07-07-24
13
DanisRace Debug.txt
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[] Animation Staires
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[] Animation Jump
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[] Walk Speed
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[] Auto Animation Swimming
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[] Auto Control Swimming on Water
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[] Jump Bugged
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[] Slower Walk Animation
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235
LICENSE
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GNU GENERAL PUBLIC LICENSE
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Software: GNU General Public License Version 3 or any later version
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Version 3, 29 June 2007
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Game Art: Creative Commons Attribution-ShareAlike
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Copyright © 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Some art was taken from other projects that have other ( compatible ) licenses. Most of them are taken from Moria's Race movie sources. Like for example the sound files. Most of those are either CC0 or in some cases CC-BY or CC-BY-SA.
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Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
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For full list of sound files used in this project please refer to SOUNDLICENSES file.
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For Font Licenses please look into the fonts folder.
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||||||
Preamble
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The GNU General Public License is a free, copyleft license for software and other kinds of works.
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The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too.
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|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of the GNU General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU General Public License “or any later version” applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU General Public License, you may choose any version ever published by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future versions of the GNU General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM “AS IS” WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the “copyright” line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
DanisRace
|
|
||||||
Copyright (C) 2024 BlenderDumbass
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
|
|
||||||
|
|
||||||
DanisRace Copyright (C) 2024 BlenderDumbass
|
|
||||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
|
||||||
This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
|
|
||||||
|
|
||||||
The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see <https://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read <https://www.gnu.org/philosophy/why-not-lgpl.html>.
|
|
||||||
|
|
|
@ -1,3 +1,5 @@
|
||||||
# DanisRace
|
# Dani's Race
|
||||||
|
|
||||||
The Libre Game Dani's Race.
|
A Free / Libre Open World Game.
|
||||||
|
|
||||||
|
[Dani's Race Website](https://blenderdumbass.codeberg.page/DanisRace/)
|
||||||
|
|
49
SOUNDLICENSES
Normal file
|
@ -0,0 +1,49 @@
|
||||||
|
The files are renamed and or changed in some way for the game. Not the entire list of those sounds might be present in the game. ( Those are sounds used in Moria's Race movie and are being reused for the game ).
|
||||||
|
|
||||||
|
____________________________________________________________________________________________
|
||||||
|
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
spray painting CC-BY by Jay_You
|
||||||
|
https://freesound.org/people/Jay_You/sounds/460408/
|
106
ScriptSnippits.txt
Normal file
|
@ -0,0 +1,106 @@
|
||||||
|
[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!
|
||||||
|
|
||||||
|
|
1083
Scripts/Character_Controll.py
Normal file
185
Scripts/Cinema.py
Normal file
|
@ -0,0 +1,185 @@
|
||||||
|
# This script will make the cinema work.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
import bge
|
||||||
|
import aud
|
||||||
|
|
||||||
|
def Main(w):
|
||||||
|
|
||||||
|
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)
|
161
Scripts/Common.py
Normal file
|
@ -0,0 +1,161 @@
|
||||||
|
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)
|
||||||
|
|
||||||
|
c = IDcolor(ID)
|
||||||
|
|
||||||
|
return c + " " + ID + " " + NAME + " " + clr["norm"]
|
||||||
|
|
||||||
|
def IDcolor(ID):
|
||||||
|
|
||||||
|
# Coloring
|
||||||
|
if ID not in IDColors:
|
||||||
|
r = random.random()
|
||||||
|
g = random.random()
|
||||||
|
b = random.random()
|
||||||
|
|
||||||
|
ct = clr["tbwh"]
|
||||||
|
if max(r, g, b ) > 0.9 or sum((r, g, b))/3 > 0.5:
|
||||||
|
ct = clr["tdbl"]
|
||||||
|
|
||||||
|
c = clr["bold"] + "\033[48;2;"+str(int(r*256))+";"+str(int(g*256))+";"+str(int(b*256))+"m"+ct
|
||||||
|
IDColors[ID] = c
|
||||||
|
c = IDColors[ID]
|
||||||
|
return c
|
683
Scripts/Destruction.py
Normal file
|
@ -0,0 +1,683 @@
|
||||||
|
# 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
|
307
Scripts/Garage.py
Normal file
|
@ -0,0 +1,307 @@
|
||||||
|
# GPLv3-or-later
|
||||||
|
# (C) J.Y.Amihud ( blenderdumbass )
|
||||||
|
|
||||||
|
# This will deal with garage and inventory system.
|
||||||
|
|
||||||
|
import bge
|
||||||
|
|
||||||
|
import mathutils
|
||||||
|
|
||||||
|
from Scripts import Reuse
|
||||||
|
|
||||||
|
from Scripts import Vehicle
|
||||||
|
from Scripts import Money
|
||||||
|
|
||||||
|
from Scripts.Common import *
|
||||||
|
|
||||||
|
if "inventory" not in bge.logic.globalDict:
|
||||||
|
bge.logic.globalDict["inventory"] = {}
|
||||||
|
inventory = bge.logic.globalDict["inventory"]
|
||||||
|
|
||||||
|
# Items you can buy for the inventory
|
||||||
|
shop = {
|
||||||
|
"Wheels":{
|
||||||
|
"name":"Car Wheels",
|
||||||
|
"cost":392,
|
||||||
|
"model":"Garage_wheel",
|
||||||
|
"icon":[0,1],
|
||||||
|
"usemodel":"HatchBack01-white-wheel",
|
||||||
|
"usescale":0.383585
|
||||||
|
},
|
||||||
|
"Parts":{
|
||||||
|
"name":"Body-work\nParts Kit",
|
||||||
|
"cost":283,
|
||||||
|
"model":"Garage_bodypart",
|
||||||
|
"icon":[0,2],
|
||||||
|
"usemodel":"Redkiss_Car_body.005"
|
||||||
|
},
|
||||||
|
"Nitros":{
|
||||||
|
"name":"NiTRO",
|
||||||
|
"cost":465,
|
||||||
|
"model":"Garage_Nitro",
|
||||||
|
"icon":[0,0],
|
||||||
|
"usemodel":"NitroCan"
|
||||||
|
},
|
||||||
|
"Spoiler1":{
|
||||||
|
|
||||||
|
"name":"Smooth-Bruh\nSpoiler",
|
||||||
|
"cost":249,
|
||||||
|
"model":"Garage_Spoiler1",
|
||||||
|
"icon":[0,3],
|
||||||
|
"usemodel":"Spoiler1_Attatch",
|
||||||
|
"effects":{
|
||||||
|
"drag" :0.75,
|
||||||
|
"downforce":1.3
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"Spoiler2":{
|
||||||
|
|
||||||
|
"name":"Metalcore\nSpoiler",
|
||||||
|
"cost":353,
|
||||||
|
"model":"Garage_Spoiler2",
|
||||||
|
"icon":[0,4],
|
||||||
|
"usemodel":"Spoiler2_Attatch",
|
||||||
|
"effects":{
|
||||||
|
"drag" :0.50,
|
||||||
|
"downforce":1.51
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"Spoiler3":{
|
||||||
|
|
||||||
|
"name":"Stupid\nSpoiler",
|
||||||
|
"cost":481,
|
||||||
|
"model":"Garage_Spoiler3",
|
||||||
|
"icon":[0,5],
|
||||||
|
"usemodel":"Spoiler3_Attatch",
|
||||||
|
"effects":{
|
||||||
|
"drag" :0.90,
|
||||||
|
"downforce":1.05
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"Spoiler4":{
|
||||||
|
|
||||||
|
"name":"6C\nSpoiler",
|
||||||
|
"cost":699,
|
||||||
|
"model":"Garage_Spoiler4",
|
||||||
|
"icon":[0,6],
|
||||||
|
"usemodel":"Spoiler4_Attatch",
|
||||||
|
"effects":{
|
||||||
|
"drag" :0.3,
|
||||||
|
"downforce":2.01
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
def Encode():
|
||||||
|
|
||||||
|
# We want to look through all cars that are in the garage.
|
||||||
|
# And see which ones are in the garage
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
dani = scene.objects["Dani_Box"]
|
||||||
|
garage = scene.objects["GarageColider"]
|
||||||
|
garageDistance = 31
|
||||||
|
|
||||||
|
# Making sure that we are not running it forever
|
||||||
|
saved = bge.logic.globalDict.get("garage-saved", [])
|
||||||
|
if saved:
|
||||||
|
return saved
|
||||||
|
|
||||||
|
# Saving the cars.
|
||||||
|
|
||||||
|
# IMPORTANT! The data here should be possible to save into json.
|
||||||
|
|
||||||
|
for car in bge.logic.globalDict["allcars"]:
|
||||||
|
if car.getDistanceTo(garage) < garageDistance:
|
||||||
|
|
||||||
|
cardata = Vehicle.Encode(car)
|
||||||
|
saved.append(cardata)
|
||||||
|
Reuse.Delete(car)
|
||||||
|
|
||||||
|
bge.logic.globalDict["garage-saved"] = saved
|
||||||
|
return saved
|
||||||
|
|
||||||
|
def Decode():
|
||||||
|
|
||||||
|
# This will restore cars into the garage
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
dani = scene.objects["Dani_Box"]
|
||||||
|
garage = scene.objects["GarageColider"]
|
||||||
|
|
||||||
|
# Making sure that we are not running it forever
|
||||||
|
saved = bge.logic.globalDict.get("garage-saved", [])
|
||||||
|
if not saved:
|
||||||
|
return
|
||||||
|
|
||||||
|
for cardata in saved:
|
||||||
|
|
||||||
|
Vehicle.Decode(cardata, new=True)
|
||||||
|
|
||||||
|
bge.logic.globalDict["garage-saved"] = []
|
||||||
|
UpdateShelfs()
|
||||||
|
|
||||||
|
def Inside():
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
dani = scene.objects["Dani_Box"]
|
||||||
|
garage = scene.objects["GarageColider"]
|
||||||
|
garageDistance = 31
|
||||||
|
|
||||||
|
ingarage = []
|
||||||
|
|
||||||
|
for car in bge.logic.globalDict["allcars"]:
|
||||||
|
if car.getDistanceTo(garage) < garageDistance:
|
||||||
|
ingarage.append(car)
|
||||||
|
|
||||||
|
return ingarage
|
||||||
|
|
||||||
|
|
||||||
|
def Computer():
|
||||||
|
|
||||||
|
# The inventory computer in the Garage
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
cont = bge.logic.getCurrentController()
|
||||||
|
dani = scene.objects["Dani_Box"]
|
||||||
|
|
||||||
|
computer = scene.objects["Computer"]
|
||||||
|
computerIcon = scene.objects["ComputerIcon"]
|
||||||
|
computerIconTop = scene.objects["ComputerIcon.Top"]
|
||||||
|
computerIconBottom = scene.objects["ComputerIcon.Bottom"]
|
||||||
|
computerItemName = scene.objects["Garage_Computer_Text.Name"]
|
||||||
|
computerItemHave = scene.objects["Garage_Computer_Text.Have"]
|
||||||
|
computerItemPrice = scene.objects["Garage_Computer_Text.Price"]
|
||||||
|
|
||||||
|
keys = bge.logic.globalDict["keys"]
|
||||||
|
|
||||||
|
if dani.getDistanceTo(computer) > 3:
|
||||||
|
return
|
||||||
|
|
||||||
|
else:
|
||||||
|
|
||||||
|
# Updating the icons
|
||||||
|
|
||||||
|
# You need to trigger the depsgraph on them for them
|
||||||
|
# to get the material updated. So we do a dummy operation.
|
||||||
|
|
||||||
|
computerIcon.applyRotation((0,0,0))
|
||||||
|
computerIconTop.applyRotation((0,0,0))
|
||||||
|
computerIconBottom.applyRotation((0,0,0))
|
||||||
|
|
||||||
|
for n, name in enumerate(shop):
|
||||||
|
item = shop[name]
|
||||||
|
have = inventory.get(name, 0)
|
||||||
|
|
||||||
|
if computer.get("selection",0) == n:
|
||||||
|
|
||||||
|
printname = item.get("name", name)
|
||||||
|
computerItemName["Text"] = printname
|
||||||
|
|
||||||
|
have = "have "+str(int(inventory.get(name, 0)))
|
||||||
|
computerItemHave["Text"] = have
|
||||||
|
|
||||||
|
price = "$"+str(item.get("cost", 0))
|
||||||
|
computerItemPrice["Text"] = price
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
icon = item.get("icon", [16,16])
|
||||||
|
computerIcon.blenderObject["raw"] = icon[0]
|
||||||
|
computerIcon.blenderObject["column"] = icon[1]
|
||||||
|
|
||||||
|
elif computer.get("selection",0) + 1 == n:
|
||||||
|
|
||||||
|
icon = item.get("icon", [16,16])
|
||||||
|
computerIconBottom.blenderObject["raw"] = icon[0]
|
||||||
|
computerIconBottom.blenderObject["column"] = icon[1]
|
||||||
|
|
||||||
|
elif computer.get("selection",0) + 1 == len(shop):
|
||||||
|
|
||||||
|
icon = [15,15]
|
||||||
|
computerIconBottom.blenderObject["raw"] = icon[0]
|
||||||
|
computerIconBottom.blenderObject["column"] = icon[1]
|
||||||
|
|
||||||
|
elif computer.get("selection",0) - 1 == n:
|
||||||
|
|
||||||
|
icon = item.get("icon", [16,16])
|
||||||
|
computerIconTop.blenderObject["raw"] = icon[0]
|
||||||
|
computerIconTop.blenderObject["column"] = icon[1]
|
||||||
|
|
||||||
|
elif computer.get("selection",0) == 0:
|
||||||
|
|
||||||
|
icon = [15,15]
|
||||||
|
computerIconTop.blenderObject["raw"] = icon[0]
|
||||||
|
computerIconTop.blenderObject["column"] = icon[1]
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if keycodes["UpArrow"] in keys and not computer.get("timer"):
|
||||||
|
computer["selection"] = max(computer.get("selection",0) - 1, 0)
|
||||||
|
computer["timer"] = 5
|
||||||
|
|
||||||
|
elif keycodes["DownArrow"] in keys and not computer.get("timer"):
|
||||||
|
computer["selection"] = min(computer.get("selection",0) + 1, len(shop)-1)
|
||||||
|
computer["timer"] = 5
|
||||||
|
|
||||||
|
elif keycodes["Enter"] in keys and not computer.get("timer"):
|
||||||
|
Buy(list(shop.keys())[computer.get("selection",0)])
|
||||||
|
computer["timer"] = 5
|
||||||
|
|
||||||
|
if computer.get("timer"): computer["timer"] -= 1
|
||||||
|
|
||||||
|
def Buy(name):
|
||||||
|
|
||||||
|
# This function will execute a buying of an item
|
||||||
|
|
||||||
|
# First we are going to test whether the player has enough money
|
||||||
|
cost = shop.get(name, {}).get('cost', 0)
|
||||||
|
model = shop.get(name, {}).get('model')
|
||||||
|
|
||||||
|
if Money.Have(cost):
|
||||||
|
|
||||||
|
Money.Pay(cost)
|
||||||
|
|
||||||
|
if name not in inventory:
|
||||||
|
inventory[name] = 1
|
||||||
|
else:
|
||||||
|
inventory[name] += 1
|
||||||
|
|
||||||
|
UpdateShelfs()
|
||||||
|
|
||||||
|
else:
|
||||||
|
bge.logic.globalDict["print"] = "Not enough Money to buy "+name+"."
|
||||||
|
|
||||||
|
def Use(name):
|
||||||
|
|
||||||
|
if name in inventory:
|
||||||
|
inventory[name] = max(inventory[name] - 1, 0)
|
||||||
|
UpdateShelfs()
|
||||||
|
|
||||||
|
def Has(name):
|
||||||
|
|
||||||
|
return inventory.get(name)
|
||||||
|
|
||||||
|
def UpdateShelfs():
|
||||||
|
|
||||||
|
# This function updates the shelfs in the game to show if you
|
||||||
|
# have stuff. Otherwise you would need to come every time to the
|
||||||
|
# computer.
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
|
||||||
|
for name in inventory:
|
||||||
|
|
||||||
|
model = shop.get(name, {}).get('model')
|
||||||
|
amount = inventory[name]
|
||||||
|
amount = min( amount, 5 )
|
||||||
|
|
||||||
|
if model:
|
||||||
|
|
||||||
|
model = scene.objects[model]
|
||||||
|
model.blenderObject.modifiers["Array"].count = amount
|
||||||
|
if not amount:
|
||||||
|
model.visible = False
|
||||||
|
else:
|
||||||
|
model.visible = True
|
1769
Scripts/LEGACY_Car_controll.py
Normal file
1673
Scripts/Main_update.py
Normal file
191
Scripts/Map.py
Normal file
|
@ -0,0 +1,191 @@
|
||||||
|
# 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():
|
||||||
|
|
||||||
|
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]
|
61
Scripts/Money.py
Normal file
|
@ -0,0 +1,61 @@
|
||||||
|
# GPLv3 or later
|
||||||
|
# (C) J.Y.Amihud ( blenderdumbass )
|
||||||
|
|
||||||
|
# This scripts will deal with money in the game.
|
||||||
|
|
||||||
|
import bge
|
||||||
|
import aud
|
||||||
|
|
||||||
|
if "money" not in bge.logic.globalDict:
|
||||||
|
bge.logic.globalDict["money"] = 0.0
|
||||||
|
money = bge.logic.globalDict["money"]
|
||||||
|
|
||||||
|
def Set(amount):
|
||||||
|
|
||||||
|
global money
|
||||||
|
money = amount
|
||||||
|
UpdateUI(sound=False)
|
||||||
|
|
||||||
|
def Get():
|
||||||
|
return money
|
||||||
|
|
||||||
|
def Recieve(amount):
|
||||||
|
|
||||||
|
global money
|
||||||
|
money += amount
|
||||||
|
UpdateUI()
|
||||||
|
|
||||||
|
def Pay(amount):
|
||||||
|
|
||||||
|
global money
|
||||||
|
money -= amount
|
||||||
|
UpdateUI()
|
||||||
|
|
||||||
|
def Have(amount):
|
||||||
|
|
||||||
|
if money >= amount: return True
|
||||||
|
else: return False
|
||||||
|
|
||||||
|
def UpdateUI(sound=True):
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
UI = scene.objects["Dani_Money_Indicator"]
|
||||||
|
UI["Text"] = "$"+str(int(money))
|
||||||
|
|
||||||
|
bge.logic.globalDict["money"] = money
|
||||||
|
if sound:
|
||||||
|
Sound()
|
||||||
|
|
||||||
|
def Sound():
|
||||||
|
|
||||||
|
device = bge.logic.globalDict["SoundDevice"]
|
||||||
|
|
||||||
|
code = "//sfx/money.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 = 2
|
57
Scripts/Mouse.py
Normal file
|
@ -0,0 +1,57 @@
|
||||||
|
# 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
|
||||||
|
|
||||||
|
# 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))
|
||||||
|
|
222
Scripts/Multiplayer_Client.py
Normal file
|
@ -0,0 +1,222 @@
|
||||||
|
# GPLv3 or later
|
||||||
|
# (C) J.Y.Amihud ( blenderdumbass ) 2024
|
||||||
|
|
||||||
|
# Multiplayer client functions
|
||||||
|
|
||||||
|
import bge
|
||||||
|
import time
|
||||||
|
import json
|
||||||
|
import zlib
|
||||||
|
|
||||||
|
import traceback
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
garage = scene.objects["GarageColider"]
|
||||||
|
garageDistance = 31
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
userId = bge.logic.globalDict.get("userId")
|
||||||
|
|
||||||
|
for car in bge.logic.globalDict["allcars"]:
|
||||||
|
if car.get("inview") and car.getDistanceTo(garage) > garageDistance:
|
||||||
|
|
||||||
|
if car.get("ownerId") and car.get("ownerId") != userId:
|
||||||
|
continue
|
||||||
|
|
||||||
|
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
|
||||||
|
|
||||||
|
bge.logic.globalDict["networkQueue"] = {}
|
||||||
|
|
||||||
|
while True:
|
||||||
|
try:
|
||||||
|
|
||||||
|
# A bit of delay, to not owerwhelm the server
|
||||||
|
time.sleep(0.1)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Testing if the game is still runing.
|
||||||
|
# it will fail when the game engine stops.
|
||||||
|
try: bge.logic.getRealTime()
|
||||||
|
except: return
|
||||||
|
|
||||||
|
|
||||||
|
if bge.logic.globalDict.get("restore-physics-timer"):
|
||||||
|
continue
|
||||||
|
if bge.logic.globalDict.get("network-scene"):
|
||||||
|
continue
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
######### SENDING THE DATA TO SERVER ############
|
||||||
|
|
||||||
|
data = {}
|
||||||
|
|
||||||
|
# Login
|
||||||
|
LoginEncode(data)
|
||||||
|
|
||||||
|
# Scene
|
||||||
|
data["scene"] = DescribeScene()
|
||||||
|
data["vision"] = Opt.Surround(cam.position,
|
||||||
|
chunksize,
|
||||||
|
cam.orientation.to_euler())
|
||||||
|
|
||||||
|
# Queue
|
||||||
|
networkQueue = bge.logic.globalDict["networkQueue"]
|
||||||
|
for key in networkQueue:
|
||||||
|
if networkQueue[key]:
|
||||||
|
data[key] = networkQueue[key].pop(0)
|
||||||
|
|
||||||
|
|
||||||
|
######### DEALING WITH RESPONSE ############
|
||||||
|
|
||||||
|
data = Send(host, data)
|
||||||
|
|
||||||
|
for key in data:
|
||||||
|
|
||||||
|
payload = data[key]
|
||||||
|
|
||||||
|
if key == "login":
|
||||||
|
LoginDecode(payload)
|
||||||
|
|
||||||
|
elif key == "scene":
|
||||||
|
bge.logic.globalDict["network-scene"] = payload
|
||||||
|
|
||||||
|
elif key == "message":
|
||||||
|
bge.logic.globalDict["print"] = payload
|
||||||
|
|
||||||
|
else:
|
||||||
|
print(key, payload)
|
||||||
|
|
||||||
|
except Exception:
|
||||||
|
print("\n\nNETWORK CLIENT ERROR:", clr["bold"]+clr["tdrd"], traceback.format_exc(), clr["bold"])
|
||||||
|
|
||||||
|
def SecondaryLoop():
|
||||||
|
|
||||||
|
# This loop runs in the game loop, not the separate thread.
|
||||||
|
# And it deals with updates sent by the other thread.
|
||||||
|
if bge.logic.globalDict.get("network-scene"):
|
||||||
|
data = bge.logic.globalDict["network-scene"]
|
||||||
|
SceneDecode(data)
|
||||||
|
bge.logic.globalDict["network-scene"] = None
|
||||||
|
|
||||||
|
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"]
|
||||||
|
|
||||||
|
if data.get("room"):
|
||||||
|
settings["mp-room"] = data["room"]
|
||||||
|
|
||||||
|
def SceneDecode(data):
|
||||||
|
|
||||||
|
netObjects = bge.logic.globalDict["netObjects"]
|
||||||
|
|
||||||
|
if not data:
|
||||||
|
return
|
||||||
|
|
||||||
|
for addr in data:
|
||||||
|
chunk = data[addr]
|
||||||
|
|
||||||
|
for obj in chunk:
|
||||||
|
|
||||||
|
# update = True
|
||||||
|
|
||||||
|
# if obj.get("netId") in netObjects["netId"]:
|
||||||
|
# if obj.get("ownerId"):
|
||||||
|
# netObjects["netId"][obj.get("netId")]["ownerId"] = obj.get("ownerId")
|
||||||
|
|
||||||
|
# obj["ID"] = id(netObjects["netId"][obj.get("netId")])
|
||||||
|
|
||||||
|
# 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")
|
||||||
|
netObjects["netId"][obj.get("netId")] = netObjects["pythonId"][obj["ID"]]
|
||||||
|
|
||||||
|
|
||||||
|
if obj.get("type") == "veh":
|
||||||
|
Vehicle.Decode(obj, network=True)
|
||||||
|
elif obj.get("type") == "chr":
|
||||||
|
Character_Controll.Decode(obj, network=True)
|
||||||
|
|
||||||
|
def QueueToSend(key, data):
|
||||||
|
|
||||||
|
|
||||||
|
networkQueue = bge.logic.globalDict["networkQueue"]
|
||||||
|
|
||||||
|
if key not in networkQueue:
|
||||||
|
networkQueue[key] = []
|
||||||
|
|
||||||
|
networkQueue[key].append(data)
|
||||||
|
|
||||||
|
def GrabOwnership(obj):
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# This function grabs ownership of an object.
|
||||||
|
# Like when a player steals a car spawned by
|
||||||
|
# another player.
|
||||||
|
|
||||||
|
userId = bge.logic.globalDict["userId"]
|
||||||
|
ownerId = obj.get("ownerId")
|
||||||
|
netId = obj.get("netId")
|
||||||
|
|
||||||
|
# First we will check that the ownership isn't ours.
|
||||||
|
if userId != ownerId and netId:
|
||||||
|
|
||||||
|
QueueToSend("change-ownership",{
|
||||||
|
"netId" :netId,
|
||||||
|
"userId":userId
|
||||||
|
})
|
||||||
|
|
||||||
|
obj["ownerId"] = userId
|
455
Scripts/Multiplayer_Server.py
Normal file
|
@ -0,0 +1,455 @@
|
||||||
|
# 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)
|
||||||
|
|
||||||
|
|
||||||
|
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 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!")
|
40
Scripts/Multiplayer_Shared.py
Normal file
|
@ -0,0 +1,40 @@
|
||||||
|
# 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=16):
|
||||||
|
|
||||||
|
# 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
|
508
Scripts/Opt.py
Normal file
|
@ -0,0 +1,508 @@
|
||||||
|
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, ):
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
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:
|
||||||
|
targetFPS = max(fpshistory.values())
|
||||||
|
targetFPS *= 1.1
|
||||||
|
#targetFPS = min(targetFPS, 30)
|
||||||
|
|
||||||
|
# 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())
|
138
Scripts/Reuse.py
Normal file
|
@ -0,0 +1,138 @@
|
||||||
|
import bge
|
||||||
|
from Scripts.Common import *
|
||||||
|
|
||||||
|
# This script is to spawn objects smartly
|
||||||
|
|
||||||
|
# We will need this
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
|
||||||
|
# We need a dictionary to save objects for reuse
|
||||||
|
if "reuse" not in bge.logic.globalDict:
|
||||||
|
bge.logic.globalDict["reuse"] = {}
|
||||||
|
bge.logic.globalDict["reuse-amounts"] = {}
|
||||||
|
bge.logic.globalDict["self-destruct"] = []
|
||||||
|
|
||||||
|
# For easy access
|
||||||
|
reuse = bge.logic.globalDict["reuse"]
|
||||||
|
amounts = bge.logic.globalDict["reuse-amounts"]
|
||||||
|
selfDestruct = bge.logic.globalDict["self-destruct"]
|
||||||
|
|
||||||
|
# Function to spawn objects
|
||||||
|
def Create(object, selfDestructFrames=0, selfDestructInactive=False, visible=True, declarenew=False, frompoint=None):
|
||||||
|
|
||||||
|
# Making a list of those objects in reuse dictionary.
|
||||||
|
if object not in reuse:
|
||||||
|
reuse[object] = []
|
||||||
|
|
||||||
|
# If the list is empty ( we need more objects ) we make a new one.
|
||||||
|
if not reuse[object]:
|
||||||
|
if not frompoint: frompoint = object
|
||||||
|
object = scene.addObject(object, frompoint, 0, False)
|
||||||
|
new = True
|
||||||
|
|
||||||
|
if object.name not in amounts:
|
||||||
|
amounts[object.name] = 0
|
||||||
|
amounts[object.name] += 1
|
||||||
|
|
||||||
|
#print(clr["bold"]+clr["tdyl"]+"Reuse New"+clr["norm"]+":", object, amounts[object.name])
|
||||||
|
|
||||||
|
else:
|
||||||
|
object = reuse[object].pop(0)
|
||||||
|
object.restorePhysics()
|
||||||
|
object.worldLinearVelocity = [0,0,0]
|
||||||
|
object.worldAngularVelocity = [0,0,0]
|
||||||
|
new = False
|
||||||
|
|
||||||
|
# If self descructing
|
||||||
|
if selfDestructFrames:
|
||||||
|
SelfDestruct(object, selfDestructFrames, selfDestructInactive)
|
||||||
|
|
||||||
|
object.setVisible( visible )
|
||||||
|
if declarenew:
|
||||||
|
return object, new
|
||||||
|
else:
|
||||||
|
return object
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
def Delete(object, inactive=False):
|
||||||
|
|
||||||
|
# To make this callable from logic bricks the next thing is needed.
|
||||||
|
try:
|
||||||
|
object = object.owner
|
||||||
|
except:
|
||||||
|
pass
|
||||||
|
|
||||||
|
# Making a list of those objects in reuse dictionary.
|
||||||
|
# Technically if Create() was use to create this object it's
|
||||||
|
# not needed, but incase other objects will be stored like this.
|
||||||
|
|
||||||
|
if object.name not in reuse:
|
||||||
|
reuse[object.name] = []
|
||||||
|
|
||||||
|
# Sometimes just recording that the object is available is enough:
|
||||||
|
if not inactive:
|
||||||
|
|
||||||
|
# Instead of deleting we are going to store it for later
|
||||||
|
|
||||||
|
object.worldLinearVelocity = [0,0,0]
|
||||||
|
object.worldAngularVelocity = [0,0,0]
|
||||||
|
object.scaling = [1,1,1]
|
||||||
|
object.suspendPhysics()
|
||||||
|
object.position = [0, 0, -1000] # Putting it outside of the playable area ( in case there are parented parts )
|
||||||
|
object.visible = False
|
||||||
|
|
||||||
|
# For some objects
|
||||||
|
if "Motion" in object.actuators:
|
||||||
|
object.actuators["Motion"].dLoc = [0,0,0]
|
||||||
|
|
||||||
|
|
||||||
|
# Storing the object for later use
|
||||||
|
if object not in reuse[object.name]:
|
||||||
|
reuse[object.name].append(object)
|
||||||
|
|
||||||
|
|
||||||
|
# Making sure it will not self distract again after it is reused
|
||||||
|
object["self-destruct"] = 2
|
||||||
|
if object in selfDestruct:
|
||||||
|
selfDestruct.remove(object)
|
||||||
|
|
||||||
|
|
||||||
|
def SelfDestruct(object, frames, inactive=False):
|
||||||
|
|
||||||
|
# Function that will make objects ( like particles ) self terminate:
|
||||||
|
|
||||||
|
# We will add the object into a dict
|
||||||
|
object["self-destruct"] = frames
|
||||||
|
object["self-destruct-inactive"] = inactive
|
||||||
|
selfDestruct.append(object)
|
||||||
|
|
||||||
|
def SelfDestructDo():
|
||||||
|
|
||||||
|
# Happening on update to self destruct objects
|
||||||
|
|
||||||
|
for object in selfDestruct:
|
||||||
|
object["self-destruct"] -= 1
|
||||||
|
if object["self-destruct"] <= 0:
|
||||||
|
Delete(object, object["self-destruct-inactive"])
|
||||||
|
if object in selfDestruct:
|
||||||
|
selfDestruct.remove(object)
|
||||||
|
|
||||||
|
def EndObject(object):
|
||||||
|
|
||||||
|
# Actually end object
|
||||||
|
|
||||||
|
# Reuding the number of the object in amounts
|
||||||
|
if object.name in amounts:
|
||||||
|
amounts[object.name] -= 1
|
||||||
|
|
||||||
|
print(clr["bold"]+clr["tdrd"]+"Reuse End Object"+clr["norm"]+":", object, amounts[object.name])
|
||||||
|
|
||||||
|
# Removing the object from reuse if it is in reuse
|
||||||
|
if object in reuse.get(object.name):
|
||||||
|
reuse[object.name].remove(object)
|
||||||
|
|
||||||
|
# Removing all object's children, and the object.
|
||||||
|
for i in object.childrenRecursive:
|
||||||
|
i.endObject()
|
||||||
|
object.endObject()
|
819
Scripts/Script.py
Normal file
|
@ -0,0 +1,819 @@
|
||||||
|
# This file contains all of the scripted events of the game's story.
|
||||||
|
# And some logic to go with it.
|
||||||
|
|
||||||
|
import bge
|
||||||
|
import aud
|
||||||
|
from Scripts import Reuse
|
||||||
|
from Scripts import Character_Controll
|
||||||
|
from Scripts import Vehicle
|
||||||
|
from Scripts import Map
|
||||||
|
from Scripts import Main_update
|
||||||
|
from Scripts import Garage
|
||||||
|
|
||||||
|
from Scripts.Common import *
|
||||||
|
|
||||||
|
Story = {"currentEvent":"01_Bring_Neonspeedster_To_Racetrack","passed":[]}
|
||||||
|
Speakers = {}
|
||||||
|
|
||||||
|
def Run(scene, dani):
|
||||||
|
|
||||||
|
# This function runs the script
|
||||||
|
|
||||||
|
if Story["currentEvent"] in Story:
|
||||||
|
Story[Story["currentEvent"]](scene, dani)
|
||||||
|
|
||||||
|
|
||||||
|
# This needed incase some character started speaking
|
||||||
|
RemoveSpeakerAnimation()
|
||||||
|
|
||||||
|
def RingPhone():
|
||||||
|
|
||||||
|
# This function rings the phone.
|
||||||
|
|
||||||
|
bge.logic.globalDict["print"] = "Press P to answer the phone.\nPress H to hang up."
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
device = bge.logic.globalDict["SoundDevice"]
|
||||||
|
|
||||||
|
s = "//sfx/music/ringtone.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"].volume = 0.5
|
||||||
|
|
||||||
|
return sound["play"]
|
||||||
|
|
||||||
|
def AnsweredPhone():
|
||||||
|
|
||||||
|
# This function answers phone if player presses P
|
||||||
|
|
||||||
|
sound = Story["ringing"]
|
||||||
|
|
||||||
|
# Answer Phone
|
||||||
|
if keycodes["P"] in bge.logic.globalDict["keys"]:
|
||||||
|
sound.stop()
|
||||||
|
return True
|
||||||
|
|
||||||
|
# Hang Up
|
||||||
|
elif keycodes["H"] in bge.logic.globalDict["keys"]:
|
||||||
|
sound.stop()
|
||||||
|
return False
|
||||||
|
|
||||||
|
# Do nothing
|
||||||
|
else:
|
||||||
|
return False
|
||||||
|
|
||||||
|
def PlayDialogue(number, character=None):
|
||||||
|
|
||||||
|
# This function plays dialogue from the specific scene.
|
||||||
|
|
||||||
|
device = bge.logic.globalDict["SoundDevice"]
|
||||||
|
|
||||||
|
s = "//sfx/voices/scenes/"+Story["currentEvent"]+"/"+number+".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"].volume = 2
|
||||||
|
|
||||||
|
if character:
|
||||||
|
|
||||||
|
sound["play"].location = character.worldPosition
|
||||||
|
sound["play"].velocity = character.getLinearVelocity()
|
||||||
|
sound["play"].relative = False
|
||||||
|
sound["play"].distance_maximum = 200
|
||||||
|
sound["play"].distance_reference = 1
|
||||||
|
sound["play"].attenuation = 0
|
||||||
|
sound["play"].volume = 2
|
||||||
|
|
||||||
|
# Setting speaking animation
|
||||||
|
character["speaking"] = True
|
||||||
|
|
||||||
|
# Removing the speaking animation
|
||||||
|
# when the sound file is finished
|
||||||
|
Speakers[character.name] = {"sound":sound, "character":character}
|
||||||
|
|
||||||
|
|
||||||
|
return sound["play"]
|
||||||
|
|
||||||
|
def RemoveSpeakerAnimation():
|
||||||
|
|
||||||
|
# This function removes speaker animations
|
||||||
|
# for when characters speak.
|
||||||
|
|
||||||
|
for charactername in Speakers:
|
||||||
|
speaker = Speakers[charactername]
|
||||||
|
character = speaker["character"]
|
||||||
|
sound = speaker["sound"]
|
||||||
|
|
||||||
|
if not sound["play"].status:
|
||||||
|
character["speaking"] = False
|
||||||
|
|
||||||
|
def emote(dani, data, sound):
|
||||||
|
|
||||||
|
# This function will set off face animations
|
||||||
|
# based on the data and sound timing.
|
||||||
|
|
||||||
|
for emotion in data:
|
||||||
|
|
||||||
|
start, end = emotion[0]
|
||||||
|
emotion = emotion[1]
|
||||||
|
|
||||||
|
if start < sound.position < end:
|
||||||
|
Character_Controll.ApplyAnimation(dani, emotion)
|
||||||
|
|
||||||
|
def StatusText(text, bold=[]):
|
||||||
|
|
||||||
|
# This function prints a status text that is visible all
|
||||||
|
# the time.
|
||||||
|
|
||||||
|
scene = bge.logic.getCurrentScene()
|
||||||
|
st = scene.objects["Game_Status_Text"]
|
||||||
|
|
||||||
|
if "status-text" not in bge.logic.globalDict:
|
||||||
|
bge.logic.globalDict["status-text"] = ""
|
||||||
|
|
||||||
|
if text != bge.logic.globalDict["status-text"]:
|
||||||
|
|
||||||
|
# Updating text
|
||||||
|
# I'm doing this and not `st["Text"] = text` because
|
||||||
|
# I want it it update the blender object data now.
|
||||||
|
# Since next part will be to boldify the text.
|
||||||
|
|
||||||
|
st.blenderObject.data.body = text
|
||||||
|
|
||||||
|
# Storing the text value, so it will not update on every frame.
|
||||||
|
bge.logic.globalDict["status-text"] = text
|
||||||
|
bge.logic.globalDict["status-bold"] = ""
|
||||||
|
|
||||||
|
if "status-bold" not in bge.logic.globalDict:
|
||||||
|
bge.logic.globalDict["status-bold"] = ""
|
||||||
|
|
||||||
|
if bold != bge.logic.globalDict["status-bold"]:
|
||||||
|
|
||||||
|
bge.logic.globalDict["status-bold"] = bold
|
||||||
|
|
||||||
|
# Boldifying the text
|
||||||
|
for n, i in enumerate(st.blenderObject.data.body_format):
|
||||||
|
if n in bold:
|
||||||
|
i.use_bold = True
|
||||||
|
i.material_index = 0
|
||||||
|
else:
|
||||||
|
i.use_bold = False
|
||||||
|
i.material_index = 1
|
||||||
|
|
||||||
|
def StatusUpdate(stages, stage):
|
||||||
|
|
||||||
|
t = ""
|
||||||
|
bold = []
|
||||||
|
for n, s in enumerate(stages):
|
||||||
|
|
||||||
|
if n == stage:
|
||||||
|
bold = range(len(t), len(t)+len(s)+5+3)
|
||||||
|
t = t + "-> "
|
||||||
|
|
||||||
|
if stage > n:
|
||||||
|
t = t + s + " <+>\n"
|
||||||
|
else:
|
||||||
|
t = t + s + " < >\n"
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
try:StatusText(t, bold)
|
||||||
|
except Exception as e: print("error", e)
|
||||||
|
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
# Mission : Deliver Neonspeedster to Racetrack.
|
||||||
|
# Challenge: Not to break the car.
|
||||||
|
|
||||||
|
def scene(scene, dani):
|
||||||
|
|
||||||
|
# First we will make the phone called to Dani.
|
||||||
|
# He needs to pick it up to start the mission itself.
|
||||||
|
# The phone call should only ring when Dani is close to the house
|
||||||
|
# since we don't want the player to be near the Racetrack and
|
||||||
|
# see that Paps isn't there yet. We will spawn him there later.
|
||||||
|
|
||||||
|
stages = [
|
||||||
|
"Find Neonspeedster",
|
||||||
|
"Deliver it to Paps"
|
||||||
|
]
|
||||||
|
|
||||||
|
house = scene.objects["TheHouse"]
|
||||||
|
pointer = scene.objects["PointingArrow"]
|
||||||
|
targetLocation = [-62.82, 967.5, 4.738]
|
||||||
|
|
||||||
|
# Showing on the map
|
||||||
|
if not dani.get("race"):
|
||||||
|
Map.Show(house, icon="Map_Circle", color=[1,0.8,0])
|
||||||
|
|
||||||
|
if dani.getDistanceTo(house) < 200 and not dani.get("race"):
|
||||||
|
|
||||||
|
# If at least 20 seconds have been passed from the start of the game.
|
||||||
|
|
||||||
|
if bge.logic.getRealTime() > Story.get("lastring", 20):
|
||||||
|
|
||||||
|
Story["ringing"] = RingPhone()
|
||||||
|
Story["lastring"] = bge.logic.getRealTime() + 100
|
||||||
|
|
||||||
|
# If the phone is still ringing we can answer it
|
||||||
|
if "ringing" in Story and Story["ringing"].status and AnsweredPhone():
|
||||||
|
|
||||||
|
del Story["ringing"]
|
||||||
|
Story["dialogue01"] = PlayDialogue("brief")
|
||||||
|
dani["race"] = Story["currentEvent"]
|
||||||
|
|
||||||
|
# Animation of dani holding the phone
|
||||||
|
if "dialogue01" in Story:
|
||||||
|
Character_Controll.ApplyAnimation(dani, "AnswerPhone")
|
||||||
|
|
||||||
|
# Emoting to the phone conversation
|
||||||
|
emotion_data = [
|
||||||
|
[[ 3.1 , 3.6 ], "Talk" ],
|
||||||
|
[[ 8.6 , 8.9 ], "Laugh"],
|
||||||
|
[[ 18.1 , 19.0 ], "Talk" ]
|
||||||
|
]
|
||||||
|
emote(dani, emotion_data, Story["dialogue01"])
|
||||||
|
|
||||||
|
|
||||||
|
# When we finished listening to it activate the event
|
||||||
|
if "dialogue01" in Story and not Story["dialogue01"].status:
|
||||||
|
|
||||||
|
del Story["dialogue01"]
|
||||||
|
bge.logic.globalDict["print"] = "Find the Neonspeedster.\nIt should be in the garage."
|
||||||
|
Story["stage0"] = True
|
||||||
|
StatusUpdate(stages, 0)
|
||||||
|
|
||||||
|
# Animation of putting away the phone
|
||||||
|
Character_Controll.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
|
||||||
|
# get a NeonSpeedster
|
||||||
|
|
||||||
|
NeonSpeedsterPosition = [-754.61, -1043.9, 409.32]
|
||||||
|
NeonSpeedsterOrientation = [0, 0, -1.79]
|
||||||
|
|
||||||
|
TruckPosition = [-44.62, 960.8, 4.738]
|
||||||
|
|
||||||
|
if "stage1" not in Story and not "NeonSpeedster" in Story and dani.getDistanceTo(NeonSpeedsterPosition) < 50:
|
||||||
|
|
||||||
|
f = False
|
||||||
|
for c in Garage.Inside():
|
||||||
|
if c.name == "NeonSpeedsterBox":
|
||||||
|
Story["NeonSpeedster"] = c
|
||||||
|
f = True
|
||||||
|
|
||||||
|
if not f:
|
||||||
|
# We need properly declare the car, otherwise it will break things
|
||||||
|
Story["NeonSpeedster"] = Vehicle.Spawn("NeonSpeedsterBox",
|
||||||
|
NeonSpeedsterPosition,
|
||||||
|
NeonSpeedsterOrientation)
|
||||||
|
|
||||||
|
# Showing all neonspeedsters on the map
|
||||||
|
if "stage0" in Story and str(dani.get("drving")) != "NeonSpeedsterBox":
|
||||||
|
|
||||||
|
for car in bge.logic.globalDict["allcars"]:
|
||||||
|
if car.name == "NeonSpeedsterBox":
|
||||||
|
Map.Show(car, color=Vehicle.GetColor(car))
|
||||||
|
|
||||||
|
# As soon as dani found the Neonspeedster, we activate the second stage
|
||||||
|
if "stage0" in Story and dani["driving"] and dani["driving"].name == "NeonSpeedsterBox":
|
||||||
|
|
||||||
|
del Story["stage0"]
|
||||||
|
try: del Story["NeonSpeedster"]
|
||||||
|
except: pass
|
||||||
|
|
||||||
|
bge.logic.globalDict["print"] = "Drive the Neonspeedster to the Racetrack.\nNot a single scratch!"
|
||||||
|
pointer.visible = True
|
||||||
|
|
||||||
|
# Making a cylinder where the mission ends
|
||||||
|
Story["stage1"] = Reuse.Create("Starter.Cylinder")
|
||||||
|
Story["stage1"].position = targetLocation
|
||||||
|
Story["stage1"].scaling = [8,8,1]
|
||||||
|
StatusUpdate(stages, 1)
|
||||||
|
|
||||||
|
# Spawning Paps To make sure he is there to recieve
|
||||||
|
# the car
|
||||||
|
Reuse.Delete(scene.objects["PapsBox"])
|
||||||
|
Story["Paps"] = Reuse.Create("PapsBox")
|
||||||
|
Story["Paps"].position = [-54.875, 972.66, 4.7383]
|
||||||
|
|
||||||
|
# He spawns in an area where the physics arent enabled for
|
||||||
|
# the ground yet.
|
||||||
|
Story["Paps"].suspendDynamics(True)
|
||||||
|
Story["Paps"]["deactivated"] = True
|
||||||
|
|
||||||
|
|
||||||
|
# Same thing but for Moria
|
||||||
|
Story["Moria"] = Reuse.Create("MoriaBox")
|
||||||
|
Story["Moria"].position = [-56.875, 972.66, 4.7383]
|
||||||
|
Story["Moria"].suspendDynamics(True)
|
||||||
|
|
||||||
|
# And Jack
|
||||||
|
Story["Jack"] = Reuse.Create("JackBox")
|
||||||
|
Story["Jack"].position = [-52.875, 972.66, 4.7383]
|
||||||
|
Story["Jack"].suspendDynamics(True)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Fixing Pap's dynamics and making paps go at Dani
|
||||||
|
if "Paps" in Story and Story["Paps"].getDistanceTo(dani) < 500:
|
||||||
|
|
||||||
|
if Story["Paps"]["deactivated"]:
|
||||||
|
Story["Paps"].restoreDynamics()
|
||||||
|
Story["Moria"].restoreDynamics()
|
||||||
|
Story["Jack"].restoreDynamics()
|
||||||
|
Story["Paps"]["deactivated"] = False
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# Draw a pointer to the racetrack
|
||||||
|
if "stage1" in Story:
|
||||||
|
|
||||||
|
# Showing the racetrack on the map
|
||||||
|
Map.Show(targetLocation, icon="Map_Circle", color=[1,0.8,0])
|
||||||
|
|
||||||
|
# Point the pointer to the racetrack
|
||||||
|
tocheck = pointer.getVectTo(targetLocation)
|
||||||
|
pointer.alignAxisToVect(tocheck[1], 1, 0.1)
|
||||||
|
pointer.alignAxisToVect( (0,0,1), 2, 1.0 )
|
||||||
|
|
||||||
|
|
||||||
|
# Spawning the truck that paps was talking about near paps
|
||||||
|
if "Truck" not in Story and dani.getDistanceTo(TruckPosition) < 200:
|
||||||
|
Story["Truck"] = Vehicle.Spawn("TruckBox",
|
||||||
|
TruckPosition,
|
||||||
|
[0,0,0])
|
||||||
|
|
||||||
|
|
||||||
|
# Deciding on the mission
|
||||||
|
if dani["driving"] and dani["driving"].name == "NeonSpeedsterBox" and dani["driving"].getDistanceTo(targetLocation) < 8:
|
||||||
|
|
||||||
|
StatusUpdate(stages, 2)
|
||||||
|
|
||||||
|
#Character_Controll.ApplyAnimation(Story["Paps"], "Stand")
|
||||||
|
|
||||||
|
Reuse.Delete(Story["stage1"])
|
||||||
|
del Story["stage1"]
|
||||||
|
|
||||||
|
if dani["driving"]["health"] >= 0.99:
|
||||||
|
bge.logic.globalDict["print"] = "Excellent Job!"
|
||||||
|
Story["dialogue02"] = PlayDialogue("win", Story["Paps"])
|
||||||
|
|
||||||
|
Story["verdict"] = "won"
|
||||||
|
Story["Neonspeedster"] = dani["driving"]
|
||||||
|
|
||||||
|
else:
|
||||||
|
bge.logic.globalDict["print"] = "You Failed! There was a scratch!"
|
||||||
|
Story["dialogue02"] = PlayDialogue("lose", Story["Paps"])
|
||||||
|
|
||||||
|
Story["verdict"] = "lost"
|
||||||
|
|
||||||
|
# While the paps is telling you that you won
|
||||||
|
if "dialogue02" in Story:
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 1.15 , 8 ], "Talk" ]
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(Story["Paps"], emotion_data, Story["dialogue02"])
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if 50 > Story["Paps"].getDistanceTo(dani) > 4:
|
||||||
|
Character_Controll.walkToward(Story["Paps"], dani)
|
||||||
|
if 50 > Story["Moria"].getDistanceTo(dani) > 4:
|
||||||
|
Character_Controll.walkToward(Story["Moria"], dani)
|
||||||
|
if 50 > Story["Jack"].getDistanceTo(dani) > 4:
|
||||||
|
Character_Controll.walkToward(Story["Jack"], dani)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
# When the dialog ende# d.
|
||||||
|
if not Story["dialogue02"].status:
|
||||||
|
|
||||||
|
# Going for the next story
|
||||||
|
if Story["verdict"] == "won":
|
||||||
|
|
||||||
|
Story["passed"].append(Story["currentEvent"])
|
||||||
|
Story["currentEvent"] = "02_Bring_Truck_To_House"
|
||||||
|
Story["timer"] = 100
|
||||||
|
|
||||||
|
#else:
|
||||||
|
# try: del Story["Truck"]
|
||||||
|
# except: pass
|
||||||
|
|
||||||
|
# Ending the event
|
||||||
|
del Story["dialogue02"]
|
||||||
|
|
||||||
|
pointer.visible = False
|
||||||
|
dani["race"] = ""
|
||||||
|
StatusText("")
|
||||||
|
|
||||||
|
|
||||||
|
Story["01_Bring_Neonspeedster_To_Racetrack"] = scene
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
def scene(scene, dani):
|
||||||
|
|
||||||
|
house = scene.objects["TheHouse"]
|
||||||
|
pointer = scene.objects["PointingArrow"]
|
||||||
|
|
||||||
|
# Moria goes to the racetrack and does some racing by herself.
|
||||||
|
|
||||||
|
if "Moria" in Story:
|
||||||
|
|
||||||
|
# Moria goes to the car
|
||||||
|
if not dani.get("driving") and not Story["Moria"].get("driving"):
|
||||||
|
Character_Controll.getIntoCar(Story["Moria"], Story["Neonspeedster"])
|
||||||
|
|
||||||
|
|
||||||
|
if Story["Moria"].get("driving"):
|
||||||
|
|
||||||
|
racepos = [-61.7856, 1028, 0]
|
||||||
|
|
||||||
|
# Moria drive the car to the race
|
||||||
|
|
||||||
|
if Story["Moria"]["driving"].getDistanceTo(racepos) > 2 and "Moria-Practicing" not in Story:
|
||||||
|
Story["Moria"]["driving"]["npc"] = "story"
|
||||||
|
Story["Moria"]["driving"]["target"] = racepos
|
||||||
|
Vehicle.TargetedNPC(Story["Moria"]["driving"])
|
||||||
|
|
||||||
|
# Moria racing the race
|
||||||
|
|
||||||
|
elif "Moria-Practicing" not in Story:
|
||||||
|
Story["Moria"]["driving"]["race"] = "RacetrackRace"
|
||||||
|
Story["Moria"]["driving"]["npc"] = "racer"
|
||||||
|
Story["Moria"]["driving"]["racing"] = True
|
||||||
|
Story["Moria-Practicing"] = True
|
||||||
|
|
||||||
|
# Optmization Deleting both Moria and the car she drives
|
||||||
|
# if Dani is far enough away.
|
||||||
|
|
||||||
|
if dani.getDistanceTo(Story["Moria"]) > 500:
|
||||||
|
if Story["Moria"].get("driving"):
|
||||||
|
Story["Moria"]["driving"]["racing"] = False
|
||||||
|
Reuse.Delete(Story["Moria"]["driving"])
|
||||||
|
Character_Controll.getOutCar(Story["Moria"])
|
||||||
|
Reuse.Delete(Story["Moria"])
|
||||||
|
del Story["Moria"]
|
||||||
|
|
||||||
|
# Paps
|
||||||
|
|
||||||
|
if "Paps" in Story:
|
||||||
|
|
||||||
|
# Optimization
|
||||||
|
if not "dialogue1" in Story and not "dialogue2" in Story:
|
||||||
|
if dani.getDistanceTo(Story["Paps"]) > 500:
|
||||||
|
Reuse.Delete(Story["Paps"])
|
||||||
|
del Story["Paps"]
|
||||||
|
|
||||||
|
# Jack
|
||||||
|
|
||||||
|
if "Jack" in Story:
|
||||||
|
|
||||||
|
# Optimization
|
||||||
|
|
||||||
|
if dani.getDistanceTo(Story["Jack"]) > 500 and Story.get("stage", 0) < 5:
|
||||||
|
Reuse.Delete(Story["Jack"])
|
||||||
|
|
||||||
|
if Story["Jack"].get("driving"):
|
||||||
|
Character_Controll.getOutCar(Story["Jack"])
|
||||||
|
|
||||||
|
del Story["Jack"]
|
||||||
|
dani["race"] = ""
|
||||||
|
try: del Story["stage"]
|
||||||
|
except: pass
|
||||||
|
pointer.visible = False
|
||||||
|
|
||||||
|
# Truck
|
||||||
|
|
||||||
|
if "Truck" in Story:
|
||||||
|
|
||||||
|
# Optimization
|
||||||
|
|
||||||
|
if dani.getDistanceTo(Story["Truck"]) > 500 and Story.get("stage", 0) < 5:
|
||||||
|
Reuse.Delete(Story["Truck"])
|
||||||
|
del Story["Truck"]
|
||||||
|
dani["race"] = ""
|
||||||
|
try:
|
||||||
|
del Story["stage"]
|
||||||
|
bge.logic.globalDict["print"] = "Mission Failed! You've abandoned it."
|
||||||
|
except: pass
|
||||||
|
pointer.visible = False
|
||||||
|
|
||||||
|
|
||||||
|
racetrack = [-62.82, 967.5, 4.738]
|
||||||
|
|
||||||
|
# Showing on the map
|
||||||
|
if not dani.get("race"):
|
||||||
|
Map.Show(racetrack, icon="Map_Circle", color=[1,0.8,0])
|
||||||
|
|
||||||
|
# If dani is close to the racetrack and everything has been despawned
|
||||||
|
# spawned it back in if dani comes.
|
||||||
|
|
||||||
|
if dani.getDistanceTo(racetrack) < 450 and "stage" not in Story and not dani.get("race"):
|
||||||
|
|
||||||
|
|
||||||
|
# Restoring truck, Paps and Jack
|
||||||
|
|
||||||
|
if "Truck" not in Story:
|
||||||
|
|
||||||
|
TruckPosition = [-44.62, 960.8, 4.738]
|
||||||
|
Story["Truck"] = Vehicle.Spawn("TruckBox",
|
||||||
|
TruckPosition,
|
||||||
|
[0,0,0])
|
||||||
|
|
||||||
|
if not Story["Truck"].get("cargo"):
|
||||||
|
|
||||||
|
# There is a car in the truck actually
|
||||||
|
DarkShadowLocation = [-44.62, 960.8, 10]
|
||||||
|
Story["DarkShadow"] = Vehicle.Spawn("DarkShadowBox",
|
||||||
|
DarkShadowLocation,
|
||||||
|
[0,0,0],
|
||||||
|
color="pallete")
|
||||||
|
Vehicle.PackCargo(Story["Truck"], Story["DarkShadow"])
|
||||||
|
|
||||||
|
if "Paps" not in Story:
|
||||||
|
Story["Paps"] = Reuse.Create("PapsBox")
|
||||||
|
Story["Paps"].position = [-54.875, 972.66, 4.7383]
|
||||||
|
|
||||||
|
try:
|
||||||
|
Reuse.Delete(Story["Jack"])
|
||||||
|
del Story["Jack"]
|
||||||
|
except:pass
|
||||||
|
|
||||||
|
try:
|
||||||
|
Reuse.Delete(Story["Truck"])
|
||||||
|
del Story["Truck"]
|
||||||
|
except:pass
|
||||||
|
|
||||||
|
if "Jack" not in Story:
|
||||||
|
Story["Jack"] = Reuse.Create("JackBox")
|
||||||
|
Story["Jack"].position = [-52.875, 972.66, 4.7383]
|
||||||
|
|
||||||
|
# Paps coming to Dani
|
||||||
|
if 100 > Story["Paps"].getDistanceTo(dani) > 4:
|
||||||
|
Character_Controll.walkToward(Story["Paps"], dani)
|
||||||
|
|
||||||
|
# Not restoring Moria.
|
||||||
|
|
||||||
|
if Story.get("timer", 100): Story["timer"] = Story.get("timer", 100) - 1
|
||||||
|
else:
|
||||||
|
|
||||||
|
# Paps is telling Jack to go inside the truck.
|
||||||
|
|
||||||
|
if dani.getDistanceTo(Story["Paps"]) < 50 and "dialogue1" not in Story:
|
||||||
|
Story["dialogue1"] = PlayDialogue("d1", Story["Paps"])
|
||||||
|
|
||||||
|
# Paps emoting
|
||||||
|
if "dialogue1" in Story:
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 0.18 , 0.7 ], "Talk" ],
|
||||||
|
[[ 1.52 , 2.5 ], "Talk" ]
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(Story["Paps"], emotion_data, Story["dialogue1"])
|
||||||
|
|
||||||
|
# When he finished talking Jack goes to the truck.
|
||||||
|
|
||||||
|
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)
|
||||||
|
else:
|
||||||
|
Story["stage"] = 1
|
||||||
|
del Story["dialogue1"]
|
||||||
|
|
||||||
|
# Paps telling you how he wants you to hummiliate jack
|
||||||
|
if Story.get("stage") == 1:
|
||||||
|
|
||||||
|
# Paps coming to Dani
|
||||||
|
if "Paps" in Story:
|
||||||
|
if 100 > Story["Paps"].getDistanceTo(dani) > 4:
|
||||||
|
Character_Controll.walkToward(Story["Paps"], dani)
|
||||||
|
|
||||||
|
if "dialogue2" not in Story:
|
||||||
|
Story["dialogue2"] = PlayDialogue("brief", Story["Paps"])
|
||||||
|
|
||||||
|
# Paps emoting
|
||||||
|
if "dialogue2" in Story:
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 0.0 , 0.8 ], "Talk" ],
|
||||||
|
[[ 2.6 , 3.5 ], "Talk" ],
|
||||||
|
[[ 4.7 , 12.7 ], "Talk" ],
|
||||||
|
[[ 14.1 , 15.4 ], "Talk" ],
|
||||||
|
[[ 17.3 , 20.303 ], "Talk" ],
|
||||||
|
[[ 21.37 , 27 ], "Talk" ],
|
||||||
|
[[ 28.5 , 34.6 ], "Talk" ],
|
||||||
|
[[ 36.6 , 37.6 ], "Talk" ],
|
||||||
|
[[ 38.3 , 40.0 ], "Talk" ],
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(Story["Paps"], emotion_data, Story["dialogue2"])
|
||||||
|
|
||||||
|
if "dialogue2" in Story and not Story["dialogue2"].status:
|
||||||
|
Story["stage"] = 2
|
||||||
|
del Story["dialogue2"]
|
||||||
|
bge.logic.globalDict["print"] = "Get the truck home!"
|
||||||
|
|
||||||
|
# Now you are faced with the choice to either get the truck or
|
||||||
|
# continue doing some stupid stuff.
|
||||||
|
|
||||||
|
if Story.get("stage") == 2:
|
||||||
|
|
||||||
|
# Mapping the truck on the map
|
||||||
|
Map.Show(Story["Truck"], color=[0,0,1])
|
||||||
|
|
||||||
|
# If you sit in the truck the mission begins.
|
||||||
|
if dani.get("driving") == Story["Truck"]:
|
||||||
|
dani["race"] = Story["currentEvent"]
|
||||||
|
Story["stage"] = 3
|
||||||
|
Story["timer"] = 500
|
||||||
|
pointer.visible = True
|
||||||
|
|
||||||
|
if Story.get("stage") == 3:
|
||||||
|
|
||||||
|
# Mapping the house
|
||||||
|
Map.Show(house, icon="Map_Circle", color=[1,0.8,0])
|
||||||
|
|
||||||
|
# Point to the house
|
||||||
|
tocheck = pointer.getVectTo(house)
|
||||||
|
pointer.alignAxisToVect(tocheck[1], 1, 0.1)
|
||||||
|
pointer.alignAxisToVect( (0,0,1), 2, 1.0 )
|
||||||
|
|
||||||
|
# If Truck blows up you loose
|
||||||
|
if Story["Truck"].get("blown"):
|
||||||
|
bge.logic.globalDict["print"] = "Mission failed! You broke the truck."
|
||||||
|
dani["race"] = ""
|
||||||
|
del Story["stage"]
|
||||||
|
|
||||||
|
try:
|
||||||
|
Reuse.Delete(Story["Paps"])
|
||||||
|
del Story["Paps"]
|
||||||
|
except:pass
|
||||||
|
|
||||||
|
pointer.visible = False
|
||||||
|
if "dialogue3" in Story:
|
||||||
|
Story["dialogue3"].stop()
|
||||||
|
if "dialogue4" in Story:
|
||||||
|
Story["dialogue4"].stop()
|
||||||
|
|
||||||
|
# Jack telling his side of the story.
|
||||||
|
if Story["timer"]: Story["timer"] -= 1
|
||||||
|
else:
|
||||||
|
if "dialogue3" not in Story and ( not Story["Jack"].get("saying") or not Story["Jack"]["saying"].status ):
|
||||||
|
Story["dialogue3"] = PlayDialogue("d2")
|
||||||
|
Story["Jack"]["saying"] = Story["dialogue3"]
|
||||||
|
|
||||||
|
|
||||||
|
# Jack emoting
|
||||||
|
if "dialogue3" in Story:
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 4.2 , 4.7 ], "Talk" ],
|
||||||
|
[[ 10 , 10.5 ], "Laugh" ],
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(dani, emotion_data, Story["dialogue3"])
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 0.1 , 0.8 ], "Talk" ],
|
||||||
|
[[ 1.2 , 3.7 ], "Talk" ],
|
||||||
|
[[ 6.5 , 7.1 ], "Talk" ],
|
||||||
|
[[ 8.3 , 10.1 ], "Talk" ],
|
||||||
|
[[ 11.3 , 14.8 ], "Talk" ],
|
||||||
|
[[ 15.4 , 17.3 ], "Talk" ],
|
||||||
|
[[ 18.6 , 22.1 ], "Talk" ],
|
||||||
|
[[ 23.5 , 25.1 ], "Talk" ],
|
||||||
|
[[ 26.3 , 30.2 ], "Talk" ],
|
||||||
|
[[ 30.9 , 31.8 ], "Talk" ],
|
||||||
|
[[ 32.5 , 33.7 ], "Talk" ],
|
||||||
|
[[ 34.6 , 38.5 ], "Talk" ],
|
||||||
|
[[ 39.6 , 41.6 ], "Talk" ],
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(Story["Jack"], emotion_data, Story["dialogue3"])
|
||||||
|
|
||||||
|
# If Jack told his story and we are close enough to the house
|
||||||
|
if "dialogue3" in Story and not Story["dialogue3"].status:
|
||||||
|
|
||||||
|
# Jack tells changes the mission
|
||||||
|
if Story["Truck"].getDistanceTo(house) < 450:
|
||||||
|
if "dialogue4" not in Story and ( not Story["Jack"].get("saying") or not Story["Jack"]["saying"].status ):
|
||||||
|
Story["dialogue4"] = PlayDialogue("twist")
|
||||||
|
Story["Jack"]["saying"] = Story["dialogue4"]
|
||||||
|
|
||||||
|
# Jack emoting
|
||||||
|
if "dialogue4" in Story:
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 3.4 , 3.7 ], "Talk" ],
|
||||||
|
[[ 9.8 , 10.2 ], "Talk" ],
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(dani, emotion_data, Story["dialogue4"])
|
||||||
|
|
||||||
|
emotion_data = [
|
||||||
|
[[ 0.1 , 0.5 ], "Talk" ],
|
||||||
|
[[ 1.1 , 1.8 ], "Talk" ],
|
||||||
|
[[ 2.2 , 3.0 ], "Talk" ],
|
||||||
|
[[ 4.3 , 5.0 ], "Talk" ],
|
||||||
|
[[ 5.5 , 7.9 ], "Talk" ],
|
||||||
|
[[ 8.4 , 9.6 ], "Talk" ],
|
||||||
|
]
|
||||||
|
|
||||||
|
emote(Story["Jack"], emotion_data, Story["dialogue4"])
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if "dialogue4" in Story and not Story["dialogue4"].status:
|
||||||
|
|
||||||
|
del Story["dialogue3"]
|
||||||
|
del Story["dialogue4"]
|
||||||
|
Story["stage"] = 4
|
||||||
|
|
||||||
|
# Unlocking the race in the middle of this
|
||||||
|
Story["start_race"] = True
|
||||||
|
|
||||||
|
if Story.get("stage") == 4:
|
||||||
|
|
||||||
|
racepos = [-254.4, -508.1, 189.2]
|
||||||
|
|
||||||
|
# No need to show the race on the map, since it
|
||||||
|
# will temporarily unlocked and that will make
|
||||||
|
# the standard system show it on the map.
|
||||||
|
|
||||||
|
# Point to the race
|
||||||
|
tocheck = pointer.getVectTo(racepos)
|
||||||
|
pointer.alignAxisToVect(tocheck[1], 1, 0.1)
|
||||||
|
pointer.alignAxisToVect( (0,0,1), 2, 1.0 )
|
||||||
|
|
||||||
|
# If Truck blows up you loose
|
||||||
|
if Story["Truck"].get("blown"):
|
||||||
|
bge.logic.globalDict["print"] = "Mission failed! You broke the truck."
|
||||||
|
dani["race"] = ""
|
||||||
|
del Story["stage"]
|
||||||
|
|
||||||
|
try:
|
||||||
|
Reuse.Delete(Story["Paps"])
|
||||||
|
del Story["Paps"]
|
||||||
|
except:pass
|
||||||
|
|
||||||
|
pointer.visible = False
|
||||||
|
|
||||||
|
|
||||||
|
if Story["Truck"].getDistanceTo(racepos) < 70:
|
||||||
|
bge.logic.globalDict["print"] = "Press D to unload the car."
|
||||||
|
|
||||||
|
if not Story["DarkShadow"].get("isCargo"):
|
||||||
|
Story["stage"] = 5
|
||||||
|
Character_Controll.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)
|
||||||
|
# else:
|
||||||
|
# Story["stage"] = 6
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Story["02_Bring_Truck_To_House"] = scene
|
||||||
|
|
||||||
|
# Mission: Deliver the Truck with Jack to the house.
|
||||||
|
# Twist : Jack will want you to turn away from the challenge. To end up
|
||||||
|
# on a race not so far away from the house.
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
# Mission: Race not so far away from the house.
|
||||||
|
# Twist : Paps notices you race, since he and moria are back from her training.
|
||||||
|
# He is mad because you drove like an idiot and broke the car.
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
# Mission : The Mansion Race.
|
||||||
|
# Challenge: Not to break the car.
|
||||||
|
|
||||||
|
##############################################################################
|
||||||
|
|
||||||
|
# Mission : One of the drivers from the last race invites you to race
|
||||||
|
# like an idiot ( Pito's Statue Race ).
|
||||||
|
|
196
Scripts/Settings.py
Normal file
|
@ -0,0 +1,196 @@
|
||||||
|
# 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")
|
||||||
|
|
456
Scripts/Tools.py
Normal file
|
@ -0,0 +1,456 @@
|
||||||
|
# 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 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
|
||||||
|
|
4356
Scripts/Vehicle.py
Normal file
BIN
SettingUI/banner.jpg
Normal file
After Width: | Height: | Size: 484 KiB |
BIN
SettingUI/banner.png
Normal file
After Width: | Height: | Size: 377 KiB |
BIN
SettingUI/icon.png
Normal file
After Width: | Height: | Size: 25 KiB |
61
animdata/chr/Dani_Box.json
Normal file
|
@ -0,0 +1,61 @@
|
||||||
|
{
|
||||||
|
|
||||||
|
"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}
|
||||||
|
}
|
||||||
|
}
|
21
animdata/chr/JackBox.json
Normal file
|
@ -0,0 +1,21 @@
|
||||||
|
{
|
||||||
|
|
||||||
|
"Stand":{
|
||||||
|
"Frames":[0,300]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Walk":{
|
||||||
|
"Frames":[330, 350]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Drive":{
|
||||||
|
"Frames":[360,361]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Talk":{
|
||||||
|
"Action":"JackTalk",
|
||||||
|
"Frames":[0, 20],
|
||||||
|
"kwargs":{"layer":3}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
14
animdata/chr/MoriaBox.json
Normal file
|
@ -0,0 +1,14 @@
|
||||||
|
{
|
||||||
|
|
||||||
|
"Stand":{
|
||||||
|
"Frames":[0,276]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Walk":{
|
||||||
|
"Frames":[300, 320]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Drive":{
|
||||||
|
"Frames":[325,325]
|
||||||
|
}
|
||||||
|
}
|
17
animdata/chr/PapsBox.json
Normal file
|
@ -0,0 +1,17 @@
|
||||||
|
{
|
||||||
|
"Walk":{
|
||||||
|
"Frames":[301, 330]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Stand":{
|
||||||
|
"Frames":[0, 290]
|
||||||
|
},
|
||||||
|
|
||||||
|
"Talk":{
|
||||||
|
"Action":"PapsTalk",
|
||||||
|
"Frames":[0, 10],
|
||||||
|
"kwargs":{"layer":3}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
BIN
assembly.blend
Normal file
BIN
ast/loc/City_source.blend
Normal file
BIN
ast/loc/city.blend
Normal file
BIN
ast/loc/textures/Ground.jpg
Normal file
After Width: | Height: | Size: 7.6 MiB |
BIN
ast/loc/textures/ads.png
Normal file
After Width: | Height: | Size: 2.8 MiB |
BIN
ast/loc/textures/bush.png
Normal file
After Width: | Height: | Size: 159 KiB |
BIN
ast/loc/textures/cliff.jpg
Normal file
After Width: | Height: | Size: 664 KiB |
BIN
ast/loc/textures/dirt.jpg
Normal file
After Width: | Height: | Size: 85 KiB |
BIN
ast/loc/textures/sings.png
Normal file
After Width: | Height: | Size: 192 KiB |
BIN
ast/veh/DarkShadow.blend
Normal file
BIN
ast/veh/HatchBack01.blend
Normal file
BIN
ast/veh/NeonSpeedster.blend
Normal file
BIN
ast/veh/RedKiss.blend
Normal file
BIN
ast/veh/Truck.blend
Normal file
62
ast/veh/bgelogic/NLNodeTree.py
Normal file
|
@ -0,0 +1,62 @@
|
||||||
|
# MACHINE GENERATED
|
||||||
|
import bge, bpy, sys, importlib
|
||||||
|
import mathutils
|
||||||
|
from uplogic import nodes
|
||||||
|
import math
|
||||||
|
|
||||||
|
def _initialize(owner):
|
||||||
|
network = nodes.LogicNetwork()
|
||||||
|
CON0000 = nodes.ConditionOnce()
|
||||||
|
ACT0001 = nodes.VehicleSetAttributes()
|
||||||
|
ACT0002 = nodes.ActionCreateVehicleFromParent()
|
||||||
|
ACT0003 = nodes.VehicleApplyForce()
|
||||||
|
CON0004 = nodes.ConditionKeyPressed()
|
||||||
|
CON0000.input_condition = False
|
||||||
|
CON0000.repeat = False
|
||||||
|
CON0000.reset_time = 0.5
|
||||||
|
ACT0001.condition = ACT0002.OUT
|
||||||
|
ACT0001.constraint = ACT0002.VEHICLE
|
||||||
|
ACT0001.wheelcount = 4
|
||||||
|
ACT0001.set_suspension_compression = False
|
||||||
|
ACT0001.suspension_compression = 0.0
|
||||||
|
ACT0001.set_suspension_stiffness = False
|
||||||
|
ACT0001.suspension_stiffness = 0.0
|
||||||
|
ACT0001.set_suspension_damping = False
|
||||||
|
ACT0001.suspension_damping = 0.0
|
||||||
|
ACT0001.set_tyre_friction = False
|
||||||
|
ACT0001.tyre_friction = 0.0
|
||||||
|
ACT0001.value_type = 'REAR'
|
||||||
|
ACT0002.condition = CON0000
|
||||||
|
ACT0002.game_object = "NLO:RedKissBox"
|
||||||
|
ACT0002.suspension = 0.05999999865889549
|
||||||
|
ACT0002.stiffness = 50.0
|
||||||
|
ACT0002.damping = 5.0
|
||||||
|
ACT0002.friction = 2.0
|
||||||
|
ACT0002.wheel_size = 1.0
|
||||||
|
ACT0003.condition = CON0004
|
||||||
|
ACT0003.vehicle = "NLO:RedKissBox"
|
||||||
|
ACT0003.wheelcount = 2
|
||||||
|
ACT0003.power = 1.0
|
||||||
|
ACT0003.value_type = 'REAR'
|
||||||
|
CON0004.key_code = bge.events.WKEY
|
||||||
|
CON0004.pulse = True
|
||||||
|
network.add_cell(CON0000)
|
||||||
|
network.add_cell(ACT0002)
|
||||||
|
network.add_cell(CON0004)
|
||||||
|
network.add_cell(ACT0001)
|
||||||
|
network.add_cell(ACT0003)
|
||||||
|
owner["IGNLTree_NodeTree"] = network
|
||||||
|
network._owner = owner
|
||||||
|
network.setup()
|
||||||
|
network.stopped = not owner.get('NL__NodeTree')
|
||||||
|
return network
|
||||||
|
|
||||||
|
def pulse_network(controller):
|
||||||
|
owner = controller.owner
|
||||||
|
network = owner.get("IGNLTree_NodeTree")
|
||||||
|
if network is None:
|
||||||
|
network = _initialize(owner)
|
||||||
|
if network.stopped: return
|
||||||
|
shutdown = network.evaluate()
|
||||||
|
if shutdown is True:
|
||||||
|
controller.sensors[0].repeat = False
|
0
ast/veh/bgelogic/__init__.py
Normal file
BIN
ast/veh/textures/Front_lights.png
Normal file
After Width: | Height: | Size: 46 KiB |
BIN
ast/veh/textures/LightLInes.png
Normal file
After Width: | Height: | Size: 95 KiB |
BIN
ast/veh/textures/Light_dots.png
Normal file
After Width: | Height: | Size: 92 KiB |
BIN
ast/veh/textures/Paps_Truck_Texture.png
Normal file
After Width: | Height: | Size: 5 MiB |
BIN
ast/veh/textures/Paps_Truck_Texture_TEXT.png
Normal file
After Width: | Height: | Size: 121 KiB |
BIN
ast/veh/textures/Paps_Truck_Texture_TEXT2.png
Normal file
After Width: | Height: | Size: 122 KiB |
BIN
ast/veh/textures/Red_kiss_neon.png
Normal file
After Width: | Height: | Size: 93 KiB |
BIN
ast/veh/textures/blue_kiss.jpg
Normal file
After Width: | Height: | Size: 69 KiB |
BIN
ast/veh/textures/front_light.png
Normal file
After Width: | Height: | Size: 28 KiB |
BIN
ast/veh/textures/front_part.png
Normal file
After Width: | Height: | Size: 31 KiB |
BIN
ast/veh/textures/gear_lever.png
Normal file
After Width: | Height: | Size: 28 KiB |
BIN
ast/veh/textures/gear_mechanism.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
ast/veh/textures/leather.jpg
Normal file
After Width: | Height: | Size: 64 KiB |
BIN
ast/veh/textures/lightdots.png
Normal file
After Width: | Height: | Size: 23 KiB |
BIN
ast/veh/textures/map.png
Normal file
After Width: | Height: | Size: 328 KiB |
BIN
ast/veh/textures/map_UI_Over.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
ast/veh/textures/screen.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
ast/veh/textures/tire_text.png
Normal file
After Width: | Height: | Size: 7.7 KiB |
62
bgelogic/NLNodeTree.py
Normal file
|
@ -0,0 +1,62 @@
|
||||||
|
# MACHINE GENERATED
|
||||||
|
import bge, bpy, sys, importlib
|
||||||
|
import mathutils
|
||||||
|
from uplogic import nodes
|
||||||
|
import math
|
||||||
|
|
||||||
|
def _initialize(owner):
|
||||||
|
network = nodes.LogicNetwork()
|
||||||
|
CON0000 = nodes.ConditionOnce()
|
||||||
|
ACT0001 = nodes.VehicleSetAttributes()
|
||||||
|
ACT0002 = nodes.ActionCreateVehicleFromParent()
|
||||||
|
ACT0003 = nodes.VehicleApplyForce()
|
||||||
|
CON0004 = nodes.ConditionKeyPressed()
|
||||||
|
CON0000.input_condition = False
|
||||||
|
CON0000.repeat = False
|
||||||
|
CON0000.reset_time = 0.5
|
||||||
|
ACT0001.condition = ACT0002.OUT
|
||||||
|
ACT0001.constraint = ACT0002.VEHICLE
|
||||||
|
ACT0001.wheelcount = 4
|
||||||
|
ACT0001.set_suspension_compression = False
|
||||||
|
ACT0001.suspension_compression = 0.0
|
||||||
|
ACT0001.set_suspension_stiffness = False
|
||||||
|
ACT0001.suspension_stiffness = 0.0
|
||||||
|
ACT0001.set_suspension_damping = False
|
||||||
|
ACT0001.suspension_damping = 0.0
|
||||||
|
ACT0001.set_tyre_friction = False
|
||||||
|
ACT0001.tyre_friction = 0.0
|
||||||
|
ACT0001.value_type = 'REAR'
|
||||||
|
ACT0002.condition = CON0000
|
||||||
|
ACT0002.game_object = "NLO:RedKissBox"
|
||||||
|
ACT0002.suspension = 0.05999999865889549
|
||||||
|
ACT0002.stiffness = 50.0
|
||||||
|
ACT0002.damping = 5.0
|
||||||
|
ACT0002.friction = 2.0
|
||||||
|
ACT0002.wheel_size = 1.0
|
||||||
|
ACT0003.condition = CON0004
|
||||||
|
ACT0003.vehicle = "NLO:RedKissBox"
|
||||||
|
ACT0003.wheelcount = 2
|
||||||
|
ACT0003.power = 1.0
|
||||||
|
ACT0003.value_type = 'REAR'
|
||||||
|
CON0004.key_code = bge.events.WKEY
|
||||||
|
CON0004.pulse = True
|
||||||
|
network.add_cell(CON0000)
|
||||||
|
network.add_cell(ACT0002)
|
||||||
|
network.add_cell(CON0004)
|
||||||
|
network.add_cell(ACT0001)
|
||||||
|
network.add_cell(ACT0003)
|
||||||
|
owner["IGNLTree_NodeTree"] = network
|
||||||
|
network._owner = owner
|
||||||
|
network.setup()
|
||||||
|
network.stopped = not owner.get('NL__NodeTree')
|
||||||
|
return network
|
||||||
|
|
||||||
|
def pulse_network(controller):
|
||||||
|
owner = controller.owner
|
||||||
|
network = owner.get("IGNLTree_NodeTree")
|
||||||
|
if network is None:
|
||||||
|
network = _initialize(owner)
|
||||||
|
if network.stopped: return
|
||||||
|
shutdown = network.evaluate()
|
||||||
|
if shutdown is True:
|
||||||
|
controller.sensors[0].repeat = False
|
0
bgelogic/__init__.py
Normal file
43
cardata/DarkShadowBox.json
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
{
|
||||||
|
"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
|
||||||
|
]
|
||||||
|
}
|
35
cardata/HatchBack01Box.json
Normal file
|
@ -0,0 +1,35 @@
|
||||||
|
{
|
||||||
|
"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
|
||||||
|
]
|
||||||
|
}
|
43
cardata/NeonSpeedsterBox.json
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
{
|
||||||
|
"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
|
||||||
|
]
|
||||||
|
}
|
43
cardata/RedKissBox.json
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
{
|
||||||
|
"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
|
||||||
|
]
|
||||||
|
}
|
53
cardata/TruckBox.json
Normal file
|
@ -0,0 +1,53 @@
|
||||||
|
{
|
||||||
|
"name":"Truck",
|
||||||
|
"probability":0,
|
||||||
|
"type":"truck",
|
||||||
|
|
||||||
|
"wheels":[
|
||||||
|
{ "radius":0.565, "xyz":[ 1.19, -3.36, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":""},
|
||||||
|
{ "radius":0.565, "xyz":[-1.19, -3.36, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":true , "object":".001"},
|
||||||
|
{ "radius":0.565, "xyz":[-1.69, 3.03, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".003"},
|
||||||
|
{ "radius":0.565, "xyz":[ 1.69, 3.03, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".002"},
|
||||||
|
{ "radius":0.565, "xyz":[-1.69, 4.22, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".004"},
|
||||||
|
{ "radius":0.565, "xyz":[ 1.69, 4.22, -0.100], "down":[0,0,-1], "axel":[-1,0,0], "suspensionRest": 0.2, "front":false, "object":".005"}
|
||||||
|
],
|
||||||
|
|
||||||
|
"mass" : 5000 ,
|
||||||
|
"hp" : 800 ,
|
||||||
|
"torque" : 50 ,
|
||||||
|
"drag" : 0.9 ,
|
||||||
|
"roll" : 0.4 ,
|
||||||
|
"grip" : 0.4 ,
|
||||||
|
"maxturn" : 0.8 ,
|
||||||
|
"brakes" : 2.0 ,
|
||||||
|
"abs" : 1.0 ,
|
||||||
|
"downforce" : 1.0 ,
|
||||||
|
"suspention" : 50.0 ,
|
||||||
|
"suspentionDamping" : 0.8 ,
|
||||||
|
"maxrpm" : 4000 ,
|
||||||
|
"idle" : 500 ,
|
||||||
|
"redline" : 3000 ,
|
||||||
|
|
||||||
|
"visionOffset" : -2 ,
|
||||||
|
"cameraZoom" : 5 ,
|
||||||
|
|
||||||
|
"gears":[
|
||||||
|
5.00,
|
||||||
|
4.00,
|
||||||
|
3.00,
|
||||||
|
2.50,
|
||||||
|
2.00,
|
||||||
|
1.50,
|
||||||
|
1.00,
|
||||||
|
0.85,
|
||||||
|
0.75,
|
||||||
|
0.65,
|
||||||
|
0.50,
|
||||||
|
0.35,
|
||||||
|
0.25,
|
||||||
|
0.23,
|
||||||
|
0.20,
|
||||||
|
0.15,
|
||||||
|
0.10
|
||||||
|
]
|
||||||
|
}
|
38
checklist.org
Normal file
|
@ -0,0 +1,38 @@
|
||||||
|
* Cars
|
||||||
|
** AI
|
||||||
|
*** Spawn System [4/4]
|
||||||
|
**** DONE Cars spawn all over the place
|
||||||
|
**** DONE Not enough cars
|
||||||
|
**** DONE Performace optimization
|
||||||
|
**** DONE Spawn Points Corrections [3/5]
|
||||||
|
- [X] Loop Around
|
||||||
|
- [X] To Racetrack
|
||||||
|
- [X] Through Sand
|
||||||
|
- [X] Deep Down
|
||||||
|
- [X] Small Round
|
||||||
|
*** AI NPC [6/6]
|
||||||
|
**** DONE Stupid driving
|
||||||
|
**** DONE Forward vision
|
||||||
|
**** DONE Avoid Going Into Walls
|
||||||
|
**** DONE Do not british
|
||||||
|
**** DONE Angry Pursuit
|
||||||
|
**** DONE Racing AI
|
||||||
|
** 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
|
||||||
|
** 01_Bring_Neonspeedster_To_Racetrack [1/4]
|
||||||
|
*** DONE Paps rig
|
||||||
|
*** TODO Moria rig
|
||||||
|
*** TODO Jack rig
|
||||||
|
*** TODO Truck rig
|
||||||
|
**** TODO Make a drivable truck
|
||||||
|
**** TODO Make the thing work as truck
|
||||||
|
**** TODO See what can be removed
|
||||||
|
**** TODO Make it breakable.
|
BIN
fonts/Economica-Bold.ttf
Normal file
BIN
fonts/Economica-BoldItalic.ttf
Normal file
BIN
fonts/Economica-Italic.ttf
Normal file
BIN
fonts/Economica-Regular.ttf
Normal file
94
fonts/OFL.txt
Normal file
|
@ -0,0 +1,94 @@
|
||||||
|
Copyright (c) 2012, Vicente Lamonaca (produccion.taller@gmail.com www.tipografia-montevideo.info www.tipotype.com),
|
||||||
|
with Reserved Font Name Economica.
|
||||||
|
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
https://openfontlicense.org
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
BIN
logo.png
Normal file
After Width: | Height: | Size: 540 KiB |
1326
python_dumpster/Main_update_v22-02-2024.py
Normal file
79
racedata/Race_BigBuilding/data_01.json
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76
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160
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racedata/Race_ToRaceTrackAndBack/data-01.json
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racedata/RacetrackRace/data-01.json
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racedata/old-data-01.json
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45.30957794189453 ,
|
||||||
|
23.44857406616211 ,
|
||||||
|
23.066326141357422 ,
|
||||||
|
25.70628547668457 ,
|
||||||
|
47.98323059082031 ,
|
||||||
|
54.75291061401367 ,
|
||||||
|
58.678802490234375 ,
|
||||||
|
44.3359489440918 ,
|
||||||
|
50.71199417114258 ,
|
||||||
|
61.02040481567383 ,
|
||||||
|
46.14556884765625 ,
|
||||||
|
36.1912727355957 ,
|
||||||
|
45.200992584228516 ,
|
||||||
|
26.560962677001953 ,
|
||||||
|
33.57011795043945 ,
|
||||||
|
25.442731857299805 ,
|
||||||
|
45.04869842529297 ,
|
||||||
|
21.671131134033203 ,
|
||||||
|
23.820812225341797 ,
|
||||||
|
28.113801956176758 ,
|
||||||
|
55.13059616088867
|
||||||
|
],
|
||||||
|
"time":[
|
||||||
|
3.7331726409999995 ,
|
||||||
|
10.839709940000002 ,
|
||||||
|
15.604859501 ,
|
||||||
|
21.232931573 ,
|
||||||
|
25.423423467000003 ,
|
||||||
|
29.299977412 ,
|
||||||
|
38.75026077 ,
|
||||||
|
41.63020803100001 ,
|
||||||
|
47.96183718900001 ,
|
||||||
|
52.53954244200001 ,
|
||||||
|
58.496759698000005 ,
|
||||||
|
62.853535308000005 ,
|
||||||
|
69.863829096 ,
|
||||||
|
71.044700398 ,
|
||||||
|
78.77773761 ,
|
||||||
|
81.53409601400001 ,
|
||||||
|
82.65185832200001 ,
|
||||||
|
85.32760139800001 ,
|
||||||
|
89.074524456 ,
|
||||||
|
92.084296941 ,
|
||||||
|
95.26055315500001 ,
|
||||||
|
100.65397920500001 ,
|
||||||
|
104.88031547000001 ,
|
||||||
|
106.758814842 ,
|
||||||
|
113.99198440800001 ,
|
||||||
|
117.720443904 ,
|
||||||
|
120.68088727600002 ,
|
||||||
|
123.16474497600001 ,
|
||||||
|
125.38076530100003 ,
|
||||||
|
129.732231237 ,
|
||||||
|
137.45067690500002 ,
|
||||||
|
141.032491157 ,
|
||||||
|
142.436841254 ,
|
||||||
|
144.848307046 ,
|
||||||
|
148.58897748500002 ,
|
||||||
|
152.46698020300002 ,
|
||||||
|
155.38062296 ,
|
||||||
|
158.850439759 ,
|
||||||
|
161.84902360100003 ,
|
||||||
|
166.33817853300002 ,
|
||||||
|
171.558688668 ,
|
||||||
|
174.706659002 ,
|
||||||
|
177.52119836300002 ,
|
||||||
|
181.63567185000002 ,
|
||||||
|
184.77241402400003 ,
|
||||||
|
190.474174792 ,
|
||||||
|
194.84427218500002 ,
|
||||||
|
197.623955681 ,
|
||||||
|
200.56679723200003 ,
|
||||||
|
202.875682436 ,
|
||||||
|
206.77588530600002
|
||||||
|
],
|
||||||
|
"rot":[
|
||||||
|
[-0.01624995656311512, 0.07849447429180145, -0.5860120058059692] ,
|
||||||
|
[-0.13108374178409576, 0.0036811053287237883, -1.9615410566329956] ,
|
||||||
|
[0.2670449912548065, -0.042434122413396835, -2.7690749168395996] ,
|
||||||
|
[0.33141058683395386, 0.0562259703874588, 2.039043664932251] ,
|
||||||
|
[0.3329033851623535, -0.019622452557086945, 1.9211680889129639] ,
|
||||||
|
[0.2681850492954254, -0.12282246351242065, 1.63251793384552] ,
|
||||||
|
[0.07227663695812225, 0.013098720461130142, 1.353943943977356] ,
|
||||||
|
[0.05529430881142616, -0.011405624449253082, 0.7894548773765564] ,
|
||||||
|
[-0.06097666174173355, -0.009611496701836586, 1.1667016744613647] ,
|
||||||
|
[-0.09110146760940552, -0.003160672029480338, 1.8139026165008545] ,
|
||||||
|
[-0.07910168915987015, 0.052563153207302094, 1.7210103273391724] ,
|
||||||
|
[-0.07669410854578018, 0.24394765496253967, 1.6646289825439453] ,
|
||||||
|
[0.2888643443584442, 0.19726473093032837, 2.4627699851989746] ,
|
||||||
|
[0.0036310763098299503, 0.050845541059970856, 3.0246827602386475] ,
|
||||||
|
[0.02131607010960579, 0.003683441085740924, -1.6427737474441528] ,
|
||||||
|
[-0.04108688235282898, 0.0028885663487017155, -1.4885928630828857] ,
|
||||||
|
[-0.004137610550969839, 0.01848621480166912, -1.4435324668884277] ,
|
||||||
|
[0.01292195450514555, 0.028108134865760803, -0.6352774500846863] ,
|
||||||
|
[-0.2486754208803177, 0.012429589405655861, 0.4717749059200287] ,
|
||||||
|
[-0.20020051300525665, -0.015403581783175468, 0.4037122428417206] ,
|
||||||
|
[-0.2037292718887329, -0.06907863914966583, 0.35424113273620605] ,
|
||||||
|
[-0.19704695045948029, 0.007243760861456394, 0.188624307513237] ,
|
||||||
|
[-0.19659633934497833, 0.00966715905815363, 0.1812870055437088] ,
|
||||||
|
[-0.14462502300739288, 0.11804241687059402, 0.643571138381958] ,
|
||||||
|
[-0.05990368127822876, -0.0002554748207330704, 1.7723714113235474] ,
|
||||||
|
[-0.060604702681303024, 0.003209835384041071, 1.830974817276001] ,
|
||||||
|
[-0.008336379192769527, 0.010820192284882069, 2.8646183013916016] ,
|
||||||
|
[-0.007981760427355766, 0.015732446685433388, -2.289222478866577] ,
|
||||||
|
[0.05147334933280945, -0.0643678605556488, -0.5811130404472351] ,
|
||||||
|
[0.11037056148052216, -0.0053720674477517605, -1.30815851688385] ,
|
||||||
|
[-0.1621924191713333, 0.0018318506190553308, 0.25206780433654785] ,
|
||||||
|
[-0.15930092334747314, -0.02305584028363228, 0.11540792882442474] ,
|
||||||
|
[0.010223581455647945, 0.0012618519831448793, -0.2890264391899109] ,
|
||||||
|
[-0.051978521049022675, 0.00850313063710928, -1.318840503692627] ,
|
||||||
|
[-0.17644517123699188, -0.0011852768948301673, -1.3395663499832153] ,
|
||||||
|
[-0.1761690080165863, -0.0021828312892466784, -1.3442251682281494] ,
|
||||||
|
[-0.3152637481689453, -0.07436665892601013, -1.5566202402114868] ,
|
||||||
|
[0.3682832717895508, 0.013875464908778667, -1.4670772552490234] ,
|
||||||
|
[0.017779087647795677, -0.021842246875166893, -1.6439850330352783] ,
|
||||||
|
[-0.1307658851146698, 0.0003210034337826073, -1.7973430156707764] ,
|
||||||
|
[-0.18067330121994019, 0.0007494472083635628, -1.7816379070281982] ,
|
||||||
|
[-0.07303235679864883, -0.004364720545709133, -2.101363182067871] ,
|
||||||
|
[-0.09024622291326523, -0.0003755079524125904, -2.415090799331665] ,
|
||||||
|
[0.1307559609413147, -0.0565742664039135, 3.039773464202881] ,
|
||||||
|
[0.3108542561531067, -0.08981055021286011, 2.4484992027282715] ,
|
||||||
|
[0.3178117573261261, 0.3399386405944824, 1.3576174974441528] ,
|
||||||
|
[0.22571131587028503, 0.13748253881931305, 1.5181454420089722] ,
|
||||||
|
[0.22656512260437012, 0.10890141874551773, 1.6666717529296875] ,
|
||||||
|
[0.5554865002632141, 0.16415885090827942, 2.5439395904541016] ,
|
||||||
|
[-0.0215617548674345, 0.008771177381277084, -2.2904481887817383] ,
|
||||||
|
[-0.2129850834608078, 0.016720633953809738, -1.6787928342819214]
|
||||||
|
]}
|
667
run.py
Normal file
|
@ -0,0 +1,667 @@
|
||||||
|
# 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
|
||||||
|
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
playbox = Gtk.HBox()
|
||||||
|
box.pack_end(playbox, 1,5,5)
|
||||||
|
|
||||||
|
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_end(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(400, 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()
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
# 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)
|
||||||
|
|
||||||
|
# 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" ) )
|
||||||
|
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
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()
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
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_end(settingsbutton, 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()
|
BIN
sfx/.xdp-telephone_EQ.png-R2HduU
Normal file
After Width: | Height: | Size: 26 KiB |