in range(4):
chunk = Reuse.Create("GatePart.Level0", 10, selfDestructInactive=True)
Reuse.SelfDestruct(chunk, 500)
chunk.mass = 0
chunk.position = part.position
chunk.orientation = part.orientation
chunk.applyMovement( [ 0, i*1.24-2.45, 0 ] , True)
if car:
cv = car.getLinearVelocity()
chunk.setLinearVelocity( cv / 2)
# Sound
device = bge.logic.globalDict["SoundDevice"]
s = "//sfx/wood.ogg"
if s not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][s] = {"sound":aud.Sound(bge.logic.expandPath(s)),
"play":None}
sound = bge.logic.globalDict["sounds"][s]
sound["play"] = device.play(sound["sound"])
sound["play"].location = chunk.position
sound["play"].velocity = chunk.getLinearVelocity()
sound["play"].relative = False
sound["play"].distance_maximum = 100
sound["play"].distance_reference = 1
sound["play"].attenuation = 1
sound["play"].pitch = random.uniform(0.6, 1.4)
sound["play"].volume = 5
# Deleting the wooden gate
Reuse.Delete(part)
if Opt.GoodFPS("WoodGate_level0", 0.8) or (car and car.get("active")):
do(cont, car, scene, part)
else:
Opt.ScheduleTask("WoodGate_level0 ["+str(id(part))+"]", 0.8, do,
cont, car, scene, part)
def WoodGate_level1(cont):
# Performance kill switch
if not Opt.GoodFPS("WoodGate_level1", 0.7):
return
#cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
part = cont.owner
# Optimization trick
if len(Reuse.reuse.get("GatePart.Level1", [])) >= 4:
# Spawning madness
chunks = []
for i in range(4):
chunk = Reuse.Create("GatePart.Level1", 10, selfDestructInactive=True)
Reuse.SelfDestruct(chunk, 100)
chunk.mass = 0
chunk.position = part.position
chunk.orientation = part.orientation
chunks.append(chunk)
chunks[0].applyMovement( [ 0, 0, 0.75 ] , True)
chunks[0].applyRotation( [ math.pi/2, 0, 0 ] , True)
chunks[1].applyMovement( [ 0, -0.75, 0 ] , True)
chunks[2].applyMovement( [ 0.1, 0, 0 ] , True)
chunks[2].applyRotation( [ math.pi/4, 0, 0 ] , True)
chunks[3].applyRotation( [ -( math.pi/4 ), 0, 0, ] , True)
# Deleting the wooden part
Reuse.Delete(part)
def LightStand(cont):
#cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
part = cont.owner
colision = cont.sensors["Collision"]
car = colision.hitObject
def do(cont, car, scene, part):
part["spawned_by"]["broken"] = True
head = None
tail = None
if Reuse.reuse.get("LightStand.Borked.Head"):
# Head ( top part )
head = Reuse.Create("LightStand.Borked.Head", 300, selfDestructInactive=True)
Reuse.SelfDestruct(head, 600)
head.position = part.position
head.orientation = part.orientation
if Reuse.reuse.get("LightStand.Borked.Tail"):
# Tail ( or leg )
tail = Reuse.Create("LightStand.Borked.Tail", 300, selfDestructInactive=True)
Reuse.SelfDestruct(tail, 600)
tail.position = part.position
tail.orientation = part.orientation
tail.applyMovement( [ 0, 0, -1.3 ] , True)
tail.localAngularVelocity = [random.uniform(-1,1),random.uniform(-1,1),random.uniform(-1,1)]
if car:
cv = car.getLinearVelocity()
if head: head.setLinearVelocity( cv )
if tail: tail.setLinearVelocity( cv )
# Deleting the light stand
Reuse.Delete(part)
if head:
# Sound
device = bge.logic.globalDict["SoundDevice"]
s = "//sfx/hit.ogg"
if s not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][s] = {"sound":aud.Sound(bge.logic.expandPath(s)),
"play":None}
sound = bge.logic.globalDict["sounds"][s]
sound["play"] = device.play(sound["sound"])
sound["play"].location = head.position
sound["play"].velocity = head.getLinearVelocity()
sound["play"].relative = False
sound["play"].distance_maximum = 100
sound["play"].distance_reference = 1
sound["play"].attenuation = 1
sound["play"].pitch = random.uniform(0.6, 1.4)
sound["play"].volume = 5
if Opt.GoodFPS("LightStand", 0.9) or (car and car.get("active")):
do(cont, car, scene, part)
else:
Opt.ScheduleTask("LightStand ["+str(id(part))+"]", 0.8, do,
cont, car, scene, part)
def HouseShelf(cont):
# Performance kill switch
if not Opt.GoodFPS("HouseShelf", 0.5):
return
#cont = bge.logic.getCurrentController()
scene = bge.logic.getCurrentScene()
part = cont.owner
part["spawned_by"]["broken"] = True
# -753 -940 412
despawn = 200
# Shelfs
for i in range(5):
shelf = Reuse.Create("Shelf", despawn)
shelf.position = part.position
shelf.orientation = part.orientation
shelf.applyMovement([0.09,0,(0.3*i)-0.65], True)
# Legs
leg = Reuse.Create("Shelf_Leg1", despawn)
leg.position = part.position
leg.orientation = part.orientation
leg.applyMovement([1.3,0,0], True)
leg = Reuse.Create("Shelf_Leg2", despawn)
leg.position = part.position
leg.orientation = part.orientation
leg.applyMovement([-1.1,0,0], True)
# Lego bricks
brick = Reuse.Create("LegoBrick", despawn)
brick.position = part.position
brick.orientation = part.orientation
brick.applyMovement([0.3,0,0.31], True)
brick.applyRotation([0,0,-(math.pi/4)], True)
brick = Reuse.Create("LegoBrick", despawn)
brick.position = part.position
brick.orientation = part.orientation
brick.applyMovement([-0.2,0,0], True)
brick.applyRotation([0,0,-(math.pi/4)], True)
# Toy Boxes
box = Reuse.Create("Toy_Box", despawn)
box.position = part.position
box.orientation = part.orientation
box.applyMovement([-0.6,0,0], True)
box = Reuse.Create("Toy_Box", despawn)
box.position = part.position
box.orientation = part.orientation
box.applyMovement([0.3,0,0.7], True)
box = Reuse.Create("Toy_Box", despawn)
box.position = part.position
box.orientation = part.orientation
box.applyMovement([0.3,0,-0.7], True)
# Deleting the light stand
Reuse.Delete(part)
# Sound
device = bge.logic.globalDict["SoundDevice"]
s = "//sfx/wood.ogg"
if s not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][s] = {"sound":aud.Sound(bge.logic.expandPath(s)),
"play":None}
sound = bge.logic.globalDict["sounds"][s]
sound["play"] = device.play(sound["sound"])
sound["play"].location = box.position
sound["play"].velocity = box.getLinearVelocity()
sound["play"].relative = False
sound["play"].distance_maximum = 100
sound["play"].distance_reference = 1
sound["play"].attenuation = 1
sound["play"].pitch = random.uniform(0.6, 1.4)
sound["play"].volume = 5

View file

@ -1,3 +0,0 @@
# GPLv3-or-later
# (C) J.Y.Amihud ( blenderdumbass )

View file

@ -26,11 +26,14 @@ from Scripts import Money
from Scripts import Garage
from Scripts import Racing
from Scripts import Mouse
from Scripts import Music
from Scripts import Character_Controll
from Scripts import Character
from Scripts import Multiplayer_Client
def main():
@ -48,7 +51,7 @@ def main():
#dani["driving"]["nitro"] = 10.0
#Script.Story["Jack"].position = dani.position
#Character_Controll.getOutCar(Script.Story["Jack"])
#Character.getOutCar(Script.Story["Jack"])
#Script.Story["DarkShadow"] = dani["driving"]
# try:
# Destruction.Explosion(dani["driving"].position, mass=10, size=10)
@ -229,6 +232,8 @@ def main():
bge.logic.globalDict["spawns"] = {}
bge.logic.globalDict["allcars"] = []
bge.logic.globalDict["cars"] = []
bge.logic.globalDict["policeCars"] = []
bge.logic.globalDict["policeSpawnFactor"] = 0.1
bge.logic.globalDict["spawnedCarModels"] = []
# Cheat code modes
@ -775,7 +780,7 @@ def main():
UnpressSimulatedPresses()
if keys and settings.get("dev-cheats"):
@ -796,7 +801,9 @@ def main():
"DarkShadowBox": "DARKSHADOW",
"TruckBox": "THETRUCK",
"HatchBack01Box": "HATCHBACK1",
"HatchBack02Box": "HATCHBACK2",
"KartBox": "KARTCAR",
}
for i in cheats:
@ -850,12 +857,16 @@ def main():
if code == numericalcode:
if not dani.get("driving"):
Character_Controll.ChangeCameraTarget(dani.children["Dani_cam_Target"], 100, [1,1,1])
Character.ChangeCameraTarget(dani.children["Dani_cam_Target"], 100, [1,1,1])
dani.position = i[0]
else:
car = dani["driving"]
zoom = car["specs"].get("cameraZoom", 3)
Character.ChangeCameraTarget(car.children["CarCamTarget"], 40, [zoom,zoom,zoom])
dani["driving"].position = i[0]
dani["driving"].position.z += 2
bge.logic.globalDict["cheat"] = [0]
@ -944,6 +955,16 @@ def main():
bge.logic.globalDict["cheat"] = [0]
bge.logic.globalDict["SoundDevice"].play(bge.logic.globalDict["sounds"]["active"]["sound"]) # Play a Ding
# Policify the car
code = bge.logic.globalDict["cheat"][-(len("policify")):]
if code == [38,37,34,31,25,31,28,47]:
car = dani.get("driving")
Vehicle.Policify(car)
bge.logic.globalDict["print"] = "You are a Policeman now, Sir."
bge.logic.globalDict["cheat"] = [0]
bge.logic.globalDict["SoundDevice"].play(bge.logic.globalDict["sounds"]["active"]["sound"]) # Play a Ding
# Color Car code:
code = bge.logic.globalDict["cheat"][-(len("colorcar")):]
if code == [25, 37, 34, 37, 40, 25, 23, 40]:
@ -1085,7 +1106,10 @@ def main():
lapindicator["Text"] = str(dani["lap"]+1)+"/"+str(race["laps"])
if not nextcheck["cylinder"] and dani.getDistanceTo(nextcheck["location"]) < spawnAtDistance:
nextcheck["cylinder"] = Reuse.Create("Tag.Cylinder")
if dani["checkpoint"]+1 == len(race["checkpoints"]):
nextcheck["cylinder"] = Reuse.Create("Starter.Cylinder")
else:
nextcheck["cylinder"] = Reuse.Create("Tag.Cylinder")
nextcheck["cylinder"].position = nextcheck["location"]
nextcheck["cylinder"].orientation = nextcheck["rotation"]
nextcheck["cylinder"].scaling[0] = nextcheck["radius"] * 0.8
@ -1106,9 +1130,11 @@ def main():
# Logging speed for better AI
#if "raceData" not in race:
nextcheck["speed"] = -dani["driving"].localLinearVelocity[1]
nextcheck["time"] = currentRaceTime
nextcheck["rot"] = list(dani["driving"].orientation.to_euler())
try:
nextcheck["speed"] = -dani["driving"].localLinearVelocity[1]
nextcheck["time"] = currentRaceTime
nextcheck["rot"] = list(dani["driving"].orientation.to_euler())
except:pass
#if race["positions"].index(dani) == 0:
# race["raceData"]["speed"][dani["checkpoint"]] = -dani["driving"].localLinearVelocity[1]
# race["raceData"]["time"][dani["checkpoint"]] = currentRaceTime
@ -1400,6 +1426,14 @@ def main():
sound["inCinema"] = sound.get("inCinema", 1) * 1.05
sound["play"].volume = max(0, min(1, (1-(distance / scale ))*5))*i.get("volume", 1) * sound.get("inCinema", 1)
# Music subsystem
if settings.get("music"):
Music.Loop()
else:
Music.CoolDown()
Music.ShakyCam()
########## LODS FOR CHUNKS OF THE ROAD #############
if "LODchunks" not in bge.logic.globalDict:
bge.logic.globalDict["LODchunks"] = {"TheRacetrack":{
@ -1679,3 +1713,15 @@ def main():
waterleveler.position.z = 0
# Police related stuff
# Updating cops rate
chasing = Vehicle.IsChased(dani.get("driving"))
if chasing:
# 5 chasing cars and you are having 100% police spawning.
a = len(chasing)
p = max(0.1, min(1.0, a / 5.5 + 0.1))
bge.logic.globalDict["policeSpawnFactor"] = p
else:
bge.logic.globalDict["policeSpawnFactor"] = 0.2

File diff suppressed because it is too large Load diff

View file

@ -27,7 +27,7 @@ import math
import mathutils
from Scripts import Reuse
from Scripts import Character_Controll
from Scripts import Character
from Scripts import Vehicle
def UpdateMapUI():
@ -75,7 +75,7 @@ def UpdateMapUI():
mdi = scene.objects["Map_Dani_Indicator"]
rig = Character_Controll.getRig(dani)
rig = Character.getRig(dani)
r = (2*math.pi)-rig.worldOrientation.to_euler().z
r += cr

View file

@ -1,192 +0,0 @@
# This file is for map functions.
# The points where the map image file ends in the
# space of the game.
# ( Note the map is 180 degrees rotated from the in game orientation of everything.
# This is due to modeling of the map ( while Moria's Race movie was being made ) was
# made before the lore for whether this place is was made up. )
xs = -2633 # The most east point
xe = 2383 # The most west point
ys = -1911 # The most north point
ye = 3106 # THe most south point
# Widths of that image file in meters.
xd = xe - xs
yd = ye - ys
rr = 730 # Radius to the edge of the map in meters
mr = 0.05 # Same radius by as a point on the map.
map_factor = mr / rr # The factor by which the relative point is calculated.
import bge
import math
import mathutils
from Scripts import Reuse
from Scripts import Character_Controll
from Scripts import Vehicle
def UpdateMapUI():
# Scene stuff
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
cam = scene.active_camera
# Map widget
cui = scene.objects["Map_UI"]
# Rotation
# We use the orientation of the camera
# and rotating it 180 degrees for the map.
r = cam.orientation.to_euler().z
r += math.pi
if r > 2*math.pi: r -= 2*math.pi
r = [0,0,r]
cui.blenderObject["orientation"] = r
# Position
# This one is a bit harder, since it will
# move the mapping of the image texture arround
# in the material. And it's hard to tell it just
# the coordinations ( also there is 180 degree flip ).
dl = dani.position
px = 1-( ( dl.x - xs ) / xd ) - 0.13
py = 1-( ( dl.y - ys ) / yd ) - 0.12
p = [px,py,0]
cui.blenderObject["position"] = p
# Map Dani Indicator
# This is even harder. Since the map is rotated with camera
# this widget should by ofsetted by the camera rotation.
cr = r[2]
mdi = scene.objects["Map_Dani_Indicator"]
rig = Character_Controll.getRig(dani)
r = (2*math.pi)-rig.worldOrientation.to_euler().z
r += cr
if r > 2*math.pi: r -= 2*math.pi
r = [0,r,0]
mdi.localOrientation = r
# Removing old show marks
database = bge.logic.globalDict.get("map-icons", {})
for ID in list(database.keys()):
data = database[ID]
#if data["obj"] in Reuse.reuse.get(str(data["obj"]), [])\
if data["updated"]+0.5 < bge.logic.getRealTime():
print("Removed", data["updated"], bge.logic.getRealTime())
Reuse.Delete(data["icon"])
del database[ID]
def Show(obj, color=[1,0,0], icon="Map_Icon_Directional", ID=""):
# This function will show things on the map.
# Scene stuff
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
cam = scene.active_camera
cui = scene.objects["Map_UI"]
# Making the icon database to track changes.
if "map-icons" not in bge.logic.globalDict:
bge.logic.globalDict["map-icons"] = {}
database = bge.logic.globalDict["map-icons"]
# Making sure that there is an object in the database
if not ID:
if type(obj) == list: ID = str(obj)
else: ID = str(id(obj))
if ID not in database:
database[ID] = {"obj":obj}
data = database[ID]
data["updated"] = bge.logic.getRealTime()
# Making sure that there is an icon in the data
if "icon" not in data:
# Making an icon
icon = Reuse.Create(icon, frompoint=cui)
icon.setParent(cui, True, True)
icon.worldScale = cui.worldScale * 2
icon.applyRotation([math.pi/2,0,0], True)
icon.blenderObject["color"] = color
data["icon"] = icon
icon = data["icon"]
# Now that we have the icon we can map it to the map
f = map_factor
# Getting vector to the target
try:
t = obj.worldPosition.copy()
torot = True
except:
t = mathutils.Vector(obj)
torot = False
d = dani.getDistanceTo(t)
if d > rr: # If the target out of range of the map
f = mr / d # This puts the icon on the edge of the map
f *= cui.worldScale.x * 2
t = t - dani.worldPosition
cr = cam.worldOrientation.to_euler()
cr = mathutils.Euler((0,0,-cr.z))
t.rotate(cr)
t = t * f
t.z = 0.001
icon.worldPosition = Vehicle.RelativePoint(cui, t)
# Rotation
if torot:
cr = cr.z
r = obj.worldOrientation.to_euler().z
r += cr
if r > 2*math.pi: r -= 2*math.pi
r = [math.pi/2,0,r]
icon.localOrientation = r
else:
icon.localOrientation = [math.pi/2, 0,0]

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@ -1,3 +0,0 @@
# GPLv3 or later
# (C) J.Y.Amihud ( blenderdumbass )

View file

@ -1,64 +0,0 @@
# Gpl3 or later
# (C) J.Y.Amihud 2024
# Stuff related to mouse control
import bge
def MouseLook(cont):
MouseLookActual(cont)
def MouseLookActual(cont, workanyway=False):
if not bge.logic.globalDict.get("mouse-active", True):
return
# We need this to be able disable mouse look from the
# the code.
# Getting object that will rotate.
if type(cont) == bge.types.SCA_PythonController:
obj = cont.owner
else: obj = cont
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
# Disabling the camera rotation
if not workanyway and dani.get("driving") and dani["driving"].get("dynamiccam", True):
return
# Getting mouse position on the screen.
mouse = bge.logic.mouse
pos = list(mouse.position)
# Mouse positions are normalized to be 0.5 at the center.
# We need center to be 0.0.
pos[0] -= 0.5
pos[1] -= 0.5
if round(pos[0], 2) == 0:
pos[0] = 0
if round(pos[1], 2) == 0:
pos[1] = 0
# Getting factor information about how to move the mouse
# from the object.
my = -obj.get("mouse_Y", 1.0)
mx = -obj.get("mouse_X", 1.0)
mg = obj.get("mouse_global", True)
# Applying the rotation.
obj.applyRotation((pos[1]*my, 0, pos[0]*mx), mg)
# Centring the mouse.
CenterCursor()
def CenterCursor():
if not bge.logic.globalDict.get("mouse-active", True):
return
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))

View file

@ -11,7 +11,7 @@ import zlib
import traceback
from Scripts import Vehicle
from Scripts import Character_Controll
from Scripts import Character
from Scripts import Opt
from Scripts import Settings
from Scripts.Multiplayer_Shared import *
@ -39,7 +39,7 @@ def DescribeScene():
if addr not in data:
data[addr] = []
danidata = Character_Controll.Encode(dani)
danidata = Character.Encode(dani)
data[addr].append(danidata)
userId = bge.logic.globalDict.get("userId")
@ -204,7 +204,7 @@ def SceneDecode(data):
if obj.get("type") == "veh":
Vehicle.Decode(obj, network=True)
elif obj.get("type") == "chr":
Character_Controll.Decode(obj, network=True)
Character.Decode(obj, network=True)
rIds.append(obj.get("netId"))

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@ -1,153 +0,0 @@
# GPLv3 or later
# (C) J.Y.Amihud ( blenderdumbass ) 2024
# Multiplayer client functions
import bge
import time
import json
import zlib
from Scripts import Vehicle
from Scripts import Character_Controll
from Scripts import Opt
from Scripts import Settings
from Scripts.Multiplayer_Shared import *
from Scripts import Reuse
from Scripts.Common import *
settings = Settings.load_settings()
host = settings.get("mp-host", "")
def DescribeScene():
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
cam = scene.active_camera
chunksize = 250
data = {}
addr = Opt.Address(dani.position, chunksize)
if addr not in data:
data[addr] = []
danidata = Character_Controll.Encode(dani)
data[addr].append(danidata)
for car in bge.logic.globalDict["allcars"]:
if car.get("inview"):
addr = Opt.Address(car.position, chunksize)
cardata = Vehicle.Encode(car)
if addr not in data:
data[addr] = []
data[addr].append(cardata)
return data
def MainLoop():
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
cam = scene.active_camera
chunksize = 250
while True:
try:
# Testing if the game is still runing.
# it will fail when the game engine stops.
try: bge.logic.getRealTime()
except: return
# A bit of delay, to not owerwhelm the server
time.sleep(0.2)
######### SENDING THE DATA TO SERVER ############
data = {}
# Login
LoginEncode(data)
# Scene
data["scene"] = DescribeScene()
data["vision"] = Opt.Surround(cam.position,
chunksize,
cam.orientation.to_euler())
######### DEALING WITH RESPONSE ############
data = Send(host, data)
for key in data:
payload = data[key]
if key == "login":
LoginDecode(payload)
elif key == "scene":
SceneDecode(payload)
else:
print(key, payload)
except Exception as e:
print(clr["tdrd"], e, clr["norm"])
def LoginEncode(data):
data["login"] = {}
data["login"]["userId"] = bge.logic.globalDict.get("userId")
data["login"]["username"] = settings.get("mp-name")
data["login"]["room"] = settings.get("mp-room")
def LoginDecode(data):
if data.get("userId"):
bge.logic.globalDict["userId"] = data["userId"]
def SceneDecode(data):
netObjects = bge.logic.globalDict["netObjects"]
if not data:
return
for addr in data:
chunk = data[addr]
for obj in chunk:
# Sometimes we want to update some things like netId.
if obj.get("ID") in netObjects["pythonId"]\
and obj.get("name") == netObjects["pythonId"][obj["ID"]].name:
netObjects["pythonId"][obj["ID"]]["netId"] = obj.get("netId")
else:
if obj.get("type") == "veh":
Vehicle.Decode(obj)
# elif obj.get("netId") not in netObjects["netId"]:
# try:
# OBJ = Reuse.Create(obj.get("name"))
# except:
# OBJ = Reuse.Create("MoriaBox")
# netObjects["netId"][obj.get("netId")] = OBJ
# OBJ = netObjects["netId"][obj.get("netId")]
# OBJ.position = obj.get("position", (0,0,0))
# OBJ.orientation = obj.get("orientation", (0,0,0))

View file

@ -1,470 +0,0 @@
# GNU GPL v3 or later
# ( C ) J.Y.Amihud ( blenderdumbass ) 2024
import os
import sys
import zlib
import json
import time
import threading
import subprocess
import Settings
from Common import *
from Multiplayer_Shared import *
from http.server import BaseHTTPRequestHandler, HTTPServer
class handler(BaseHTTPRequestHandler):
def do_POST(self):
data = self.Recieve()
response = ParseRequest(data)
self.Send(response)
def Send(self, data):
# Compressing
data = json.dumps(data)
data = data.encode("utf-8")
data = zlib.compress(data)
# Sending
self.send_response(200)
self.send_header("Content-type","application/zip")
self.end_headers()
self.wfile.write(data)
def Recieve(self):
length = int(self.headers.get('content-length'))
data = self.rfile.read(length)
data = zlib.decompress(data)
data = json.loads(data)
return data
def log_message(self, format, *args):
# I don't want any logs.
return
def ParseRequest(data):
resp = {}
for key in data:
payload = data[key]
if "login" == key:
resp[key] = Login(payload)
elif "change-ownership" == key:
resp[key] = ChangeOwnership(payload)
elif "scene" == key:
resp[key] = Scene(data)
elif "vision" == key:
pass
else:
print(key, payload)
# Timing data
resp["timing"] = Timing(data)
resp["serverTime"] = time.time()
userId = data.get("login", {}).get("userId")
room = Safe(data.get("login", {}).get("room"))
messages = LoadData("messages", {}, room)
if messages.get(userId):
resp["message"] = messages[userId].pop(0)
SaveData("messages", messages, room)
return resp
def Timing(data):
users = LoadData("users", {})
room = data.get('login', {}).get("room", "")
resp = {}
for userId in users:
user = users[userId]
if user.get("room") == room:
resp[userId] = {}
resp[userId]["ping"] = user.get("ping")
resp[userId]["timestamp"] = user.get("timestamp")
return resp
def Login(data):
resp = {}
newuser = False
# Checking userId
if not data.get("userId"):
resp["userId"] = RandomString()
# Checking room
if not data.get("room"):
resp["room"] = "MainRoom"
elif data.get("room") != Safe(data.get("room", "")):
resp["room"] = Safe(data["room"])
data["timestamp"] = time.time()
# Storring users data.
users = LoadData("users", {})
if data.get("userId") and data.get("userId") not in users:
newuser = True
if data.get("userId"):
users[data["userId"]] = data
SaveData("users", users)
if newuser:
userId = data.get("userId")
name = data.get("username")
room = Safe(data.get("room"))
NotifyOthers(userId, name+" joined game.", room)
print(Format(userId), "JOINED GAME!")
return resp
def ChangeOwnership(data):
print(Format(data.get("userId")), "GRABBED", Format(data.get("netId")))
objects = LoadData("objects", {})
if data.get("netId") in objects:
obj = objects[data.get("netId")]
obj["ownerId"] = data.get("userId")
SaveData("objects", objects)
# Changing ownership in chunk
addr = obj.get("chunk")
room = Safe(obj.get("room"))
chunk = LoadData(addr, {}, room)
for o in chunk:
if o.get("netId") == data.get("netId"):
o["ownerId"] = data.get("userId")
SaveData(addr, chunk, room)
return True
else:
print(Format(data.get("netId")),"netId:",data.get("netId"), "NOT FOUND, WHILE CHANGING OWNERSHIP!")
return False
def Scene(data):
scene = data["scene"]
userId = data.get("login", {}).get("userId")
room = Safe(data.get("login", {}).get("room", "MainRoom"))
# We are not updating scene if there is no userId yet.
if not userId:
return
# Reading scene payload.
resp = {}
objects = LoadData("objects", {})
for addr in scene:
chunk = scene[addr]
for obj in chunk:
# Some people might want to cheat by inputing
# values for other users.
if obj.get("netId"):
obj["ownerId"] = objects.get(obj.get("netId"), {}).get("ownerId")
if not obj["ownerId"]:
obj["ownerId"] = userId
if obj.get("ownerId") and obj.get("ownerId") != userId:
chunk.remove(obj)
# Saving chunks data.
for addr in scene:
chunk = scene[addr]
saved = LoadData(addr, [], room)
add = []
# Cleaning up
for obj in saved:
if obj.get("netId") not in objects or objects[obj.get("netId")].get("chunk") != addr:
saved.remove(obj)
ids = []
for obj in saved:
ids.append(obj.get("netId"))
for obj in chunk:
# If object is Dani and it has no netId
# we assume that somebody new joined the
# room.
if obj.get("name") == "Dani_Box" and not obj.get("netId"):
obj["netId"] = userId
obj["ownerId"] = userId
add.append(obj)
elif not obj.get("netId"):
obj["netId"] = RandomString()
obj["ownerId"] = userId
add.append(obj)
if obj.get("netId") not in ids:
saved.append(obj)
else:
saved[ids.index(obj.get("netId"))] = obj
objects[obj["netId"]] = {"chunk":addr,
"name":obj.get("name"),
"timestamp":time.time(),
"ownerId":obj.get("ownerId"),
"room":room}
SaveData(addr, saved, room)
if addr in data.get("vision", []):
resp[addr] = []
for obj in saved:
if obj.get("ownerId") != userId:
resp[addr].append(obj)
for obj in add:
resp[addr].append(obj)
SaveData("objects", objects)
return resp
def Notify(userId, message, room):
messages = LoadData("messages", {}, room)
if userId not in messages:
messages[userId] = []
messages[userId].append(message)
SaveData("messages", messages, room)
def NotifyOthers(userId, message, room):
users = LoadData("users", {})
for user in users:
if user != userId and users[user].get("room") == room:
Notify(user, message, room)
def SaveData(name, data, room=None):
# Making folder for server stuff
folder = Settings.get_settings_folder()+"/server/"
if room: folder = folder+str(room)+"/"
try: os.makedirs(folder)
except: pass
# Saving the json
with open(folder+str(name)+".json", "w") as save:
json.dump(data, save, indent=4)
def LoadData(name, otherwise=None, room=None):
try:
folder = Settings.get_settings_folder()+"/server/"
if room: folder = folder+str(room)+"/"
with open(folder+str(name)+".json") as o:
return json.load(o)
except: return otherwise
def Safe(string):
# This function stripts strings from any unsafe
# characters.
good = "1234567890qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM_"
new = ""
for i in string:
if i in good: new = new + i
else: new = new + "_"
return new
def Format(netId, room=True):
objects = LoadData("objects",{})
users = LoadData("users",{})
if netId in users:
name = users[netId].get("username", "Unknown")
room = users[netId].get("room", "Unknown Room")
ownerId = netId
owner = ""
else:
name = objects.get(netId, {}).get("name", "Unknown Object")
room = objects.get(netId, {}).get("room", "Unknown Room")
ownerId = objects.get(netId, {}).get("ownerId")
owner = users.get(ownerId, {}).get("username", "Unknown")
string = IDcolor(room)+" "+room+" "+IDcolor(netId)+" "+netId[-4:]+" "+name
if owner and ownerId:
string = string + " " + IDcolor(ownerId) + " by "+ownerId[-4:]+" " + owner
string = string + " " + clr["norm"]
return string
###### RUNNING THE SERVER #####
def ArgumentsHandler():
port = 6969
ipv6 = "-4"
if "--help" in sys.argv or "-h" in sys.argv:
print("""
This is the Multiplayer server for Dani's Race.
It is technically an HTTP server that handles
POST requests send by the game. Those requests
are in a JSON format compressed with python's
ZLIB library. There is no webpage, so trying to
access it with a browser will probably spit out
an error.
"""+clr["bold"]+clr["tdyl"]+"""RUN THIS SERVER FROM THE "Scripts" FOLDER!"""+clr["norm"]+"""
--help , -h : This Help Text.
--port """+clr["tdyl"]+"""<number>"""+clr["norm"]+""" : Sets up a port on which the
server will listen.
--ipv6 , -6 : Use IPv6 connection for global network.
""")
exit()
if "--port" in sys.argv:
try:
port = int(sys.argv[ sys.argv.index("--port")+1 ])
except:
print("Didn't specify port number.\nExample ( for port 8080 ): $ python3 Multiplayer_Server.py --port 8080")
exit()
if "--ipv6" in sys.argv or "-6" in sys.argv:
ipv6 = "-6"
return port, ipv6
PORT, IPV6 = ArgumentsHandler()
print(clr["bold"]+"Dani's Race Multiplayer Server!"+clr["norm"])
###### CLEANUPS #####
def CleanUps():
while True:
time.sleep(3)
# Cleaning up users
users = LoadData("users", {})
delete = []
for userId in users:
user = users[userId]
room = user.get("room")
name = user.get("username")
# If user missing for 10 seconds, he is gone.
if user.get("timestamp", 0) < time.time() -10:
NotifyOthers(userId, name+" left the game.", room)
print(Format(userId), "LEFT GAME!")
delete.append(userId)
for i in delete:
del users[i]
SaveData("users", users)
objects = LoadData("objects", {})
delete = []
for netId in objects:
obj = objects[netId]
# Deleting objects after 5 missing seconds
if obj.get("timestamp", 0) < time.time() -5:
delete.append(netId)
for i in delete:
del objects[i]
SaveData("objects", objects)
cleanups = threading.Thread(target=CleanUps)
cleanups.daemon = True
cleanups.start()
print("Started cleanups thread.")
print(clr["bold"]+"Starting server:", clr["norm"])
try:
IP = subprocess.check_output(["hostname", "-I"]).decode("utf-8").split(" ")[0]
except:
try:
# Some versions of hostname just have the -i option that acts like -I in
# other versions.
IP = subprocess.check_output(["hostname", "-i"]).decode("utf-8").split(" ")[0]
except:
IP = clr["tdrd"]+"127.0.0.1"+clr["norm"]
if not IP or IP == "\n":
IP = clr["tdrd"]+"127.0.0.1"+clr["norm"]
print(" Local IP:", clr["bold"], IP, clr["norm"])
try:
GLOBALIP = subprocess.check_output(["curl", "-s", IPV6, "ifconfig.co"]).decode("utf-8")[:-1]
print(" Global IP:", clr["bold"], GLOBALIP, clr["norm"])
except:
GLOBALIP = None
print(" Global IP:",clr["tdrd"]+clr["bold"], "No connection to Global Network.", clr["norm"])
print(" Port:", clr["bold"], PORT, clr["norm"])
print(" Local Hostname:", clr["bold"], "http://"+IP+":"+str(PORT), clr["norm"])
if GLOBALIP:
if IPV6 == "-4":
print(" Global Hostname:", clr["bold"], "http://"+GLOBALIP+":"+str(PORT), clr["norm"])
else:
print(" Global Hostname:", clr["bold"], "http://["+GLOBALIP+"]:"+str(PORT), clr["norm"])
print()
serve = HTTPServer(("", PORT), handler)
try:
serve.serve_forever()
except KeyboardInterrupt:
print()
print("Server Exited!")

View file

@ -1,40 +0,0 @@
# GPLv3 or later
# ( C ) J.Y.Amihud ( blenderdumbass ) 2024
import os
import json
import zlib
import random
import urllib.request
import urllib.parse
def RandomString(size=64):
# This will generate random strings, primarily
# for the purpose of recognizing the same objects
# on the network.
good = "1234567890qwertyuiopasdfghjklzxcvbnmQWERTYUIOPASDFGHJKLZXCVBNM"
text = ""
for i in range(size):
text = text + random.choice(good)
return text
def Send(host, data):
# Compressing
data = json.dumps(data)
data = data.encode("utf-8")
data = zlib.compress(data)
# Sending
req = urllib.request.Request(host, data=data)
# Recieving
data = urllib.request.urlopen(req).read()
data = zlib.decompress(data)
data = json.loads(data)
return data

View file

@ -1,515 +0,0 @@
import bge
import math
import numpy
import mathutils
r = math.radians
from Scripts import Reuse
from Scripts.Common import *
# Chunks to store data about parts of the world
chunks = {}
bge.logic.globalDict["Opt.chunks"] = chunks
camspeed = 0.0
camposition = mathutils.Vector((0,0,0))
camspeedframe = 0.0
def CameraSpeed():
# This function gives the average speed of the
# camera at any given frame.
frame = round(bge.logic.getRealTime(), 2)
global camspeed
global camposition
global camspeedframe
if frame != camspeedframe:
camspeedframe = frame
# Getting velocity of the camera
p = bge.logic.getCurrentScene().active_camera.worldPosition
v = p - camposition
camposition = p.copy()
# Averaging the velocity
av = 0
for i in v:
if i > 0: av += i
else : av -= i
av /= 3
# Storing the value
camspeed = av
# Returning the value
return camspeed
def ToFPS():
# Return a fraction that is useful to adjust FPS
# sensitive values like gravity.
return 60/bge.logic.getAverageFrameRate()
# Global Variables for GoodFPS function to work.
fpshistory = {} # History of last 200 or so frames FPS
targetFPS = 1 # Target FPS which to aim to preserve
FPStargets = {} # Database of how much a given function effects FPS
testingTarget = False # Fuction that is being tested for how much it effects FPS
testingTargetFrame = 0 # Frame where the test is started
testFPS = 60 # The FPS before the test started
limitframe = 0 # The Frame that is currently being calculated for expected FPS
expectedfps = 60 # Expected FPS with running functions tested effects removed from current FPS
def GoodFPS(func="", factor=1, boolean=True, traceback=False, ):
settings = bge.logic.globalDict.get("settings", {})
global targetFPS
# Recording the framerate into buffer
# This buffer will be used to regulate the target FPS
fps = bge.logic.getAverageFrameRate()
frame = round(bge.logic.getRealTime(), 2)
camspeed = min(CameraSpeed(), 1)
global fpshistory
fpshistory[frame] = fps
# Limiting execution based on camera speed.
if boolean and numpy.random.choice([True, False], p=[camspeed, 1-camspeed]):
return False
# Setting the target fps
if frame > 5:# and fps > targetFPS:
if not settings.get("autofps"):
targetFPS = bge.logic.getLogicTicRate()
else:
targetFPS = max(fpshistory.values())
targetFPS *= 1.1
if not boolean and int(frame) % 30 == 0:
bge.logic.setLogicTicRate(int(targetFPS))
# Slicing buffer to contain only last 300 records
newfpshistory = {}
for i in list(fpshistory.keys())[-300:]:
newfpshistory[i] = fpshistory[i]
fpshistory = newfpshistory
# Calculating the fraction ( of how much are we within the target FPS )
fraction = ( sum( min(f, targetFPS) for f in fpshistory.values()) / len(fpshistory) ) / targetFPS
# Testing FPS impacts of various functions to see
# how much to limit them.
global FPStargets
global testFPS
global testingTarget
global testingTargetFrame
# This runs when the target for testing is already setup
if testingTarget:
# If we have some decrease in performace, we calculate how much it effects the FPS
if frame > testingTargetFrame and fps+1 < testFPS:
FPStargets[testingTarget] = {"fraction":fps / testFPS, "frame":frame}
testingTarget = False
# Otherwise we cancel the test
elif frame -2 > testingTargetFrame:
testingTarget = False
# While we testing, we want to return False, so nothing else will effect the FPS
if boolean: return False
else: return 0.0
# This runs to start the test
if ( func and func not in FPStargets and 10 < frame or FPStargets.get(func, {}).get("frame", frame) + 60 < frame ) and fraction > factor:
testFPS = fps
testingTarget = func
testingTargetFrame = frame
# And we want to return True so the function will get launched.
if boolean: return True
else: return 1.0
# Limiting functions based on the tests
global limitframe
global expectedfps
# Findinf the limiting factor
try:
targetFactor = min(n.get("fraction") for n in FPStargets.values()) * factor
except:
targetFactor = factor
# Limiting
if expectedfps * FPStargets.get(func, {}).get("fraction", 1) < targetFPS * targetFactor:
if boolean: return False
# If we allow the function to run
# we want to recalculate the expected FPS
# based on the tests
if limitframe != frame:
# If the tests data is flawed
if int(expectedfps) > int(fps)+2:
FPStargets = {}
# Calculating expected FPS
expectedfps = fps*FPStargets.get(func, {}).get("fraction", 1)
limitframe = frame
else:
expectedfps *= FPStargets.get(func, {}).get("fraction", 1)
# Returning
if boolean:
return True#fraction > factor
else:
return fraction
def Address(location, precision):
# This function will return an adress of any given location
# Which could be used to compare between objects to see if they
# are close enough together.
ret = ""
for axis in location[:2]:
ret = ret + str(round(axis/precision))+":"
return ret
def Surround(location, precision, camera=None):
# This function will give a list of addresses around a certain point.
ret = []
ORL = []
addedtypes = []
for axis in location[:2]:
ORL.append(round(axis/precision))
ret.append(Address(ORL, 1))
if not camera:
# X
if (location[0]/precision) - round(location[0]/precision) < 0.5:
ret.append(Address([ORL[0]-1, ORL[1]], 1))
addedtypes.append("-x")
elif (location[0]/precision) - round(location[0]/precision) > 0.5:
ret.append(Address([ORL[0]+1, ORL[1]], 1))
addedtypes.append("+x")
# Y
if (location[1]/precision) - round(location[1]/precision) < 0.5:
ret.append(Address([ORL[0], ORL[1]-1], 1))
addedtypes.append("-y")
elif (location[1]/precision) - round(location[1]/precision) > 0.5:
ret.append(Address([ORL[0], ORL[1]+1], 1))
addedtypes.append("+y")
# Diagonals
if "+x" in addedtypes and "+y" in addedtypes:
ret.append(Address([ORL[0]+1, ORL[1]+1], 1))
elif "-x" in addedtypes and "-y" in addedtypes:
ret.append(Address([ORL[0]-1, ORL[1]-1], 1))
elif "-x" in addedtypes and "+y" in addedtypes:
ret.append(Address([ORL[0]-1, ORL[1]+1], 1))
elif "+x" in addedtypes and "-y" in addedtypes:
ret.append(Address([ORL[0]+1, ORL[1]-1], 1))
else:
if r(70) >= camera[2] >= r(-70):
ret.append(Address([ORL[0], ORL[1]+1], 1))
if r(25) >= camera[2] >= r(-115):
ret.append(Address([ORL[0]+1, ORL[1]+1], 1))
if r(-20) >= camera[2] >= r(-160):
ret.append(Address([ORL[0]+1, ORL[1]], 1))
if r(-65) >= camera[2] >= r(-180) or r(180) > camera[2] >= r(155):
ret.append(Address([ORL[0]+1, ORL[1]-1], 1))
if r(-110) >= camera[2] >= r(-180) or r(180) > camera[2] >= r(110):
ret.append(Address([ORL[0], ORL[1]-1], 1))
if r(-155) >= camera[2] >= r(180) or r(180) > camera[2] >= r(65):
ret.append(Address([ORL[0]-1, ORL[1]-1], 1))
if r(160) >= camera[2] >= r(20):
ret.append(Address([ORL[0]-1, ORL[1]], 1))
if r(115) >= camera[2] >= r(-25):
ret.append(Address([ORL[0]-1, ORL[1]+1], 1))
return ret
previousSurround = {}
def SurroundChanged(key, surround):
# This returns whether surround was changed between frames
if key not in previousSurround:
previousSurround[key] = surround.copy()
changed = surround != previousSurround[key]
previousSurround[key] = surround.copy()
return changed
def RegisterObject(object, precision, delete=True):
# This will move an object from scene.objects into
# chunks. So that they could be stored without
# effecting the BGE Depsgraph performance.
# Creating chunk
addr = Address(object.position, precision)
if addr not in chunks:
chunks[addr] = {"loaded":False,
"objects":[]}
# Adding properties
virtualObject = {}
virtualObject["name"] = object.name
virtualObject["position"] = object.position.copy()
virtualObject["orientation"] = object.orientation.to_euler()
virtualObject["scaling"] = object.scaling.copy()
for i in object.blenderObject.game.properties:
virtualObject[i.name] = i.value
# Adding the object to the chunk
chunks[addr]["objects"].append(virtualObject)
# Deleting real object
if delete:
object.endObject()
# Returning
return virtualObject
def SortByDistance(l, cam, withdistance=False):
# This sorts a chunk by the distance
distanced = []
for n, i in enumerate(l):
d = cam.getDistanceTo(i["position"])
distanced.append([d, n, i])
distanced = sorted(distanced)
if withdistance:
return distanced
ret = []
for i in distanced:
ret.append(i[2])
return ret
def UpdateScene(camobject, precision, camera=None):
# This function will update the scene. According to the camera
# view.
location = camobject.position
# Getting addresses
addrs = Surround(location, precision, camera)
# Checking if any of addresses are not up to date.
for addr in chunks:
# Delete object if address not in view
# It is done in a separate loop and first,
# because we might need elements from it
# to spawn later. Otherwise we might cache
# way too many objects into memory.
if addr not in addrs and chunks[addr]["loaded"]:
for object in chunks[addr]["objects"]:
if object.get("object"):
Reuse.Delete(object["object"])
object["object"] = None
chunks[addr]["loaded"] = False
# Breaking to skip to next frame and
# re-evaluate whether the FPS is good
return
lookthroughchunks = chunks
if addrs[0] in chunks:
lookthroughchunks = [chunks[addrs[0]]]+list(chunks.keys())
# Fixing random items at the chunks.
for i in range(5):
addr = random.choice(list(chunks.keys()))
item = random.choice(chunks[addr]["objects"])
if item.get("broken"):
item["broken"] = False
print(consoleForm(item["name"]), "Fixed")
for addr in chunks:
# Create objects when addres in view
if addr in addrs and not chunks[addr]["loaded"]:
for object in SortByDistance(chunks[addr]["objects"], camobject):
if not object.get("object") and not object.get("broken"):
object["object"] = Reuse.Create(object["name"])
object["object"].position = object["position"]
object["object"].orientation = object["orientation"]
object["object"].scaling = object["scaling"]
# Some objects have a height adjustment value
object["object"].position[2] += object["object"].get("movez", 0)
# Some effects require a reference point
object["object"]["spawned_by"] = object
# Some objects need dynamics to be suspended
if object.get("suspendDynamics"):
object["object"].suspendDynamics(True)
# Some objects might change mesh during game
if object["object"].get("good"):
object["object"].replaceMesh(object["object"]["good"])
chunks[addr]["loaded"] = True
# Breaking to skip to next frame and
# re-evaluate whether the FPS is good
return
# Level Of Details for spawn objects
# This is needed because normal LOD system
# with those objects sometimes gives a
# segmentation fault.
elif addr in addrs and chunks[addr]["loaded"]:
sortedObjects = SortByDistance(chunks[addr]["objects"], camobject, True)
# closestUnspawned = [1000000, 0, {}]
# for object in sortedObjects:
# if not object[2].get("object") and object[0] < closestUnspawned[0]:
# closestUnspawned = object
#
# if Reuse.reuse.get(closestUnspawned[2].get("name")):
# closestUnspawned[2]["object"] = Reuse.Create(closestUnspawned[2].get("name"))
# closestUnspawned[2]["object"].position = closestUnspawned[2]["position"]
# closestUnspawned[2]["object"].orientation = closestUnspawned[2]["orientation"]
# closestUnspawned[2]["object"].scaling = closestUnspawned[2]["scaling"]
#
# # Some objects have a height adjustment value
# closestUnspawned[2]["object"].position[2] += closestUnspawned[2]["object"].get("movez", 0)
#
# # Some effects require a reference point
# closestUnspawned[2]["object"]["spawned_by"] = closestUnspawned[2]
#
# # Some objects need dynamics to be suspended
# if closestUnspawned[2].get("suspendDynamics"):
# closestUnspawned[2]["object"].suspendDynamics(True)
for distance, n, object in sortedObjects:
#
# if object["name"] == closestUnspawned[2].get("name") and distance > closestUnspawned[0] and object.get("object"):
# Reuse.Delete(object["object"])
# object["object"] = None
if "lods" in object and object.get("object"):
distance = object["object"].getDistanceTo(location)
for lod in object["lods"]:
lodDistance = object["lods"][lod]
if int(distance) <= lodDistance:
break
if object["object"].name != lod:
Reuse.Delete(object["object"])
object["object"] = Reuse.Create(lod)
object["object"].position = object["position"]
object["object"].orientation = object["orientation"]
object["object"].scaling = object["scaling"]
# Some objects have a height adjustment value
object["object"].position[2] += object["object"].get("movez", 0)
# Some effects require a reference point
object["object"]["spawned_by"] = object
# Some objects need dynamics to be suspended
if object.get("suspendDynamics"):
object["object"].suspendDynamics(True)
taskschedule = {}
def ScheduleTask(taskname, FPSfactor, task, *args):
# This function adds a function to the schedule
taskObject = {"FPSfactor":FPSfactor,
"task":task,
"args":args}
taskschedule[taskname] = taskObject
def ExecuteScheduled():
# This function executes a scheduled task
# for taskname in taskschedule:
# print("Scheduled:", taskname)
# print()
# Trying to execute something
for taskname in taskschedule:
taskObject = taskschedule[taskname]
if GoodFPS("[Scheduled] "+taskname, taskObject["FPSfactor"]):
del taskschedule[taskname]
taskObject["task"](*taskObject["args"])
return
def Force(value):
# This function adjusts acceleration
# to fps
return value * ( ToFPS() ** 2 )
def Velocity(value):
# This function adjusts velocity
# to fps
return value * ToFPS()
def PrintTime():
# This function is used for testing
print(bge.logic.getRealTime())

View file

@ -1,3 +0,0 @@
# GPLv3 or later
# ( C ) J.Y.Amihud 2024

View file

@ -4,7 +4,7 @@
import bge
import aud
from Scripts import Reuse
from Scripts import Character_Controll
from Scripts import Character
from Scripts import Vehicle
from Scripts import Map
from Scripts import Main_update
@ -129,7 +129,7 @@ def emote(dani, data, sound):
emotion = emotion[1]
if start < sound.position < end:
Character_Controll.ApplyAnimation(dani, emotion)
Character.ApplyAnimation(dani, emotion)
def StatusText(text, bold=[]):
@ -236,7 +236,7 @@ def scene(scene, dani):
# Animation of dani holding the phone
if "dialogue01" in Story:
Character_Controll.ApplyAnimation(dani, "AnswerPhone")
Character.ApplyAnimation(dani, "AnswerPhone")
# Emoting to the phone conversation
emotion_data = [
@ -256,7 +256,7 @@ def scene(scene, dani):
StatusUpdate(stages, 0)
# Animation of putting away the phone
Character_Controll.ApplyAnimation(dani, "PutPhoneAway")
Character.ApplyAnimation(dani, "PutPhoneAway")
# We we will a neonspeedste at a specific point in the garage for this to work
# relying on the spawn system is stupid, since it might decide that we will not
@ -363,7 +363,7 @@ def scene(scene, dani):
StatusUpdate(stages, 2)
#Character_Controll.ApplyAnimation(Story["Paps"], "Stand")
#Character.ApplyAnimation(Story["Paps"], "Stand")
Reuse.Delete(Story["stage1"])
del Story["stage1"]
@ -393,11 +393,11 @@ def scene(scene, dani):
if 50 > Story["Paps"].getDistanceTo(dani) > 4:
Character_Controll.walkToward(Story["Paps"], dani)
Character.walkToward(Story["Paps"], dani)
if 50 > Story["Moria"].getDistanceTo(dani) > 4:
Character_Controll.walkToward(Story["Moria"], dani)
Character.walkToward(Story["Moria"], dani)
if 50 > Story["Jack"].getDistanceTo(dani) > 4:
Character_Controll.walkToward(Story["Jack"], dani)
Character.walkToward(Story["Jack"], dani)
@ -430,9 +430,9 @@ Story["01_Bring_Neonspeedster_To_Racetrack"] = scene
def scene(scene, dani):
global Story
# Stopping this scene from working in the night
if "stage" not in Story:
if "stage" not in Story and "Truck" not in Story:
timeis = bge.logic.globalDict.get("time", 0)
if timeis > 19 or timeis < 8:
return
@ -448,7 +448,7 @@ def scene(scene, dani):
# Moria goes to the car
if not dani.get("driving") and not Story["Moria"].get("driving"):
Character_Controll.getIntoCar(Story["Moria"], Story["Neonspeedster"])
Character.getIntoCar(Story["Moria"], Story["Neonspeedster"])
if Story["Moria"].get("driving"):
@ -477,7 +477,7 @@ def scene(scene, dani):
if Story["Moria"].get("driving"):
Story["Moria"]["driving"]["racing"] = False
Reuse.Delete(Story["Moria"]["driving"])
Character_Controll.getOutCar(Story["Moria"])
Character.getOutCar(Story["Moria"])
Reuse.Delete(Story["Moria"])
del Story["Moria"]
@ -501,7 +501,7 @@ def scene(scene, dani):
Reuse.Delete(Story["Jack"])
if Story["Jack"].get("driving"):
Character_Controll.getOutCar(Story["Jack"])
Character.getOutCar(Story["Jack"])
del Story["Jack"]
dani["race"] = ""
@ -583,7 +583,7 @@ def scene(scene, dani):
# Paps coming to Dani
if 100 > Story["Paps"].getDistanceTo(dani) > 4:
Character_Controll.walkToward(Story["Paps"], dani)
Character.walkToward(Story["Paps"], dani)
# Not restoring Moria.
@ -610,7 +610,7 @@ def scene(scene, dani):
if "dialogue1" in Story and not Story["dialogue1"].status:
if Story["Jack"].get("driving") != Story["Truck"]:
Character_Controll.getIntoCar(Story["Jack"], Story["Truck"], passanger=True)
Character.getIntoCar(Story["Jack"], Story["Truck"], passanger=True)
else:
Story["stage"] = 1
del Story["dialogue1"]
@ -621,7 +621,7 @@ def scene(scene, dani):
# Paps coming to Dani
if "Paps" in Story:
if 100 > Story["Paps"].getDistanceTo(dani) > 4:
Character_Controll.walkToward(Story["Paps"], dani)
Character.walkToward(Story["Paps"], dani)
if "dialogue2" not in Story:
Story["dialogue2"] = PlayDialogue("brief", Story["Paps"])
@ -792,14 +792,16 @@ def scene(scene, dani):
if not Story["DarkShadow"].get("isCargo"):
Story["stage"] = 5
Character_Controll.getOutCar(Story["Jack"])
Character.getOutCar(Story["Jack"])
pointer.visible = False
# Jack goes into the car that you've brought.
if Story.get("stage") == 5:
if Story["Jack"].get("driving") != Story["DarkShadow"]:
Character_Controll.getIntoCar(Story["Jack"], Story["DarkShadow"], passanger=True)
Character.getIntoCar(Story["Jack"], Story["DarkShadow"], passanger=True)
if Story["Jack"].getDistanceTo(Story["DarkShadow"]) > 100:
Character.getIntoCar(Story["Jack"], Story["DarkShadow"], immediately=True, passanger=True)
# Detecting when the race ends.
if not dani.get("race"):
@ -826,7 +828,7 @@ def scene(scene, dani):
if "dialogue5" in Story and not Story["dialogue5"].status:
Character_Controll.getOutCar(Story["Jack"])
Character.getOutCar(Story["Jack"])
Story["stage"] = 7
bge.logic.globalDict["print"] = "Pick the car up with the truck."
@ -834,7 +836,9 @@ def scene(scene, dani):
if Story.get("stage") == 7:
if Story["Jack"].get("driving") != Story["Truck"]:
Character_Controll.getIntoCar(Story["Jack"], Story["Truck"], passanger=True)
Character.getIntoCar(Story["Jack"], Story["Truck"], passanger=True)
if Story["Jack"].getDistanceTo(Story["Truck"]) > 100:
Character.getIntoCar(Story["Jack"], Story["Truck"], immediately=True, passanger=True)
elif dani.get("driving") == Story["Truck"]:
Story["stage"] = 8
@ -888,7 +892,7 @@ def scene(scene, dani):
# If we are at the place.
if Story["Truck"].getDistanceTo(fixGaragePosition) < 60:
Story["stage"] = 10
Character_Controll.getOutCar(Story["Jack"])
Character.getOutCar(Story["Jack"])
pointer.visible = False
# Fixing the car.
@ -897,7 +901,7 @@ def scene(scene, dani):
if "Jack-got-to-garage-door" not in Story:
garageDoor = [-789.7, -1035, 405.5]
if Story["Jack"].getDistanceTo(garageDoor) > 1.5:
Character_Controll.walkToward(Story["Jack"], garageDoor)
Character.walkToward(Story["Jack"], garageDoor)
else:
Story["Jack-got-to-garage-door"] = True
@ -911,7 +915,7 @@ def scene(scene, dani):
fixToolPoint = [-754.1, -1039, 405.8]
if Story["Jack"].getDistanceTo(fixToolPoint) > 1:
Character_Controll.walkToward(Story["Jack"], fixToolPoint, avoidObstacles=False)
Character.walkToward(Story["Jack"], fixToolPoint, avoidObstacles=False)
elif "dialogue8" in Story and not Story["dialogue8"].status:
if Story["DarkShadow"] in Garage.Inside():
@ -949,7 +953,7 @@ def scene(scene, dani):
fixComputerPoint = [-755, -1047, 405.8]
if Story["Jack"].getDistanceTo(fixComputerPoint) > 1:
Character_Controll.walkToward(Story["Jack"], fixComputerPoint, avoidObstacles=False)
Character.walkToward(Story["Jack"], fixComputerPoint, avoidObstacles=False)
else:
# Jack is buing parts that the car is missing.
@ -973,7 +977,7 @@ def scene(scene, dani):
if Story.get("stage") == 13:
if Story["Jack"].getDistanceTo(dani) > 3:
Character_Controll.walkToward(Story["Jack"], dani)
Character.walkToward(Story["Jack"], dani)
if "dialogue10" not in Story and ( not Story["Jack"].get("saying") or not Story["Jack"]["saying"].status ):
Story["dialogue10"] = PlayDialogue("seems_we_have_everything", Story["Jack"])
@ -1002,7 +1006,7 @@ def scene(scene, dani):
if Story.get("stage") == 14:
if Story["Jack"].getDistanceTo(dani) > 3:
Character_Controll.walkToward(Story["Jack"], dani)
Character.walkToward(Story["Jack"], dani)
if "dialogue11" not in Story and ( not Story["Jack"].get("saying") or not Story["Jack"]["saying"].status ):
Story["dialogue11"] = PlayDialogue("tidy_from_below", Story["Jack"])
@ -1019,24 +1023,25 @@ def scene(scene, dani):
if Story["DarkShadow"].getDistanceTo(fixGaragePosition) < 2:
Story["stage"] = 15
if Story.get("stage") == 15:
# Spawning neonspeedster
if "NeonSpeedster" not in Story:
Story["NeonSpeedster"] = Vehicle.Spawn("NeonSpeedsterBox",
(-798.3, -1006, 405.5),
(-814.7, -1029.3, 405.5),
(0,0,0))
if "Moria" not in Story:
Story["Moria"] = Reuse.Create("MoriaBox")
Character_Controll.getIntoCar(Story["Moria"],
Character.getIntoCar(Story["Moria"],
Story["NeonSpeedster"],
immediately=True)
if "Paps" not in Story:
Story["Paps"] = Reuse.Create("PapsBox")
Character_Controll.getIntoCar(Story["Paps"],
Character.getIntoCar(Story["Paps"],
Story["NeonSpeedster"],
passanger=True,
immediately=True)
@ -1053,8 +1058,8 @@ def scene(scene, dani):
Vehicle.TargetedNPC(Story["NeonSpeedster"])
else:
Character_Controll.getOutCar(Story["Paps"])
Character_Controll.getOutCar(Story["Moria"])
Character.getOutCar(Story["Paps"])
Character.getOutCar(Story["Moria"])
Story["stage"] = 16
@ -1124,9 +1129,9 @@ def scene(scene, dani):
# Paps and Jack walking after you.
if Story["Jack"].getDistanceTo(dani) > 3:
Character_Controll.walkToward(Story["Jack"], dani)
Character.walkToward(Story["Jack"], dani)
if Story["Paps"].getDistanceTo(dani) > 3:
Character_Controll.walkToward(Story["Paps"], dani)
Character.walkToward(Story["Paps"], dani)
if "dialogue13" in Story and not Story["dialogue13"].status:
Story["stage"] = 17
@ -1146,6 +1151,8 @@ def scene(scene, dani):
if dani.getDistanceTo(roomPosition) < 7:
pointer.visible = False
bge.logic.globalDict["print"] = "Mission Passed!"
if "Moria" in Story:

File diff suppressed because it is too large Load diff

View file

@ -13,7 +13,7 @@ try:
from Scripts import Script
from Scripts import Money
from Scripts import Garage
from Scripts import Character_Controll
from Scripts import Character
from Scripts import Vehicle
from Scripts.Common import *
@ -139,6 +139,7 @@ def Execute():
"veh_auto_gear":"autogear",
"veh_dynamcam" :"dynamcam",
"veh_upload" :"unload",
"veh_horn" :"horn",
"chr_forward" :"forward",
"chr_backward" :"backward",
"chr_left" :"left",

View file

@ -1,199 +0,0 @@
# Gplv3 or any later version
# (C) J.Y.Amihud 2024
import os
import json
# Those modules don't work everywhere
try:
import bge
import bpy
from Scripts import Main_update
from Scripts import Script
from Scripts import Money
from Scripts import Garage
from Scripts import Character_Controll
from Scripts import Vehicle
from Scripts.Common import *
except:
pass
def get_settings_folder():
game = "danisrace"
try:
data_dir = os.environ["XDG_DATA_HOME"] + "/" + game
except:
data_dir = os.path.expanduser("~/.local/share/"+game)
try:
os.makedirs(data_dir)
except:
pass
return data_dir
def load_settings():
folder = get_settings_folder()
f = folder+"/config.json"
try:
with open(f) as o:
return json.load(o)
except: return {}
def Execute():
# This function will execute the various settings inside of the game
data = load_settings()
if not data: return
scene = bge.logic.getCurrentScene()
# SHADOWS
for obj in scene.lights:
# Use Shadow
try: obj.blenderObject.data.use_shadow = data.get("shadows", True)
except: pass
# Use Contact Shadow
try: obj.blenderObject.use_contact_shadow = data.get("cntctshadows", True)
except: pass
# Softshadows
bpy.data.scenes["Scene"].eevee.use_soft_shadows = data.get("softshadows", True)
# Reflections
bpy.data.scenes["Scene"].eevee.use_ssr = data.get("reflections", True)
# Samples TODO figure it out
bpy.data.scenes["Scene"].eevee.taa_render_samples = data.get("samples", 1)
# Volume samples
bpy.data.scenes["Scene"].eevee.volumetric_samples = data.get("volumesamples", 32)
# Compositor
if data.get("compositor"):
bpy.context.space_data.shading.use_compositor = 'ALWAYS'
else:
bpy.context.space_data.shading.use_compositor = 'DISABLED'
# Skin samples
bpy.data.scenes["Scene"].eevee.sss_samples = data.get("skinsamples", 5)
# Volume shadows
bpy.data.scenes["Scene"].eevee.use_volumetric_shadows = data.get("volumeshadow", False)
# Volume lights
bpy.data.scenes["Scene"].eevee.use_volumetric_lights = data.get("volumelight", True)
# Volume shadows samp
bpy.data.scenes["Scene"].eevee.volumetric_shadow_samples = data.get("volshadsampl", 3)
# Cube Shadow res
bpy.data.scenes["Scene"].eevee.shadow_cube_size = data.get("shadowslamps", "512")
# Sun shadow res
bpy.data.scenes["Scene"].eevee.shadow_cascade_size = data.get("shadowssun", "1024")
# Logic Steps
#bge.logic.setMaxLogicFrame(100)
# Controlls
controlmap = {
"veh_forward" :"forward",
"veh_backward" :"backward",
"veh_left" :"left",
"veh_right" :"right",
"veh_drift" :"drift",
"veh_nitro" :"nitro",
"veh_resque" :"resque",
"veh_gear_up" :"gearup",
"veh_gear_down":"geardown",
"veh_auto_gear":"autogear",
"veh_dynamcam" :"dynamcam",
"veh_upload" :"unload",
"chr_forward" :"forward",
"chr_backward" :"backward",
"chr_left" :"left",
"chr_right" :"right",
"chr_jump" :"jump",
"chr_get_car" :"getcar",
"chr_swimdown" :"swimdown"
}
for control in controlmap:
if control.startswith("chr"): folder = bge.logic.globalDict["chr_controls"]
else: folder = bge.logic.globalDict["veh_controls"]
try: folder[controlmap[control]] = keycodes[data[control]]
except Exception as e:
print("Error assigning controls",e)
def SaveGame():
# Let's generate the data to save.
data = {
"currentEvent" : Script.Story["currentEvent"],
"passedEvents" : Script.Story["passed"]
}
data["cars"] = Garage.Encode()
data["money"] = Money.Get()
data["inventory"] = Garage.inventory
data["time"] = bge.logic.globalDict["time"]
folder = get_settings_folder()
f = folder+"/save.json"
try:
with open(f, "w") as save:
json.dump(data, save, indent=4, sort_keys=True)
print(clr["bold"]+clr["tdgr"]+"Game saved!"+clr["norm"], f)
except Exception as e:
print(clr["bold"]+clr["tdrd"]+"Failed to save game:"+clr["norm"], e)
def LoadGame():
# loading game
folder = get_settings_folder()
f = folder+"/save.json"
try:
with open(f) as o:
data = json.load(o)
except Exception as e:
print("Couldn't Load Game:", e)
return
bge.logic.globalDict["garage-saved"] = data.get("cars", [])
Script.Story["currentEvent"] = data.get("currentEvent", "01_Bring_Neonspeedster_To_Racetrack")
Script.Story["passed"] = data.get("passedEvents", [])
Money.Set(data.get("money", 0.0))
Garage.inventory = data.get("inventory", {})
Garage.UpdateShelfs()
bge.logic.globalDict["start-time"] = data.get("time")

View file

@ -451,10 +451,19 @@ def Boxify(obj, orcenter=False):
else:
box.position = obj.position
center = obj.position
box.orientation = obj.orientation
box.scaling = obj.blenderObject.dimensions
try:
box.position = obj.position
center = obj.position
except:
box.position = obj
center = obj
try:
box.orientation = obj.orientation
box.scaling = obj.blenderObject.dimensions
except:
box.orientation = [0,0,0]
box.scaling = [1,1,1]
return center

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@ -1,516 +0,0 @@
# GPLv3 or any later version
# (C) J.Y.Amihud ( blenderdumbass )
# This file will dealwith tools and stuff.
import bge
import bpy
import aud
import math
import mathutils
from Scripts import Reuse
from Scripts.Common import *
from Scripts import Vehicle
from Scripts import Script
from Scripts import Garage
def MainLoop():
keys = bge.logic.globalDict["keys"]
mouse = bge.logic.globalDict["mouse"]
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
if dani.get("driving"):
return
camera = scene.active_camera
hand = scene.objects["Tool_Hand"]
hc = scene.objects["Health_Circle"]
box = scene.objects["Boxify"]
if box.get("timer"): box["timer"] -= 1
else: box.position = [0,0,-1000]
# If dani is using a fix tool
if str(dani.get("tool")) == "FixTool":
dis = 10000
car = None
for thecar in bge.logic.globalDict["allcars"]:
cd = thecar.getDistanceTo(dani)
if cd < dis:
dis = cd
car = thecar
ray = DaniPoint(dani, camera)
found = False
if car:
# First we gonna create a list of all objects
# that the car can get fixed.
attachment = dani.get("tool-attachment")
objs = []
if not Vehicle.OnGround(car):
objs = [car]
for wheel in car["wheels"]:
if ( wheel.visible and not attachment ) or attachment == "Wheels" :
objs.append(wheel)
for door in car.get("doors", []):
if ( door.visible and not attachment ) or attachment == "Parts" :
objs.append(door)
if "NitroCanProxy" in car.childrenRecursive and\
(( not car.get("NitroCan") and attachment == "Nitros") or ( car.get("NitroCan") and not attachment )):
objs.append(car.childrenRecursive["NitroCanProxy"])
if "SpoilerProxy" in car.childrenRecursive and\
( ( not car.get("Spoiler") and "Spoiler" in str(attachment) ) or ( car.get("Spoiler") and not attachment )):
objs.append(car.childrenRecursive["SpoilerProxy"])
if ray[1]:
point = ray[1]
d = 10
c = None
for obj in objs:
od = obj.getDistanceTo(point)
if od < d:
d = od
c = obj
if c:
found = True
if c not in car["wheels"]:
center = Boxify(c)
else:
center = Boxify(c, True)
text = ""
if c in car["wheels"]:
text = "Wheel"
elif str(c) == "NitroCanProxy":
text = "Nitros"
elif "Spoiler" in str(c):
text = "Spoiler"
elif c == car:
text = "Engine and Chassis"
elif c in car["doors"]:
text = "Bodywork"
orange = range(len(text))
text = text + "\n" + str(int(round(c.get("health", 1.0)*100)))+"%"
Script.StatusText(text, orange)
# Activate the tool
if mousecodes["LMB"] in mouse:
FixToolSound()
if str(c) == "NitroCanProxy":
Vehicle.AddNitroCan(car)
dani["tool-attachment"] = None
car["nitro"] = 10.0
if str(c) == "SpoilerProxy" and attachment:
spoilertype = Garage.shop.get(attachment, {}).get("usemodel")
Vehicle.AddSpoiler(car, spoilertype)
dani["tool-attachment"] = None
c["health"] = c.get("health", 1.0) + 0.01
if c["health"] >= 1.0:
c["health"] = 1.0
# Replacing mesh, to looks nice.
if c.get("Good"):
c.replaceMesh(c.get("Good"))
# Doors
if c in car["doors"]:
c["locked"] = True
rot = door.orientation.to_euler()
for i in range(3):
if i == door.get("axis",2):
rot[i] = door.get("lockat", 0)
else:
rot[i] = 0
c.orientation = rot
c.suspendPhysics()
door.orientation = rot
if c == car:
Vehicle.ChangeBody(car, good=True)
if c == car:
car["blown"] = False
if c["health"] > 0.1:
if not c.visible:
dani["tool-attachment"] = None
c.visible = True
# Removing parts
if mousecodes["RMB"] in mouse:
FixToolSound()
# Removing spoilers
if str(c) == "SpoilerProxy" and not attachment:
spoilertype = Vehicle.RemoveSpoiler(car)
for name in Garage.shop:
item = Garage.shop[name]
if item.get("usemodel") == spoilertype:
dani["tool-attachment"] = name
# Removing nitros
if str(c) == "NitroCanProxy" and not attachment:
Vehicle.RemoveNitroCan(car)
dani["tool-attachment"] = "Nitros"
# Removing bodywork
if c in car["doors"] and not attachment:
c["health"] = 0.0
c.visible = False
dani["tool-attachment"] = "Parts"
# Removing wheels
elif c in car["wheels"] and not attachment:
c["health"] = 0.0
c.visible = False
dani["tool-attachment"] = "Wheels"
# Shelf
if not found:
tool = dani["tool"]
closest = 5
theitem = ""
themodel = None
for name in Garage.inventory:
amount = Garage.inventory[name]
item = Garage.shop.get(name, {})
model = item.get('model')
if model: model= scene.objects[model]
if ( amount or name == dani.get("tool-attachment") ) and model:
d = dani.getDistanceTo(model)
if d < closest:
closest = d
theitem = name
themodel = model
if themodel:
name = theitem
amount = Garage.inventory[name]
item = Garage.shop.get(name, {})
printname = item.get("name", name)
Boxify(themodel)
Script.StatusText(printname+"\nIn Stock: "+str(amount), range(len(printname)))
if mousecodes["LMB"] in mouse and not tool.get("active-timer"):
tool["active-timer"] = 30
print("pressed", dani.get("tool-attachment"))
if not dani.get("tool-attachment"):
dani["tool-attachment"] = name
Garage.Use(name)
else:
name = dani["tool-attachment"]
if name not in Garage.inventory: Garage.inventory[name] = 1
else: Garage.inventory[name] += 1
Garage.UpdateShelfs()
dani["tool-attachment"] = None
# If not model
else:
ray = DaniPoint(dani, camera)
if dani.get("tool-attachment"):
# Telling the user that her can drop the part
if ray[1]:
box.position = ray[1]
box.position.z += 1
box.scaling = (1,1,1)
# Dropping the part
if mousecodes["LMB"] in mouse and ray[1] and not tool.get("active-timer"):
name = dani["tool-attachment"]
item = Garage.shop.get(name, {})
usemodel = item.get("usemodel")
dropmodel = Reuse.Create(usemodel)
dropmodel.position = box.position
dropmodel.blenderObject["MainColor"] = [1.000000, 0.008796, 0.000000]
dropmodel.blenderObject["SecondaryColor"] = [1.000000, 0.500000, 0.000000]
# Remembering what it was
dropmodel["tool-attachment"] = dani["tool-attachment"]
if "dropped" not in bge.logic.globalDict:
bge.logic.globalDict["dropped"] = []
bge.logic.globalDict["dropped"].append(dropmodel)
dani["tool-attachment"] = None
tool["active-timer"] = 10
elif ray[1]:
closest = None
cldist = 10000
for dropmodel in bge.logic.globalDict.get("dropped", []):
distance = dropmodel.getDistanceTo(ray[1])
if distance < cldist:
closest = dropmodel
cldist = distance
if closest:
dropmodel = closest
Boxify(dropmodel)
# Taking it back
if ( mousecodes["LMB"] in mouse or mousecodes["RMB"] in mouse ) and not tool["active-timer"]:
dani["tool-attachment"] = dropmodel.get("tool-attachment")
Reuse.Delete(dropmodel)
tool["active-timer"] = 10
if tool.get("active-timer"): tool["active-timer"] -= 1
# Tool attachment
if dani.get("tool-attachment"):
name = dani["tool-attachment"]
item = Garage.shop.get(name, {})
usemodel = item.get("usemodel")
if not dani.get("tool-attachment-model") and usemodel:
dani["tool-attachment-model"] = Reuse.Create(usemodel)
dani["tool-attachment-model"].suspendPhysics()
dani["tool-attachment-model"].blenderObject["MainColor"] = [1.000000, 0.008796, 0.000000]
dani["tool-attachment-model"].blenderObject["SecondaryColor"] = [1.000000, 0.500000, 0.000000]
s = item.get("usescale", 1)
dani["tool-attachment-model"].scaling = [s,s,s]
else:
usemodel = dani["tool-attachment-model"]
usemodel.position = Vehicle.RelativePoint(dani, (-0.5,-0.5,0.5))
usemodel.applyRotation((0.03,-0.01,0.05),False)
elif dani.get("tool-attachment-model"):
Reuse.Delete(dani["tool-attachment-model"])
dani["tool-attachment-model"] = None
# If dani is using a paint tool
elif str(dani.get("tool")) == "PaintTool":
ray = DaniPoint(dani, camera)
tool = dani["tool"]
if ray[0] in bge.logic.globalDict["allcars"]:
car = ray[0]
Boxify(car)
if mousecodes["LMB"] in mouse:
PaintToolSound()
if not tool.get("active-timer"):
Vehicle.SmartColor(car, "pallete")
tool["active-timer"] = 30
elif mousecodes["RMB"] in mouse:
PaintToolSound()
if not tool.get("active-timer"):
Vehicle.SmartColor(car)
tool["active-timer"] = 30
if tool.get("active-timer"): tool["active-timer"] -= 1
def UpdateTool(tool):
tool = tool.owner
scene = bge.logic.getCurrentScene()
dani = scene.objects["Dani_Box"]
hand = scene.objects["Tool_Hand"]
box = scene.objects["Boxify"]
icon = scene.objects["Dani_Tool_Icon"]
if "taken" not in tool:
tool["taken"] = None
tool["wasat"] = tool.position.copy()
if not tool["taken"]:
if dani.getDistanceTo(tool["wasat"]) < 2 and not tool.get("timer") and not dani.get("tool"):
tool["taken"] = dani
tool["timer"] = 100
dani["tool"] = tool
tool.position = hand.position
tool.orientation = hand.orientation
tool.setParent(hand, True)
icon.blenderObject["raw"] = tool.get("icon_raw", 1)
icon.blenderObject["column"] = tool.get("icon_column", 0)
tool.applyRotation([0,0,0.1], False)
elif dani.getDistanceTo(tool["wasat"]) < 2 and not tool.get("timer"):
tool["taken"] = None
tool["timer"] = 100
dani["tool"] = None
box.position = [0,0,-1000]
tool.removeParent()
tool.position = tool["wasat"]
tool.orientation = [0,0,0]
Script.StatusText(" ")
icon.blenderObject["raw"] = 1
icon.blenderObject["column"] = 0
if tool.get("timer"): tool["timer"] -= 1
def Boxify(obj, orcenter=False):
# This function will draw a box around the object
scene = bge.logic.getCurrentScene()
box = scene.objects["Boxify"]
box["timer"] = 10
if not orcenter:
# Finding bounding box
bbox = obj.blenderObject.bound_box
# finding the center of the box
center = 0.125 * sum((mathutils.Vector(b) for b in bbox), mathutils.Vector())
center.rotate(obj.orientation)
center * obj.scaling
center = obj.position + center
box.position = center
else:
box.position = obj.position
center = obj.position
box.orientation = obj.orientation
box.scaling = obj.blenderObject.dimensions
return center
def DaniPoint(dani, camera):
# Then we want to see if any of them are pointed at
fro = dani.position.copy()
fro.z += 1
to = fro.copy()
to.z -= 1
to -= fro
to.rotate(camera.worldOrientation.to_euler())
to += fro
ray = Vehicle.BeautyRayCast(dani, "tool", to, fro, dist=5)
return ray
#### SOUNDS #####
def FixToolSound():
# Engine Sound
device = bge.logic.globalDict["SoundDevice"]
code = "//sfx/fixtool.ogg"
if code not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][code] = {"sound":aud.Sound(bge.logic.expandPath(code)),
"play":None}
sound = bge.logic.globalDict["sounds"][code]
if not sound["play"] or not sound["play"].status:
sound["play"] = device.play(sound["sound"])
sound["play"].volume = 1
def PaintToolSound():
# Engine Sound
device = bge.logic.globalDict["SoundDevice"]
code = "//sfx/painttool.ogg"
if code not in bge.logic.globalDict["sounds"]:
bge.logic.globalDict["sounds"][code] = {"sound":aud.Sound(bge.logic.expandPath(code)),
"play":None}
sound = bge.logic.globalDict["sounds"][code]
if not sound["play"] or not sound["play"].status:
sound["play"] = device.play(sound["sound"])
sound["play"].volume = 1

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@ -1,61 +0,0 @@
{
"Talk":{
"Action":"DaniEmotions",
"Frames":[0, 10],
"kwargs":{"layer":3}
},
"Laugh":{
"Action":"DaniEmotions",
"Frames":[10, 20],
"kwargs":{"layer":3}
},
"Stand":{
"Frames":[0, 290]
},
"Walk":{
"Frames":[301, 313]
},
"Drive":{
"Frames":[330,330]
},
"Swim":{
"Frames":[340,353]
},
"Fly":{
"Frames":[358,371],
"kwargs":{"priority":-1,
"blendin":5}
},
"Hang":{
"Frames":[390,390],
"kwargs":{"priority":-1}
},
"Land":{
"Frames":[371,384],
"kwargs":{"priority":-1}
},
"AnswerPhone":{
"Action":"DanisPhone",
"Frames":[32, 100],
"kwargs":{"layer":2},
"Keep":true
},
"PutPhoneAway":{
"Action":"DanisPhone",
"Frames":[0, 32],
"kwargs":{"layer":2}
}
}

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@ -1,15 +0,0 @@
{
"Stand":{
"Frames":[0,300]
},
"Walk":{
"Frames":[330, 350]
},
"Drive":{
"Frames":[360,361]
}
}

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@ -1,14 +0,0 @@
{
"Stand":{
"Frames":[0,276]
},
"Walk":{
"Frames":[300, 320]
},
"Drive":{
"Frames":[325,325]
}
}

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@ -1,7 +0,0 @@
{
"Stand":{
"Frames":[0,276]
}
}

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@ -1,17 +0,0 @@
{
"Walk":{
"Frames":[301, 330]
},
"Stand":{
"Frames":[0, 290]
},
"Talk":{
"Action":"PapsTalk",
"Frames":[0, 10],
"kwargs":{"layer":3}
}
}

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@ -1,43 +0,0 @@
{
"name":"Dark Shadow",
"probability":1,
"type":"race-car",
"material":{"MainColor" :[0.033096, 0.033096, 0.033096],
"SecondaryColor":[1.000000, 0.147027, 0.000000]},
"wheels":[
{ "radius":0.425, "xyz":[ 0.915, -1.427, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":""},
{ "radius":0.425, "xyz":[-0.915, -1.427, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":".001"},
{ "radius":0.425, "xyz":[-0.915, 1.184, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".003"},
{ "radius":0.425, "xyz":[ 0.915, 1.184, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".002"}
],
"mass" : 1993 ,
"hp" : 610 ,
"torque" : 100 ,
"drag" : 0.5 ,
"roll" : -0.4 ,
"grip" : 0.3 ,
"maxturn" : 0.8 ,
"brakes" : 2.0 ,
"abs" : 0.01 ,
"downforce" : 2.0 ,
"suspention" : 100.0 ,
"suspentionDamping" : 0.8 ,
"maxrpm" : 8000 ,
"idle" : 1100 ,
"redline" : 6000 ,
"gears":[
5.00,
3.00,
2.00,
1.00,
0.75,
0.50,
0.25,
0.20,
0.15
]
}

View file

@ -1,39 +0,0 @@
{
"name":"Dark Shadow",
"probability":1,
"wheels":[
{ "radius":0.425, "xyz":[ 0.915, -1.427, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":""},
{ "radius":0.425, "xyz":[-0.915, -1.427, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":".001"},
{ "radius":0.425, "xyz":[-0.915, 1.184, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".003"},
{ "radius":0.425, "xyz":[ 0.915, 1.184, -0.150], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".002"}
],
"mass" : 1993 ,
"hp" : 610 ,
"torque" : 100 ,
"drag" : 0.5 ,
"roll" : -0.4 ,
"grip" : 0.2 ,
"maxturn" : 0.8 ,
"brakes" : 2.0 ,
"abs" : 0.01 ,
"downforce" : 2.0 ,
"suspention" : 100.0 ,
"suspentionDamping" : 0.8 ,
"maxrpm" : 8000 ,
"idle" : 1100 ,
"redline" : 6000 ,
"gears":[
5.00,
3.00,
2.00,
1.00,
0.75,
0.50,
0.25,
0.20,
0.15
]
}

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@ -1,35 +0,0 @@
{
"name":"Hatchback Model 1",
"probability":10,
"type":"street-car",
"wheels":[
{ "radius":0.383, "xyz":[ 0.919, -1.519, -0.200], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":""},
{ "radius":0.383, "xyz":[-0.919, -1.519, -0.200], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":".001"},
{ "radius":0.383, "xyz":[-0.919, 1.522, -0.200], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".003"},
{ "radius":0.383, "xyz":[ 0.919, 1.522, -0.200], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".002"}
],
"mass" : 1993 ,
"hp" : 50 ,
"torque" : 50 ,
"drag" : 1.5 ,
"roll" : 0.4 ,
"grip" : 0.1 ,
"maxturn" : 0.8 ,
"brakes" : 1.0 ,
"abs" : 0.1 ,
"downforce" : 0.5 ,
"suspention" : 50.0 ,
"suspentionDamping" : 0.8 ,
"maxrpm" : 6000 ,
"idle" : 1100 ,
"redline" : 5000 ,
"gears":[
5.00,
2.00,
1.00,
0.50
]
}

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@ -1,43 +0,0 @@
{
"name":"Neonspeedster",
"probability":1,
"type":"race-car",
"material":{"MainColor" :[0.051525, 0.514757, 1.000000],
"SecondaryColor":[0.051525, 0.514757, 1.000000]},
"wheels":[
{ "radius":0.42, "xyz":[ 0.89, -1.25, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":""},
{ "radius":0.42, "xyz":[-0.89, -1.25, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":".001"},
{ "radius":0.42, "xyz":[-0.89, 1.65, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".003"},
{ "radius":0.42, "xyz":[ 0.89, 1.65, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".002"}
],
"mass" : 1800 ,
"hp" : 600 ,
"torque" : 120 ,
"drag" : 0.25 ,
"roll" : -0.4 ,
"grip" : 0.3 ,
"maxturn" : 0.8 ,
"brakes" : 2.0 ,
"abs" : 0.01 ,
"downforce" : 2.0 ,
"suspention" : 200.0 ,
"suspentionDamping" : 0.6 ,
"maxrpm" : 8000 ,
"idle" : 1100 ,
"redline" : 6000 ,
"gears":[
5.00,
3.00,
2.00,
1.00,
0.75,
0.50,
0.25,
0.20,
0.15
]
}

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@ -1,43 +0,0 @@
{
"name":"Red Kiss",
"probability":1,
"type":"race-car",
"material":{"MainColor" :[1.000000, 0.008796, 0.000000],
"SecondaryColor":[1.000000, 0.500000, 0.000000]},
"wheels":[
{ "radius":0.469, "xyz":[ 0.959, -1.333, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":""},
{ "radius":0.469, "xyz":[-0.959, -1.333, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":".001"},
{ "radius":0.469, "xyz":[-0.959, 1.538, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".003"},
{ "radius":0.469, "xyz":[ 0.959, 1.538, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".002"}
],
"mass" : 1800 ,
"hp" : 580 ,
"torque" : 120 ,
"drag" : 0.25 ,
"roll" : -0.4 ,
"grip" : 0.2 ,
"maxturn" : 0.8 ,
"brakes" : 2.0 ,
"abs" : 0.01 ,
"downforce" : 2.0 ,
"suspention" : 200.0 ,
"suspentionDamping" : 0.6 ,
"maxrpm" : 8000 ,
"idle" : 1100 ,
"redline" : 6000 ,
"gears":[
5.00,
3.00,
2.00,
1.00,
0.75,
0.50,
0.25,
0.20,
0.15
]
}

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@ -1,29 +0,0 @@
* Cars
** AI
*** Spawn System [2/3]
**** DONE Cars spawn all over the place
**** DONE Not enough cars
**** TODO Performace optimization
*** AI NPC [4/7]
**** DONE Stupid driving
**** DONE Forward vision
**** DONE Avoid Going Into Walls
**** DONE Do not british
**** TODO Angry Pursuit
**** TODO Racing AI
**** TODO Spawn Points Corrections [2/5]
- [X] Loop Around
- [X] To Racetrack
- [X] Through Sand
- [ ] Deep Down
- [ ] Small Round
** Controlls
*** Breaking system [1/2]
**** DONE Fix car tombling from breaking
**** TODO Fix the Handbrake, to feel better
** Camera
*** DONE Don't Roll if car is upside down
*** DONE While camera is in fly mode, track the target
*** TODO Avoid walls and stuff, to see car
* Characters
* Story

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@ -1,76 +0,0 @@
{
"speed": [
26.358402252197266 ,
21.851234436035156 ,
22.34600830078125 ,
35.7989501953125 ,
6.217530250549316 ,
26.85378074645996 ,
33.8651123046875 ,
23.299406051635742 ,
22.026166915893555 ,
23.528913497924805 ,
26.148305892944336 ,
30.280473709106445 ,
23.370298385620117 ,
28.574520111083984 ,
29.749557495117188 ,
19.382225036621094 ,
36.2252197265625 ,
43.09573745727539 ,
46.76814270019531 ,
47.48198699951172 ,
50.24925994873047 ,
52.846805572509766 ,
30.805631637573242
],
"time":[
170.65272959100002 ,
172.79986740700002 ,
175.59592075900002 ,
178.357206599 ,
182.51325741 ,
186.291296247 ,
189.72518670600004 ,
192.36938303800002 ,
198.250241647 ,
201.33201389100003 ,
205.44794146200002 ,
209.12922035900004 ,
213.11044018900003 ,
219.506708898 ,
221.33645230900004 ,
225.15496903500002 ,
233.56188715400003 ,
235.41891638500005 ,
237.67381141600004 ,
240.81052518 ,
243.59788943300003 ,
246.41590875000003 ,
248.44874652100003
],
"rot":[
[-0.015924813225865364, 0.0011410210281610489, -0.4768390655517578] ,
[-0.010619524866342545, 0.006157155614346266, 0.819098711013794] ,
[-0.01246673334389925, 0.002614065306261182, 2.2400927543640137] ,
[-0.04152778163552284, -0.004130885470658541, 1.943183422088623] ,
[-0.04403195157647133, 0.08712327480316162, 2.8876852989196777] ,
[-0.029080595821142197, 0.13835664093494415, 2.829178810119629] ,
[0.08981640636920929, 0.15955263376235962, -2.9285950660705566] ,
[0.24162724614143372, -0.06017084792256355, 2.941547155380249] ,
[0.23552058637142181, -0.007189183495938778, 3.119412422180176] ,
[0.21812723577022552, -0.037734098732471466, 2.6612043380737305] ,
[-0.11147090047597885, -0.17597346007823944, 2.991697311401367] ,
[0.6546691656112671, -0.054870348423719406, -2.769106388092041] ,
[0.18609264492988586, -0.4377727508544922, -1.875230312347412] ,
[0.013437599875032902, -0.023461028933525085, -1.3867586851119995] ,
[0.13140811026096344, -0.08332643657922745, -1.9279202222824097] ,
[0.15664435923099518, 0.06593117117881775, -2.0268445014953613] ,
[-0.28711217641830444, 0.015364741906523705, 0.31375741958618164] ,
[-0.32474762201309204, -0.002328319475054741, 0.24374638497829437] ,
[-0.32376036047935486, -0.00781808141618967, 0.22786971926689148] ,
[-0.20297476649284363, 0.003622535616159439, 0.2503244876861572] ,
[-0.15761759877204895, -0.020702043548226357, 0.1932581514120102] ,
[-0.15772217512130737, 0.0015355173964053392, 0.25058653950691223] ,
[-0.13799037039279938, -0.017578350380063057, 0.1344577968120575]
]}

20
run.py
View file

@ -19,7 +19,7 @@ import urllib.parse
#
###############################################
VERSION = "08-08-24"
VERSION = "25-09-24"
###############################################
@ -432,6 +432,16 @@ def set_settings(w):
box.pack_start(shadowcascadebox, 0,5,5)
########### SOUND ##############################
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
box.pack_start(Gtk.Label("Sound"), 0,5,5)
music = Gtk.CheckButton("Music")
box.pack_start(music, 0,5,5)
############ CONTROLS ########################
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
box.pack_start(Gtk.Label("Controls"), 0,5,5)
@ -484,12 +494,13 @@ def set_settings(w):
"veh_right" :"Steer Right",
"veh_drift" :"Handbrake",
"veh_nitro" :"Use Nitro",
"veh_resque" :"Resque During Race",
"veh_resque" :"Rescue During Race",
"veh_gear_up" :"Shift Gears Up",
"veh_gear_down":"Shift Gears Down",
"veh_auto_gear":"Switch Automatic Gearbox",
"veh_dynamcam" :"Switch Dynamic Camera",
"veh_upload" :"Truck Deploy Cargo",
"veh_horn" :"Car Horn",
"chr_forward" :"Walk Forward",
"chr_backward" :"Walk Backward",
"chr_left" :"Walk Left",
@ -514,6 +525,7 @@ def set_settings(w):
"veh_auto_gear":"Q",
"veh_dynamcam" :"C",
"veh_upload" :"D",
"veh_horn" :"H",
"chr_forward" :"W",
"chr_backward" :"S",
"chr_left" :"A",
@ -672,6 +684,7 @@ def set_settings(w):
autoFPS.set_active( data.get("autofps", True ) )
opt_scale.set_value( data.get("opt", 1.0 ) )
turn_scale.set_value( data.get("turn", 1.0 ) )
music.set_active( data.get("music", True ) )
for control in controlwidgets:
try:
@ -732,7 +745,8 @@ def set_settings(w):
"ao" :ao.get_active(),
"autofps" :autoFPS.get_active(),
"opt" :opt_scale.get_value(),
"turn" :turn_scale.get_value()
"turn" :turn_scale.get_value(),
"music" :music.get_active()
}
for control in controlwidgets:

813
run.py~
View file

@ -1,813 +0,0 @@
# GPL3 or any later version
# (C) J.Y.Amihud ( blenderdumbass ) 2024
# This is the launcher of the game.
import os
import subprocess
import time
import json
import threading
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk
from gi.repository import GLib
import urllib.request
import urllib.parse
# V E R S I O N
#
###############################################
VERSION = "07-07-24"
###############################################
def getData(link):
try:
req = urllib.request.Request(link)
f = urllib.request.urlopen(req)
data = json.loads(f.read().decode('utf-8'))
return data
except:
return None
from Scripts.Common import *
#### MAKING THE WINDOW ####
win = Gtk.Window()
win.set_title("Dani's Race")
win.set_size_request(799, 280)
win.connect("destroy", Gtk.main_quit)
win.set_default_icon_from_file("SettingUI/icon.png")
box = Gtk.VBox()
win.add(box)
#### Building the UI itself ###
banner = Gtk.Image.new_from_file('SettingUI/banner.jpg')
box.pack_start(banner, 0,0,0)
pannel = Gtk.HeaderBar()
pannel.set_show_close_button(True)
win.set_titlebar(pannel)
playbox = Gtk.HBox()
pannel.pack_start(playbox)
def play(w):
data = load_settings()
if data:
blenderplayer = data.get("blenderplayer")
command = [blenderplayer]
if data.get("fullscreen"):
command.append("-f")
else:
command.append("-w")
command.append(data.get("resolution").split(":")[0])
command.append(data.get("resolution").split(":")[1])
# The file of the game
command.append(os.getcwd()+"/assembly.blend")
# print(command)
subprocess.Popen(command)
else:
set_settings(w)
playbutton = Gtk.Button("Start Game")
playbutton.connect("clicked", play)
playbox.pack_start(playbutton, 0,5,5)
################### SETTINGS #########################
def set_settings(w):
settingsWindow = Gtk.Dialog("Dani's Race Settings",
buttons=(Gtk.STOCK_CANCEL, Gtk.ResponseType.CANCEL,
Gtk.STOCK_OK, Gtk.ResponseType.OK),
)
settingsWindow.set_size_request(600, 400)
box = settingsWindow.get_content_area()
# Scroller
scrl = Gtk.ScrolledWindow()
box.pack_start(scrl, 1,1,1)
# Actuall useful box
box = Gtk.VBox()
scrl.add(box)
# UPBGE executable
upbgebox = Gtk.HBox()
upbgelabel = Gtk.Label("UPBGE executable: ")
upbgeinput = Gtk.Entry()
def get_upbge_do(w):
os.system("xdg-open https://github.com/UPBGE/upbge/releases/download/v0.36.1/upbge-0.36.1-linux-x86_64.tar.xz")
downloadUPBGE = Gtk.Button("Get UPBGE")
downloadUPBGE.connect("clicked", get_upbge_do)
downloadUPBGE.set_tooltip_text("Download the latest working UPBGE for GNU / Linux.")
upbgeinput.set_text("blenderplayer")
upbgeinput.set_tooltip_text("Location of the blenderplayer executable on the system ( should in UPBGE folder ).")
upbgebox.pack_start(upbgelabel, 0,5,5)
upbgebox.pack_start(upbgeinput, 1,5,5)
upbgebox.pack_start(downloadUPBGE, 0,5,5)
box.pack_start(upbgebox, 0,5,5)
###### GRAPHICS / COMPLEXITY #####
box.pack_start(Gtk.Label("Graphics"), 0,5,5)
# Resolution
resbox = Gtk.HBox()
resfull = Gtk.CheckButton("Fullscreen")
resfull.set_tooltip_text("Whether to run the game Fullscreen.")
resmenu = Gtk.ComboBoxText()
resmenu.set_tooltip_text("What resolution to run the game at.")
resolutions = [
"7680:4320",
"5120:2880",
"3840:2160",
"2560:1440",
"1920:1080",
"1600:900",
"1366:768",
"1280:720",
"1024:576",
"960:540",
"854:480",
"640:360"
]
for i in resolutions:
resmenu.append_text(i)
resmenu.set_active(4)
resbox.pack_start(resfull, 0,5,5)
resbox.pack_end(resmenu, 0,5,5)
box.pack_start(resbox, 0,5,5)
# Target FPS
def hide_show_target_fps(w):
fpsbox.set_visible(not w.get_active())
autoFPS = Gtk.CheckButton("Automatic Target FPS")
autoFPS.set_active(True)
autoFPS.connect("clicked", hide_show_target_fps)
autoFPS.set_tooltip_text("Set Target FPS automatically to decrease input lag.")
box.pack_start(autoFPS, 0,5,5)
fpsbox = Gtk.HBox()
box.pack_start(fpsbox, 0,5,5)
fpsbox.pack_start(Gtk.Label("Target FPS"), 0,5,5)
fpsbox.set_tooltip_text("FPS that the engine will try to render.\nDo not put more than the computer can handle.\nOtherwise the game will have way too much input lag.")
fpsadjust = Gtk.Adjustment(30, lower=1, upper=1000, step_increment=1)
fps = Gtk.SpinButton(adjustment=fpsadjust, digits=0)
fpsbox.pack_end(fps, 0,5,5)
# Vsync
vsyncbox = Gtk.HBox()
box.pack_start(vsyncbox, 0,5,5)
vsyncbox.pack_start(Gtk.Label("Vsync"), 0,5,5)
vsyncoptions = ["On", "Off", "Adaptive"]
vsyncmenu = Gtk.ComboBoxText()
for i in vsyncoptions:
vsyncmenu.append_text(i)
vsyncmenu.set_active(1)
vsyncbox.pack_end(vsyncmenu, 0,5,5)
# Compositing
compositor = Gtk.CheckButton("Post Processing Effects")
compositor.set_tooltip_text("Bloom, sun beams, film and color grading effects.")
compositor.set_active(True)
box.pack_start(compositor, 0,5,5)
# Reflections
reflections = Gtk.CheckButton("Screen-Space Reflections")
reflections.set_tooltip_text("Pseudo-accurate reflections.")
reflections.set_active(True)
box.pack_start(reflections, 0,5,5)
# Ambient Occlusion
ao = Gtk.CheckButton("Ambient Occlusion")
ao.set_tooltip_text("Makes the shadow areas darker when objects are close together.")
ao.set_active(False)
box.pack_start(ao, 0,5,5)
# Trees, Poles, Fenses
tplbox = Gtk.HBox()
trees = Gtk.CheckButton("Trees")
trees.set_tooltip_text("Whether to spawn Trees.")
trees.set_active(True)
poles = Gtk.CheckButton("Light Poles")
poles.set_tooltip_text("Whether to spawn Light Poles.")
poles.set_active(True)
fences = Gtk.CheckButton("Fences")
fences.set_tooltip_text("Whether to spawn Metal and or Wooden fences.")
fences.set_active(True)
tplbox.pack_start(trees, 1,5,5)
tplbox.pack_start(poles, 1,5,5)
tplbox.pack_start(fences, 1,5,5)
box.pack_start(tplbox, 0,5,5)
# Amount of cars
carsbox = Gtk.HBox()
carsbox.pack_start(Gtk.Label("Traffic Density"), 0,5,5)
maxcarsadjust = Gtk.Adjustment(4, lower=1, upper=20, step_increment=1)
maxcarsinput = Gtk.SpinButton(adjustment=maxcarsadjust, digits=0)
maxcarsinput.set_tooltip_text("How many NPC cars to spawn on roads.")
carsbox.pack_end(maxcarsinput, 0,5,5)
box.pack_start(carsbox, 0,5,5)
# Sampling
samplesbox = Gtk.HBox()
sampleslabel = Gtk.Label("Main Samples: ")
samplesadjust = Gtk.Adjustment(1, lower=1, upper=64, step_increment=1)
samplesinput = Gtk.SpinButton(adjustment=samplesadjust, digits=0)
samplesinput.set_sensitive(False)
samplesinput.set_tooltip_text("How many times to render the image per frame. More gives more accurate soft shadows and anti-aliasing. Less is faster.")
samplesbox.pack_start(sampleslabel, 0,5,5)
samplesbox.pack_end(samplesinput, 0,5,5)
box.pack_start(samplesbox, 0,5,5)
# Subsurface Sampling
skinsamplesbox = Gtk.HBox()
skinsampleslabel = Gtk.Label("Skin Samples: ")
skinsamplesadjust = Gtk.Adjustment(5, lower=1, upper=64, step_increment=1)
skinsamplesinput = Gtk.SpinButton(adjustment=skinsamplesadjust, digits=0)
skinsamplesinput.set_sensitive(False)
skinsamplesinput.set_tooltip_text("How accurate the subsurface materials ( skin ) should be. More, prettier, less faster.")
skinsamplesbox.pack_start(skinsampleslabel, 0,5,5)
skinsamplesbox.pack_end(skinsamplesinput, 0,5,5)
box.pack_start(skinsamplesbox, 0,5,5)
# Volumetric sampling
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
volumesamplesbox = Gtk.HBox()
volumesampleslabel = Gtk.Label("Volumetric Samples: ")
volumesamplesadjust = Gtk.Adjustment(32, lower=1, upper=64, step_increment=1)
volumesamplesinput = Gtk.SpinButton(adjustment=volumesamplesadjust, digits=0)
volumesamplesinput.set_tooltip_text("How accurate should be fog, smoke and fire effects. More prettier, less faster.")
volumesamplesbox.pack_start(volumesampleslabel, 0,5,5)
volumesamplesbox.pack_end(volumesamplesinput, 0,5,5)
box.pack_start(volumesamplesbox, 0,5,5)
# Volumetric lighting
volumelight = Gtk.CheckButton("Volumetric Lighting")
volumelight.set_active(True)
volumelight.set_tooltip_text("Enable light to interact with volumetric materials.")
box.pack_start(volumelight, 0,5,5)
# Volumetric shadow
def show_hide_volume_shadows(w):
volumeshadowsamplesbox.set_visible( w.get_active() )
volumeshadow = Gtk.CheckButton("Volumetric Shadows")
volumeshadow.set_active(False)
volumeshadow.set_tooltip_text("Enable volumetrics to cast shadows ( Very slow ).")
volumeshadow.connect("clicked", show_hide_volume_shadows)
box.pack_start(volumeshadow, 0,5,5)
# Volumetric shadow sampling
volumeshadowsamplesbox = Gtk.HBox()
volumeshadowsampleslabel = Gtk.Label("Volumetric Shadows Samples: ")
volumeshadowsamplesadjust = Gtk.Adjustment(3, lower=1, upper=64, step_increment=1)
volumeshadowsamplesinput = Gtk.SpinButton(adjustment=volumeshadowsamplesadjust, digits=0)
volumeshadowsamplesinput.set_tooltip_text("How accurate should be volumentric shadows. More prettier, less faster.")
volumeshadowsamplesbox.pack_start(volumeshadowsampleslabel, 0,5,5)
volumeshadowsamplesbox.pack_end(volumeshadowsamplesinput, 0,5,5)
box.pack_start(volumeshadowsamplesbox, 0,5,5)
# Shadows
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
def show_hide_shadows(w):
softshadows.set_visible( w.get_active() )
contactshadows.set_visible( w.get_active() )
shadowcubebox.set_visible( w.get_active() )
shadowcascadebox.set_visible( w.get_active() )
shadows = Gtk.CheckButton("Shadows")
shadows.set_active(True)
shadows.set_tooltip_text("Whether to render Shadows.")
shadows.connect("clicked", show_hide_shadows)
box.pack_start(shadows, 0,5,5)
# Soft Shadows
softshadows = Gtk.CheckButton("Soft Shadows")
softshadows.set_active(True)
softshadows.set_tooltip_text("Whether to try rendering soft Shadows. ( Requires more than one Sample )")
box.pack_start(softshadows, 0,5,5)
# Contact Shadows
contactshadows = Gtk.CheckButton("Contact Shadows")
contactshadows.set_active(True)
contactshadows.set_tooltip_text("Render a special pass of shadows to fill up small cracks.")
box.pack_start(contactshadows, 0,5,5)
# Shadow resolution
shadowresolutions = [
"4096",
"2048",
"1024",
"512",
"256",
"128",
"64"
]
shadowcubebox = Gtk.HBox()
shadowcubelabel = Gtk.Label("Lamp Shadow Resolution: ")
shadowcubemenu = Gtk.ComboBoxText()
for i in shadowresolutions:
shadowcubemenu.append_text(i)
shadowcubemenu.set_active(3)
shadowcubebox.pack_start(shadowcubelabel,0,5,5)
shadowcubebox.pack_end(shadowcubemenu,0,5,5)
box.pack_start(shadowcubebox, 0,5,5)
# Shadow cascade size
shadowcascadebox = Gtk.HBox()
shadowcascadelabel = Gtk.Label("Sun Shadow Resolution: ")
shadowcascademenu = Gtk.ComboBoxText()
for i in shadowresolutions:
shadowcascademenu.append_text(i)
shadowcascademenu.set_active(2)
shadowcascadebox.pack_start(shadowcascadelabel,0,5,5)
shadowcascadebox.pack_end(shadowcascademenu,0,5,5)
box.pack_start(shadowcascadebox, 0,5,5)
############ CONTROLS ########################
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
box.pack_start(Gtk.Label("Controls"), 0,5,5)
def show_hide_car_controls(w):
controlboxes["veh_forward"].set_visible( not w.get_active() )
controlboxes["veh_backward"].set_visible( not w.get_active() )
controlboxes["veh_left"].set_visible( not w.get_active() )
controlboxes["veh_right"].set_visible( not w.get_active() )
carmouseguides.set_visible( w.get_active() )
carmouseshow.set_visible( w.get_active() )
controlcarmouse = Gtk.CheckButton("Control Car With a Mouse")
controlcarmouse.connect("clicked", show_hide_car_controls )
controlcarmouse.set_tooltip_text("Use the mouse to control the car. Allows for more precise input. Has a learning curve.")
box.pack_start(controlcarmouse, 0,5,5)
carmouseguides = Gtk.CheckButton("Mouse Control Guides")
carmouseguides.set_active(True)
carmouseguides.set_tooltip_text("Show guides on the screen when controlling the car with the mouse.")
box.pack_start(carmouseguides, 0,5,5)
carmouseshow = Gtk.CheckButton("Show Mouse Cursor")
carmouseshow.set_tooltip_text("Show mouse cursor when controlling the car with the mouse. ( Easier to understand than the guides, but can obstruct the view ).")
box.pack_start(carmouseshow, 0,5,5)
controlnames = {
"veh_forward" :"Drive Forward",
"veh_backward" :"Drive Backward",
"veh_left" :"Steer Left",
"veh_right" :"Steer Right",
"veh_drift" :"Handbrake",
"veh_nitro" :"Use Nitro",
"veh_resque" :"Resque During Race",
"veh_gear_up" :"Shift Gears Up",
"veh_gear_down":"Shift Gears Down",
"veh_auto_gear":"Switch Automatic Gearbox",
"veh_dynamcam" :"Switch Dynamic Camera",
"veh_upload" :"Truck Deploy Cargo",
"chr_forward" :"Walk Forward",
"chr_backward" :"Walk Backward",
"chr_left" :"Walk Left",
"chr_right" :"Walk Right",
"chr_jump" :"Jump",
"chr_get_car" :"Enter Car",
"chr_swimdown" :"Swim Down"
}
controldefaults = {
"veh_forward" :"UpArrow",
"veh_backward" :"DownArrow",
"veh_left" :"LeftArrow",
"veh_right" :"RightArrow",
"veh_drift" :"Space",
"veh_nitro" :"Z",
"veh_resque" :"BackSpace",
"veh_gear_up" :"W",
"veh_gear_down":"S",
"veh_auto_gear":"Q",
"veh_dynamcam" :"C",
"veh_upload" :"D",
"chr_forward" :"W",
"chr_backward" :"S",
"chr_left" :"A",
"chr_right" :"D",
"chr_jump" :"Space",
"chr_get_car" :"Enter",
"chr_swimdown" :"LShift"
}
controlwidgets = {}
controlboxes = {}
for control in controlnames:
cbox = Gtk.HBox()
box.pack_start(cbox, 0,5,5)
controlboxes[control] = cbox
cbox.pack_start(Gtk.Label(controlnames[control]), 0,5,5)
controlwidgets[control] = Gtk.ComboBoxText()
cbox.pack_end(controlwidgets[control], 0,5,5)
for key in keycodes:
controlwidgets[control].append_text(key)
controlwidgets[control].set_active( list(keycodes.keys()).index(controldefaults[control]) )
######## NETWORK ######
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
box.pack_start(Gtk.Label("Multiplayer"), 0,5,5)
def show_hide_multiplayer(w):
hostbox.set_visible( w.get_active() )
usernamebox.set_visible( w.get_active() )
multiplayerroombox.set_visible( w.get_active() )
multiplayer = Gtk.CheckButton("Multiplayer")
multiplayer.connect("clicked", show_hide_multiplayer)
box.pack_start(multiplayer, 0,5,5)
hostbox = Gtk.HBox()
hostbox.pack_start(Gtk.Label("Hostname:"), 0,5,5)
hostname = Gtk.Entry()
hostbox.pack_end(hostname, 0,5,5)
box.pack_start(hostbox, 0,5,5)
usernamebox = Gtk.HBox()
usernamebox.pack_start(Gtk.Label("Username:"),0,5,5)
username = Gtk.Entry()
usernamebox.pack_end(username,0,5,5)
box.pack_start(usernamebox, 0,5,5)
multiplayerroombox = Gtk.HBox()
multiplayerroombox.pack_start(Gtk.Label("Room:"),0,5,5)
multiplayerroom = Gtk.Entry()
multiplayerroombox.pack_end(multiplayerroom,0,5,5)
box.pack_start(multiplayerroombox, 0,5,5)
######### TIME ########
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
box.pack_start(Gtk.Label("In Game Time"), 0,5,5)
clockspeedbox = Gtk.HBox()
clockspeedbox.pack_start(Gtk.Label("In Game Clock Speed:"), 0,5,5)
clockspeedadjustment = Gtk.Adjustment(20, lower=0.1, upper=10000, step_increment=0.1)
clockspeedentry = Gtk.SpinButton(adjustment=clockspeedadjustment, digits=2)
clockspeedentry.set_tooltip_text("How much the clock in the game is faster than the real clock. 1 is real time speed. 10 is ten times faster.")
clockspeedbox.pack_end(clockspeedentry, 0,5,5)
box.pack_start(clockspeedbox, 0,5,5)
############################################# DEV SETTINGS #####################
box.pack_start(Gtk.HSeparator(), 0,5,5) #############################
box.pack_start(Gtk.Label("For Developers"), 0,5,5)
def show_hide_devmode(w):
devmode_cheats.set_visible( w.get_active() )
devmode_visible_rays.set_visible( w.get_active() )
if not w.get_active():
devmode_cheats.set_active( False )
devmode_visible_rays.set_active( False )
devmode = Gtk.CheckButton("Developer Mode")
devmode.set_tooltip_text("Developer mode is mode used in development of the game.")
box.pack_start(devmode, 0,5,5)
devmode.connect("clicked", show_hide_devmode )
devmode_cheats = Gtk.CheckButton("Developer Keyboard Cheatcodes")
devmode_cheats.set_tooltip_text("Enable keyboards cheat codes, for testing purposes.")
box.pack_start(devmode_cheats, 0,5,5)
devmode_visible_rays = Gtk.CheckButton("Developer Visible Rays")
devmode_visible_rays.set_tooltip_text("Show the rays that are used for AIs to see.")
box.pack_start(devmode_visible_rays, 0,5,5)
################################################################################
# Loading settings
data = load_settings()
if data:
upbgeinput.set_text( data.get("blenderplayer", "blenderplayer") )
resfull.set_active( data.get("fullscreen", False ) )
resmenu.set_active( resolutions.index( data.get("resolution", "1920:1080" ) ) )
compositor.set_active( data.get("compositor", True ) )
reflections.set_active( data.get("reflections", True ) )
trees.set_active( data.get("trees", True ) )
poles.set_active( data.get("poles", True ) )
fences.set_active( data.get("fences", True ) )
samplesadjust.set_value( data.get("samples", 1 ) )
skinsamplesadjust.set_value( data.get("skinsamples", 5 ) )
volumesamplesadjust.set_value( data.get("volumesamples", 32 ) )
volumelight.set_active( data.get("volumelight", True ) )
volumeshadow.set_active( data.get("volumeshadow", False ) )
volumeshadowsamplesadjust.set_value( data.get("volshadsampl", 3 ) )
shadows.set_active( data.get("shadows", True ) )
softshadows.set_active( data.get("softshadows", True ) )
contactshadows.set_active( data.get("cntctshadows", True ) )
shadowcubemenu.set_active( shadowresolutions.index( data.get("shadowslamps", "512" ) ) )
shadowcascademenu.set_active( shadowresolutions.index( data.get("shadowssun", "1024" ) ) )
devmode.set_active( data.get("devmode", False ) )
devmode_cheats.set_active( data.get("dev-cheats", False ) )
devmode_visible_rays.set_active(data.get("dev-rays", False ) )
clockspeedadjustment.set_value( data.get("clockspeed", 20.0 ) )
controlcarmouse.set_active( data.get("veh_mouse", False ) )
maxcarsadjust.set_value( data.get("maxcars", 4 ) )
carmouseguides.set_active( data.get("veh_mouse_guides",True ) )
carmouseshow.set_active( data.get("veh_mouse_cursor",False ) )
multiplayer.set_active( data.get("multiplayer", False ) )
hostname.set_text( data.get("mp-host", "http://localhost:6969") )
username.set_text( data.get("mp-name", "Dani" ) )
multiplayerroom.set_text( data.get("mp-room", "Main" ) )
fpsadjust.set_value( data.get("fps", 30 ) )
vsyncmenu.set_active( vsyncoptions.index( data.get("vsync", "Off" )))
ao.set_active( data.get("ao", False ) )
autoFPS.set_active( data.get("autofps", True ) )
for control in controlwidgets:
try:
controlwidgets[control].set_active( list(keycodes.keys()).index(data.get(control)) )
except:
controlwidgets[control].set_active( list(keycodes.keys()).index(controldefaults[control]) )
settingsWindow.show_all()
show_hide_shadows(shadows)
show_hide_volume_shadows(volumeshadow)
show_hide_devmode(devmode)
show_hide_car_controls(controlcarmouse)
show_hide_multiplayer(multiplayer)
hide_show_target_fps(autoFPS)
response = settingsWindow.run()
if response == Gtk.ResponseType.OK:
folder = get_settings_folder()
f = folder+"/config.json"
data = {"blenderplayer":upbgeinput.get_text(),#
"fullscreen" :resfull.get_active(),#
"resolution" :resmenu.get_active_text(),#
"compositor" :compositor.get_active(),#
"reflections" :reflections.get_active(),#
"trees" :trees.get_active(),#
"poles" :poles.get_active(),#
"fences" :fences.get_active(),#
"samples" :int(samplesadjust.get_value()),#
"skinsamples" :int(skinsamplesadjust.get_value()),#
"volumesamples":int(volumesamplesadjust.get_value()),#
"volumelight" :volumelight.get_active(),#
"volumeshadow" :volumeshadow.get_active(),#
"volshadsampl" :int(volumeshadowsamplesadjust.get_value()),#
"shadows" :shadows.get_active(), #
"softshadows" :softshadows.get_active(),#
"cntctshadows" :contactshadows.get_active(),#
"shadowslamps" :shadowcubemenu.get_active_text(),#
"shadowssun" :shadowcascademenu.get_active_text(), #
"devmode" :devmode.get_active(),
"dev-cheats" :devmode_cheats.get_active(),
"dev-rays" :devmode_visible_rays.get_active(),
"clockspeed" :clockspeedadjustment.get_value(),
"veh_mouse" :controlcarmouse.get_active(),
"maxcars" :int(maxcarsadjust.get_value()),
"veh_mouse_guides":carmouseguides.get_active(),
"veh_mouse_cursor":carmouseshow.get_active(),
"multiplayer" :multiplayer.get_active(),
"mp-host" :hostname.get_text(),
"mp-name" :username.get_text(),
"mp-room" :multiplayerroom.get_text(),
"fps" :int(fpsadjust.get_value()),
"vsync" :vsyncmenu.get_active_text(),
"ao" :ao.get_active(),
"autofps" :autoFPS.get_active()
}
for control in controlwidgets:
data[control] = controlwidgets[control].get_active_text()
with open(f, "w") as save:
json.dump(data, save, indent=4, sort_keys=True)
settingsWindow.destroy()
settingsbutton = Gtk.Button("Settings")
settingsbutton.connect("clicked", set_settings)
settingsbutton.set_relief(Gtk.ReliefStyle.NONE)
playbox.pack_start(settingsbutton, 0,5,5)
def do_updates(w):
updatesData = getData("https://blenderdumbass.codeberg.page/DanisRace/updates.json")
updatesWindow = Gtk.Dialog("Dani's Race Updates")
updatesWindow.set_size_request(600, 400)
box = updatesWindow.get_content_area()
# Scroller
scrl = Gtk.ScrolledWindow()
box.pack_start(scrl, 1,1,1)
# Actuall useful box
box = Gtk.VBox()
scrl.add(box)
if updatesData:
for n, version in enumerate(updatesData):
vdata = updatesData[version]
if version == VERSION:
buttontext = "Installed"
tooltip = "You already have version "+version
elif vdata.get("available"):
buttontext = "Download"
tooltip = "Download page for version "+version
else:
buttontext = "Help Unlock"
tooltip = "Dani's Race "+version+" is not unlocked yet. Help with unlocking it."
# For the fist one
if n == 0:
add = "NEWEST!!! "
else:
add = ""
verbox = Gtk.HBox()
verbox.pack_start(Gtk.Label(add+"Dani's Race v"+version), 0,5,5)
def open_webpage(w, link):
os.system("xdg-open "+link)
actionButton = Gtk.Button(buttontext)
actionButton.set_tooltip_text(tooltip)
actionButton.connect("clicked", open_webpage, vdata.get("page"))
verbox.pack_end(actionButton, 0, 5, 5)
box.pack_start(verbox, 0,5,5)
box.pack_start(Gtk.HSeparator(), 0,5,5)
else:
box.pack_start(Gtk.Label("Could not get update information.\nCheck internet connection."), 1 , 5, 5)
updatesWindow.show_all()
updatesWindow.run()
updatesWindow.destroy()
updatesbutton = Gtk.Button("Updates")
updatesbutton.connect("clicked", do_updates)
updatesbutton.set_relief(Gtk.ReliefStyle.NONE)
playbox.pack_start(updatesbutton, 0,5,5)
def get_settings_folder():
game = "danisrace"
try:
data_dir = os.environ["XDG_DATA_HOME"] + "/" + game
except:
data_dir = os.path.expanduser("~/.local/share/"+game)
try:
os.makedirs(data_dir)
except:
pass
return data_dir
def load_settings():
folder = get_settings_folder()
f = folder+"/config.json"
try:
with open(f) as o:
return json.load(o)
except: return None
#### Launching he ui ######
win.show_all()
Gtk.main()