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