(potetial noise) improved assets, gameplay, workflow, moving towards blender-2.80

This commit is contained in:
Segey Lapin
2019-08-07 13:37:41 +03:00
parent 95fe2cb22d
commit 06e0970c66
101 changed files with 158767 additions and 73 deletions

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@@ -46,6 +46,8 @@ func add_cheer_game_location(team: int, loc: Vector3):
func set_team_start(team: int, v: Vector3):
_team_start[team] = v
_game_area = _game_area.expand(v)
func check_goal(gate):
pass
func set_team_gate(team: int, gate: Area):
_gates[team] = gate
gate2team[gate] = team
@@ -54,6 +56,7 @@ func set_team_gate(team: int, gate: Area):
_game_area = _game_area.expand(o)
func set_main(n):
_main = n
var start_timeout = 10.0
func start_game():
var ball = _ball_instance
ball.add_to_group("ball")
@@ -64,7 +67,8 @@ func start_game():
print(ch)
assert ch.scene != null
print("start: ", _team_start[t])
ch.scene.walkto(_team_start[t])
ch.scene.walkto(_team_start[t] + Vector3(randf() * 2.0 - 1.0, 0.0, randf() * 2.0 - 1.0))
start_timeout = 10.0
var loc = 0
for t in _cheers.keys():
for ch in _cheers[t]:
@@ -90,3 +94,26 @@ func stop_game():
world.increase_xp(e, min(e.xp * 2, min(100 * e.level, 1000)))
for e in _cheers[winner_team]:
world.increase_xp(e, min(e.xp * 2, min(200 * e.level, 2000)))
func _physics_process(delta):
match(_state):
STATE_START:
start_timeout -= delta
# print("timeout")
if start_timeout <= 0.0:
for t in _teams.keys():
for ch in _teams[t]:
# print("teleport")
ch.scene.global_transform.origin = ch.scene._path[ch.scene._path.size() - 1]
_state = STATE_RUNNING
STATE_RUNNING:
# print("running")
var tgt = _ball_instance.global_transform.origin
for t in _teams.keys():
for ch in _teams[t]:
if ch.scene._path && ch.scene._path.size() > 0:
var moveto = ch.scene._path[ch.scene._path.size() - 1]
if tgt.distance_squared_to(moveto) > 0.5:
# print("walking")
ch.scene.walkto(tgt)
else:
ch.scene.walkto(tgt)

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@@ -0,0 +1,35 @@
# Blender MTL File: 'building.blend'
# Material Count: 3
newmtl closet_walls
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.393915 0.393915 0.393915
Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.450000
d 1.000000
illum 2
map_Kd -s 12.000000 12.000000 12.000000 /home/slapin/godot-projects/kicking-high/proto2/assets/textures/concrete/concrete_floor_02_diff_1k.jpg
map_Ks -s 12.000000 12.000000 12.000000 /home/slapin/godot-projects/kicking-high/proto2/assets/textures/concrete/concrete_floor_02_spec_1k.jpg
map_d -s 12.000000 12.000000 12.000000 /home/slapin/godot-projects/kicking-high/proto2/assets/textures/concrete/concrete_floor_02_diff_1k.jpg
newmtl floor
Ns 35.999996
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.312691 0.180240
Ks 0.083942 0.083942 0.083942
Ke 0.0 0.0 0.0
Ni 1.000000
d 1.000000
illum 2
newmtl wall-kit
Ns 113.777764
Ka 1.000000 1.000000 1.000000
Kd 0.211242 0.211242 0.211242
Ks 0.500000 0.500000 0.500000
Ke 0.0 0.0 0.0
Ni 1.000000
d 1.000000
illum 2

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@@ -0,0 +1,5 @@
{
"collections": ["outside-walls", "inside-walls", "inside-doors"],
"object_types": ["EMPTY", "ARMATURE", "GEOMETRY"],
"outpath": "walls"
}

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@@ -0,0 +1,5 @@
{
"collections": ["level"],
"object_types": ["EMPTY", "ARMATURE", "GEOMETRY"],
"outpath": "walls"
}

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proto2/assets/icons.kra Normal file

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@@ -7,6 +7,7 @@ var master_node: Node
var camera: Camera
var monitored_objects = []
var mon_labels = {}
var talk_icon = preload("res://ui/act_talk.tscn")
func _ready():
pass
func _process(delta):
@@ -59,8 +60,12 @@ func _process(delta):
if act_dist < 4.0 && monitored_objects.size() < 4:
print("act2: ", act_obj, " ", act_dist)
monitored_objects.push_back(act_obj)
mon_labels[act_obj] = Label.new()
mon_labels[act_obj].text = act_obj.get_act()
if act_obj.is_in_group("characters"):
mon_labels[act_obj] = talk_icon.instance()
else:
mon_labels[act_obj] = Button.new()
mon_labels[act_obj].text = act_obj.get_act()
mon_labels[act_obj].connect("pressed", self, "emit_signal", ["action1", act_obj])
add_child(mon_labels[act_obj])
mon_labels[act_obj].rect_position = camera.unproject_position(act_obj.global_transform.origin)
for k in monitored_objects:
@@ -85,15 +90,19 @@ func _unhandled_input(event):
if event.button_mask & BUTTON_MASK_LEFT:
click2d = event.position
click2d_update = true
print("click!")
func _physics_process(delta):
if click2d_update:
print("click! 2")
var space := camera.get_world().direct_space_state
var ray_origin : = camera.project_ray_origin(click2d)
var ray_normal : = camera.project_ray_normal(click2d)
var result := space.intersect_ray(ray_origin, ray_origin + ray_normal * 120.0, [], 512, true, false)
print(result)
if result.has("position"):
click3d = result.position
click3d_update = true
print("click! 3")
emit_signal("user_click", click3d)
click2d_update = false

122
proto2/export.py Normal file
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@@ -0,0 +1,122 @@
import bpy
import os
import sys
import traceback
import json
TEST_SCENE_DIR = os.path.join(os.getcwd(), "assets/blender-2.80")
EXPORTED_DIR = os.path.join(os.getcwd(), ".")
def export_escn(out_file, config):
"""Fake the export operator call"""
import io_scene_godot
io_scene_godot.export(out_file, config)
def main():
dir_queue = list()
dir_queue.append('.')
while dir_queue:
dir_relpath = dir_queue.pop(0)
# read config file if present, otherwise use default
src_dir_path = os.path.join(TEST_SCENE_DIR, dir_relpath)
if os.path.exists(os.path.join(src_dir_path, "config.json")):
with open(os.path.join(src_dir_path, "config.json")) as config_file:
config = json.load(config_file)
else:
config = {
"outpath": "exports",
"collections": [],
"use_visible_objects": True,
"use_export_selected": False,
"use_mesh_modifiers": True,
"use_exclude_ctrl_bone": False,
"use_export_animation": True,
"use_export_material": True,
"use_export_shape_key": True,
"use_stashed_action": True,
"use_beta_features": True,
"generate_external_material": False,
"animation_modes": "ACTIONS",
"object_types": {"EMPTY", "LIGHT", "ARMATURE", "GEOMETRY"}
}
# create exported to directory
exported_dir_path = os.path.join(EXPORTED_DIR, dir_relpath)
if not os.path.exists(exported_dir_path):
os.makedirs(exported_dir_path)
for item in os.listdir(os.path.join(TEST_SCENE_DIR, dir_relpath)):
item_abspath = os.path.join(TEST_SCENE_DIR, dir_relpath, item)
if os.path.isdir(item_abspath):
# push dir into queue for later traversal
dir_queue.append(os.path.join(dir_relpath, item))
elif item_abspath.endswith('blend'):
cpath = item_abspath.replace('.blend', '.json')
if os.path.exists(cpath):
_config = json.load(open(cpath))
for k, v in _config.items():
if k == "object_types":
config[k] = set(v)
else:
config[k] = v
# export blend file
print("---------")
print("Exporting {}".format(os.path.abspath(item_abspath)))
bpy.ops.wm.open_mainfile(filepath=item_abspath)
dirpath = os.path.join(EXPORTED_DIR,
dir_relpath,
config["outpath"]
)
if not os.path.exists(dirpath):
os.makedirs(dirpath, 0o755, True)
out_path = os.path.join(
EXPORTED_DIR,
dir_relpath,
config["outpath"],
item.replace('.blend', '.escn')
)
if len(config["collections"]) > 0:
for cur_col in config["collections"]:
col_keep = {}
for c in bpy.data.collections:
col_keep[c.name] = c.hide_viewport
if c.name == cur_col:
c.hide_viewport = False
elif c.name in config["collections"]:
c.hide_viewport = True
out_path = os.path.join(
EXPORTED_DIR,
dir_relpath,
config["outpath"],
item.replace('.blend', '') + "_" + cur_col + ".escn"
)
export_escn(out_path, config)
for c in bpy.data.collections:
c.hide_viewport=col_keep[c.name]
print("Exported to {}".format(os.path.abspath(out_path)))
else:
out_path = os.path.join(
EXPORTED_DIR,
dir_relpath,
config["outpath"],
item.replace('.blend', '.escn')
)
export_escn(out_path, config)
print("Exported to {}".format(os.path.abspath(out_path)))
def run_with_abort(function):
"""Runs a function such that an abort causes blender to quit with an error
code. Otherwise, even a failed script will allow the Makefile to continue
running"""
try:
function()
except:
traceback.print_exc()
exit(1)
if __name__ == "__main__":
run_with_abort(main)

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proto2/exports/building.escn Normal file

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proto2/exports/level.escn Normal file
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@@ -0,0 +1,14 @@
[gd_scene load_steps=1 format=2]
[node type="Spatial" name="Scene"]
[node name="Light" type="OmniLight" parent="."]
light_specular = 1.0
light_color = Color(1.0, 1.0, 1.0, 1.0)
shadow_color = Color(0.0, 0.0, 0.0, 1.0)
light_energy = 10.0
omni_range = 30.0
transform = Transform(-0.290865, -0.771101, 0.566393, -0.0551891, 0.604525, 0.794672, -0.955171, 0.199883, -0.218391, 4.07625, 5.90386, -1.00545)
light_negative = false
shadow_enabled = true

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@@ -9,6 +9,7 @@ var frame_tf: Transform = Transform()
var ball_game : BallGameAI3D
func master_control(pos):
print("walkto: ", pos)
var n = lerp(world.master_node.get_walk_speed(), 3.8, 0.1)
world.master_node.set_walk_speed(n)
$master.walkto(pos)
@@ -59,8 +60,19 @@ func start_training(ball):
ball_game.set_ball(ball)
ball_game.set_main(self)
ball_game.start_game()
add_child(ball_game)
func _ready():
var tstart = $nav/navmesh/level_level
var queue = [tstart]
while queue.size() > 0:
var item = queue[0]
queue.pop_front()
if item is StaticBody:
item.collision_layer = 512
item.collision_mask = 1 | 512
for c in item.get_children():
queue.push_back(c)
$master.add_to_group("master")
controls.master_node = $master
world.master_node = $master

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proto2/ui/act_talk.tscn Normal file
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@@ -0,0 +1,37 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://ui/icons.png" type="Texture" id=1]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 0.6, 0.6, 0.6, 0 )
border_color = Color( 0.8, 0.8, 0.8, 0 )
border_blend = true
[sub_resource type="StyleBoxFlat" id=2]
bg_color = Color( 0.6, 0.6, 0.6, 0 )
[sub_resource type="StyleBoxEmpty" id=3]
[sub_resource type="StyleBoxFlat" id=4]
bg_color = Color( 0.6, 0.6, 0.6, 0 )
[sub_resource type="StyleBoxFlat" id=5]
bg_color = Color( 0.6, 0.6, 0.6, 0 )
[sub_resource type="AtlasTexture" id=6]
flags = 4
atlas = ExtResource( 1 )
region = Rect2( 8, 945, 92, 80 )
[node name="act_talk" type="Button"]
margin_right = 96.0
margin_bottom = 86.0
custom_styles/hover = SubResource( 1 )
custom_styles/pressed = SubResource( 2 )
custom_styles/focus = SubResource( 3 )
custom_styles/disabled = SubResource( 4 )
custom_styles/normal = SubResource( 5 )
icon = SubResource( 6 )
__meta__ = {
"_edit_use_anchors_": false
}

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