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