diff --git a/labyrinthe/1-scene3D/2 - Passage au Python.odp b/labyrinthe/1-scene3D/2 - Passage au Python.odp deleted file mode 100644 index 9620872..0000000 Binary files a/labyrinthe/1-scene3D/2 - Passage au Python.odp and /dev/null differ diff --git a/labyrinthe/1-scene3D/2 - Passage au Python.pdf b/labyrinthe/1-scene3D/2 - Passage au Python.pdf deleted file mode 100644 index 7abb982..0000000 Binary files a/labyrinthe/1-scene3D/2 - Passage au Python.pdf and /dev/null differ diff --git a/labyrinthe/1-scene3D/2-5-labyrinthe.blend b/labyrinthe/1-scene3D/2-5-labyrinthe.blend deleted file mode 100644 index a46f01c..0000000 Binary files a/labyrinthe/1-scene3D/2-5-labyrinthe.blend and /dev/null differ diff --git a/labyrinthe/1-scene3D/2-labyrinthe.py b/labyrinthe/1-scene3D/2-labyrinthe.py deleted file mode 100644 index 72c953c..0000000 --- a/labyrinthe/1-scene3D/2-labyrinthe.py +++ /dev/null @@ -1,168 +0,0 @@ -import bge # Bibliothèque Blender Game Engine (BGE) - -############################################################################### -# labyrinthe.py -# @title: Commandes pour le tutotiel Labyrinthe -# @project: Blender-EduTech -# @lang: fr -# @authors: Philippe Roy -# @copyright: Copyright (C) 2021 Philippe Roy -# @license: GNU GPL -# -# Commandes déclenchées par UPBGE pour le tutoriel Labyrinthe -# -############################################################################### - -# Récupérer la scène 3D -scene = bge.logic.getCurrentScene() -# print("Objets de la scene : ", scene.objects) - -# Constantes - -JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED -JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED -ACTIVATE = bge.logic.KX_INPUT_ACTIVE -# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED - -############################################################################### -# Gestion du clavier -############################################################################### - -# Flèches pour tourner le plateau -def clavier(cont): - # obj = cont.owner - obj = scene.objects['Plateau'] - keyboard = bge.logic.keyboard - resolution = 0.01 - - # Up - if (ACTIVATE == keyboard.events[bge.events.UPARROWKEY]): - obj.applyRotation((-resolution,0,0), False) - - # Down - if (ACTIVATE == keyboard.events[bge.events.DOWNARROWKEY]): - obj.applyRotation((resolution,0,0), False) - - # Left - if (ACTIVATE == keyboard.events[bge.events.LEFTARROWKEY]): - obj.applyRotation((0, -resolution,0), False) - - # Right - if (ACTIVATE == keyboard.events[bge.events.RIGHTARROWKEY]): - obj.applyRotation((0, resolution,0), False) - -############################################################################### -# Joystick -############################################################################### - -def joystick(cont): - obj = cont.owner - joystickIndex = 0 #int from 0 to 6 - joy = bge.logic.joysticks[joystickIndex] - events = joy.activeButtons - axis = joy.axisValues[0:4] - resolution = 0.01 - - leftStick_x = axis[0]; leftStick_y = axis[1] - rightStick_x = axis[2]; rightStick_y = axis[3] - - #if any button is pressed - # if events: - # print(events) #spit out integer index of pressed buttons - # if 0 in events: - # doSomething() - - # Up - if leftStick_y <-0.1 : - obj.applyRotation((-resolution,0,0), False) - - # Down - if leftStick_y >0.1 : - obj.applyRotation((resolution,0,0), False) - - # Left - if leftStick_x <-0.1 : - obj.applyRotation((0, -resolution,0), False) - - # Right - if leftStick_x >0.1 : - obj.applyRotation((0, resolution,0), False) - -############################################################################### -# Restart -############################################################################### - -# Initialisation -def init(cont): - - # Mémorisation de la position de départ du joueur - obj = scene.objects['Joueur'] - # obj = cont.owner - obj['init_lx']=obj.worldPosition.x - obj['init_ly']=obj.worldPosition.y - obj['init_lz']=obj.worldPosition.z - - # Cacher le texte de victoire - scene.objects['Texte'].setVisible(False,False) - - # Appliquer le poids à la balle - # obj.gravity = [0, 0, -10000000] - # obj.mass = 10 - # obj. applyForce([0, 0, -100000000]) - # obj.setDamping(0.5, 0.5) - -# Atteindre une orientation (bas niveau) -def applyRotationTo(obj, rx=None, ry=None, rz=None): - rres=0.001 # resolution rotation - - # x - if rx is not None: - while (abs(rx-obj.worldOrientation.to_euler().x) > rres) : - if obj.worldOrientation.to_euler().x-rx > rres: - obj.applyRotation((-rres, 0, 0), True) - if rx-obj.worldOrientation.to_euler().x > rres: - obj.applyRotation((rres, 0, 0), True) - # print ("delta x ",rx-obj.worldOrientation.to_euler().x) - - # y - if ry is not None: - while (abs(ry-obj.worldOrientation.to_euler().y) > rres) : - if obj.worldOrientation.to_euler().y-ry > rres: - obj.applyRotation((0, -rres, 0), True) - if ry-obj.worldOrientation.to_euler().y > rres: - obj.applyRotation((0, rres, 0), True) - # print ("delta y ",ry-obj.worldOrientation.to_euler().y) - - # z - if rz is not None: - while (abs(rz-obj.worldOrientation.to_euler().z) > rres) : - if obj.worldOrientation.to_euler().z-rz > rres: - obj.applyRotation((0, 0, -rres), True) - if rz-obj.worldOrientation.to_euler().z > rres: - obj.applyRotation((0, 0, rres), True) - # print ("delta z ",rz-obj.worldOrientation.to_euler().z) - -# Redémarrage de la partie -def restart(cont): - obj = cont.owner - obj['pos_z'] = obj.worldPosition.z # Affichage de la position en z (debug) - if obj.worldPosition.z <-20 or obj.worldPosition.z >20 : - - # Replacement du plateau - applyRotationTo(scene.objects['Plateau'], 0, 0, 0) - - # Vitesse initiale nulle du joueur - obj.worldLinearVelocity=(0, 0, 0) - obj.worldAngularVelocity=(0, 0, 0) - - # Replacement du joueur au point de départ - obj.worldPosition.x=obj['init_lx'] - obj.worldPosition.y=obj['init_ly'] - obj.worldPosition.z=obj['init_lz'] - -############################################################################### -# Gagné -############################################################################### - -def gagne(cont): - scene.objects['Texte'].setVisible(True,False)