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import bge # Blender Game Engine (UPBGE)
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import bpy # Blender
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import aud # Sounds
import threading # Multithreading
import trace
import sys
import time
import math
import mathutils
import random
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import rp_map1 as rp_map # Map definition
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###############################################################################
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# rp_lib.py
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# @title: Bibliothèque du Rover Ropy (rp_*)
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# @project: Ropy (Blender-EduTech)
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy
# @license: GNU GPL
#
# Bibliothèque des actions du robot
#
# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
# A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algorithmiques de base et à les coder en Python.
#
###############################################################################
scene = bge . logic . getCurrentScene ( )
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debug_mvt = scene . objects [ ' Terrain ' ] [ ' debug_mvt ' ]
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# Sounds
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audiodev = aud . Device ( )
snd_click = aud . Sound ( ' asset/sounds/rp_click.ogg ' )
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# Threads
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threads_cmd = [ ]
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threads_gostore = [ ]
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debug_thread = scene . objects [ ' Terrain ' ] [ ' debug_thread ' ]
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# UPBGE constants
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
###############################################################################
# Méthode kill pour les tâches (threads)
###############################################################################
class thread_with_trace ( threading . Thread ) :
def __init__ ( self , * args , * * keywords ) :
threading . Thread . __init__ ( self , * args , * * keywords )
self . killed = False
def start ( self ) :
self . __run_backup = self . run
self . run = self . __run
threading . Thread . start ( self )
def __run ( self ) :
sys . settrace ( self . globaltrace )
self . __run_backup ( )
self . run = self . __run_backup
def globaltrace ( self , frame , event , arg ) :
if event == ' call ' :
return self . localtrace
else :
return None
def localtrace ( self , frame , event , arg ) :
if self . killed :
if event == ' line ' :
raise SystemExit ( )
return self . localtrace
def kill ( self ) :
self . killed = True
###############################################################################
# Start et stop des tâches (threads)
###############################################################################
def thread_start ( threads , type_txt , fct ) :
threads . append ( thread_with_trace ( target = fct ) )
threads [ len ( threads ) - 1 ] . start ( )
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if ( debug_thread ) :
print ( " Thread " , type_txt , " # " , len ( threads ) - 1 , " open. " )
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def thread_stop ( threads , type_txt ) :
i = 0
zombie_flag = False
for t in threads :
if not t . is_alive ( ) :
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if ( debug_thread ) :
print ( " Thread " , type_txt , " # " , i , " closed. " )
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else :
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if ( debug_thread ) :
print ( " Thread " , type_txt , " # " , i , " still open ... " )
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t . kill ( )
t . join ( )
if not t . is_alive ( ) :
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if ( debug_thread ) :
print ( " Thread " , type_txt , " # " , i , " killed. " )
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else :
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if ( debug_thread ) :
print ( " Thread " , type_txt , " # " , i , " zombie... " )
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zombie_flag = True
i + = 1
if zombie_flag == False :
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if ( debug_thread ) :
print ( " All threads " , type_txt , " are closed. " )
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scene . objects [ ' Terrain ' ] [ ' thread_cmd ' ] = False
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return True
else :
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if ( debug_thread ) :
print ( " There are zombies threads " , type_txt , " . " )
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return False
def thread_cmd_start ( fct ) :
thread_start ( threads_cmd , " commands " , fct )
def thread_cmd_stop ( ) :
thread_stop ( threads_cmd , " commands " )
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def thread_gostore_start ( fct ) :
thread_start ( threads_gostore , " go store " , fct )
def thread_gostore_stop ( ) :
thread_stop ( threads_gostore , " go store " )
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def rp_end ( ) :
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if ( debug_thread ) :
print ( " Thread commands is arrived. " )
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scene . objects [ ' Terrain ' ] [ ' thread_cmd ' ] = False
def rp_fin ( ) :
rp_end ( )
def rp_quit ( ) :
rp_end ( )
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###############################################################################
# Sounds
###############################################################################
# FIXME : Sound crash in Windows (very strange : blender, UPBGE, python ?), no music for Bill
def sound_play ( sound ) :
if scene . objects [ ' Commands ' ] [ ' sound ' ] and sys . platform != " win32 " :
audiodev . play ( sound )
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###############################################################################
# Rover fonction élèves
###############################################################################
##
# Avancer le rover
##
def rp_avancer ( ) :
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obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
return False
# Contrôle colision
x0 = obj . worldPosition . x
y0 = obj . worldPosition . y
z0 = obj . worldPosition . z
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == 0.00 : # Sud
x1 = x0
y1 = y0 - 1
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
x1 = x0
y1 = y0 + 1
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
x1 = x0 + 1
y1 = y0
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
x1 = x0 - 1
y1 = y0
if [ x1 , y1 ] in scene . objects [ ' Terrain ' ] [ ' map_tile_montain ' ] :
print ( " Crash dans la montagne ! " )
rover_colision_montain ( )
obj [ ' stop ' ] = True
if [ x1 , y1 ] in scene . objects [ ' Terrain ' ] [ ' map_tile_station ' ] :
print ( " Crash dans la station ! " )
rover_colision_station ( )
obj [ ' stop ' ] = True
if x1 < scene . objects [ ' Terrain ' ] [ ' size ' ] [ 0 ] or x1 > scene . objects [ ' Terrain ' ] [ ' size ' ] [ 2 ] or y1 < scene . objects [ ' Terrain ' ] [ ' size ' ] [ 1 ] or y1 > scene . objects [ ' Terrain ' ] [ ' size ' ] [ 3 ] :
print ( " Sortie de carte ! " )
obj [ ' stop ' ] = True
if obj [ ' stop ' ] :
return False
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# Points et console
if ( debug_mvt ) :
print ( " rp_avancer() " )
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scene . objects [ ' Points ' ] [ ' step ' ] + = 1
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# Animation rapide
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if scene . objects [ ' Commands ' ] [ ' speed ' ] > = 10 and scene . objects [ ' Points ' ] [ ' step ' ] > 2 : # A tendance à planter sur les premiers mouvements en rapide + balisage
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x0 = obj . worldPosition . x
y0 = obj . worldPosition . y
z0 = obj . worldPosition . z
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == 0.00 : # Sud
obj . worldPosition = [ x0 , y0 - 1 , z0 ]
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
obj . worldPosition = [ x0 , y0 + 1 , z0 ]
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
obj . worldPosition = [ x0 + 1 , y0 , z0 ]
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
obj . worldPosition = [ x0 - 1 , y0 , z0 ]
rp_tempo ( 0.1 )
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# FIXME : Animation sacadée
# step =1/100
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# print (obj.worldOrientation.to_euler().z)
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# x0 = obj.worldPosition.x
# y0 = obj.worldPosition.y
# z0 = obj.worldPosition.z
# for i in range (100) :
# if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
# obj.worldPosition=[x0, y0-step*i, z0]
# if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord
# obj.worldPosition=[x0, y0+step*i, z0]
# if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est
# obj.worldPosition=[x0+step*i, y0, z0]
# if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest
# obj.worldPosition=[x0-step*i, y0, z0]
# rp_tempo (0.1*step)
# Animation
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if scene . objects [ ' Commands ' ] [ ' speed ' ] < 10 :
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start = 1
end = 100
layer = 0
priority = 1
blendin = 1.0
mode = bge . logic . KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
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speed = scene . objects [ ' Commands ' ] [ ' speed ' ] * 8
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if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == 0.00 : # Sud
obj . playAction ( ' Rover-Avancer-Y- ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
# obj.worldPosition=[x0, y0-step*i, z0]
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
obj . playAction ( ' Rover-Avancer-Y+ ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
# obj.worldPosition=[x0, y0+step*i, z0]
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
obj . playAction ( ' Rover-Avancer-X+ ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
# obj.worldPosition=[x0+step*i, y0, z0]
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
obj . playAction ( ' Rover-Avancer-X- ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
# obj.worldPosition=[x0-step*i, y0, z0]
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scene . objects [ ' Rv-Wheel-right-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
while scene . objects [ ' Rv-Wheel-right-front ' ] . isPlayingAction ( ) : # Forçage du redraw
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# scene.objects['Camera'].applyMovement((0, 0, 0), True)
scene . objects [ ' Sun ' ] . applyMovement ( ( 0 , 0 , 0 ) , True )
rp_tempo ( 0.1 )
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# Contrôle objectif
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if rp_map . objectif_control ( x1 , y1 ) :
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rover_goal ( )
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return True
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##
# Tourner à gauche
##
def rp_gauche ( ) :
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obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
return False
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# Points et console
if ( debug_mvt ) :
print ( " rp_gauche() " )
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scene . objects [ ' Points ' ] [ ' step ' ] + = 1
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step = math . pi / 2 # Pas angulaire
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# Animation rapide
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if scene . objects [ ' Commands ' ] [ ' speed ' ] > = 10 :
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obj . applyRotation ( ( 0 , 0 , step ) , True )
rp_tempo ( 0.1 )
return True
# Animation
start = 1
end = 100
layer = 0
priority = 1
blendin = 1.0
mode = bge . logic . KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
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speed = scene . objects [ ' Commands ' ] [ ' speed ' ] * 8
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obj . playAction ( ' Rover-Gauche ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
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scene . objects [ ' Rv-Wheel-right-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-front ' ] . playAction ( ' Wheel-Reculer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-mid ' ] . playAction ( ' Wheel-Reculer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-rear ' ] . playAction ( ' Wheel-Reculer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
while scene . objects [ ' Rv-Wheel-right-front ' ] . isPlayingAction ( ) : # Forçage du redraw
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# scene.objects['Camera'].applyMovement((0, 0, 0), True)
scene . objects [ ' Sun ' ] . applyMovement ( ( 0 , 0 , 0 ) , True )
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rp_tempo ( 0.1 )
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return True
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##
# Tourner à droite
##
def rp_droite ( ) :
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obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
return False
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# Points et console
if ( debug_mvt ) :
print ( " rp_droite() " )
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scene . objects [ ' Points ' ] [ ' step ' ] + = 1
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step = math . pi / 2 # Pas angulaire
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# Rapide
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if scene . objects [ ' Commands ' ] [ ' speed ' ] > = 10 :
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obj . applyRotation ( ( 0 , 0 , - step ) , True )
rp_tempo ( 0.1 )
return True
# Animation
start = 1
end = 100
layer = 0
priority = 1
blendin = 1.0
mode = bge . logic . KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
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speed = scene . objects [ ' Commands ' ] [ ' speed ' ] * 8
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obj . playAction ( ' Rover-Droite ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
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scene . objects [ ' Rv-Wheel-right-front ' ] . playAction ( ' Wheel-Reculer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-mid ' ] . playAction ( ' Wheel-Reculer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-rear ' ] . playAction ( ' Wheel-Reculer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
while scene . objects [ ' Rv-Wheel-right-front ' ] . isPlayingAction ( ) : # Forçage du redraw
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# scene.objects['Camera'].applyMovement((0, 0, 0), True)
scene . objects [ ' Sun ' ] . applyMovement ( ( 0 , 0 , 0 ) , True )
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rp_tempo ( 0.1 )
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return True
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##
# Marquer
##
def rp_marquer ( ) :
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obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
return False
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# Points et console
if ( debug_mvt ) :
print ( " rp_marquer() -> balise # " + str ( len ( scene . objects [ ' Terrain ' ] [ ' map_tile_beacon ' ] ) ) )
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rp_tempo ( 0.1 )
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x = obj . worldPosition . x
y = obj . worldPosition . y
z = obj . worldPosition . z
# Vérification de l'absence de balise sur la tuile
if [ x , y ] in scene . objects [ ' Terrain ' ] [ ' map_tile_beacon ' ] :
print ( " Case déjà marquée ! " )
return False
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# Posage
if scene . objects [ ' Points ' ] [ ' upgrade_beacon ' ] :
beacon_max = 200
else :
beacon_max = 20
for i in range ( beacon_max ) :
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beacon = scene . objects [ " Beacon- " + str ( i ) ]
if beacon [ ' activated ' ] == False :
beacon . worldPosition = [ x , y , 0.2 ]
beacon [ ' activated ' ] = True
beacon . setVisible ( True , True )
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scene . objects [ ' Terrain ' ] [ ' map_tile_beacon ' ] . append ( [ x , y ] )
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break
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if i == beacon_max - 1 :
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print ( " Plus de balise disponible ! " )
rp_tempo ( 0.1 )
return True
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##
# Détecter
##
def rp_detect ( ) :
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obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
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return True
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# Points et console
if ( debug_mvt ) :
print ( " rp_detect " )
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# Détection
x0 = obj . worldPosition . x
y0 = obj . worldPosition . y
z0 = obj . worldPosition . z
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == 0.00 : # Sud
x1 = x0
y1 = y0 - 1
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
x1 = x0
y1 = y0 + 1
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
x1 = x0 + 1
y1 = y0
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
x1 = x0 - 1
y1 = y0
if [ x1 , y1 ] in scene . objects [ ' Terrain ' ] [ ' map_tile_montain ' ] :
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if ( debug_mvt ) :
print ( " Présence de montage devant ! " )
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if scene . objects [ ' Points ' ] [ ' mission ' ] == 3 : # Contrôle objectif mission 3
rover_goal ( )
return True
if [ x1 , y1 ] in scene . objects [ ' Terrain ' ] [ ' map_tile_station ' ] :
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if ( debug_mvt ) :
print ( " Présence de la station devant ! " )
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if scene . objects [ ' Points ' ] [ ' mission ' ] == 3 : # Contrôle objectif mission 3
rover_goal ( )
return True
if [ x1 , y1 ] in scene . objects [ ' Terrain ' ] [ ' map_tile_station ' ] :
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if ( debug_mvt ) :
print ( " Sortie de carte devant ! " )
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if scene . objects [ ' Points ' ] [ ' mission ' ] == 3 : # Contrôle objectif mission 3
rover_goal ( )
return True
return False
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##
# Prendre
##
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def rp_prendre ( ) :
obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
return False
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# Points et console
if ( debug_mvt ) :
print ( " rp_prendre " )
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# FIXME
##
# Radar
##
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def rp_radar ( ) :
obj = scene . objects [ ' Rover ' ]
# Pas de mouvement si colision ou objectif
if obj [ ' stop ' ] :
return False
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# Points et console
if ( debug_mvt ) :
print ( " rp_radar " )
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# FIXME
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###############################################################################
# Rover fonction avancées (upgrade) élèves
###############################################################################
##
# Peindre : station, rover, balise
##
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# Couleurs par défaut
color_yellow = ( 1 , 0.503 , 0.018 , 1 )
color_black = ( 0.019794 , 0.032076 , 0.037408 , 1 )
color_white = ( 0.799 , 0.799 , 0.799 , 1 )
color_windows_red = ( 0.617 , 0.037 , 0.019 , 1 )
color_area_red = ( 1 , 0.003 , 0.012 , 1 ) # Balise
color_light_red = ( 1 , 0.003 , 0.012 , 1 ) # Balise
color_stone = ( 0.191 , 0.227 , 0.246 , 1 )
color_wooddark = ( 0.153 , 0.117 , 0.107 , 1 )
color_metal = ( 0.401 , 0.478 , 0.518 , 1 )
# Objets 3D par groupe
paint_part = { }
all_group_part = ( " Rover 1 " , " Rover 2 " , " Rover 3 " , " Station 1 " , " Station 2 " , " Station 3 " , " Station cube 1 " , " Station cube 2 " , " Balise " , " Stone " , " Metal " , " Black " , " Red windows " )
paint_part . update ( { " Stone " : [ [ ' Rv-Wheel-left-front ' , ' Rv-Wheel-right-front ' , ' Rv-Wheel-left-mid ' , ' Rv-Wheel-right-mid ' , ' Rv-Wheel-left-rear ' , ' Rv-Wheel-right-rear ' ] , color_stone ] } ) # Stone
paint_part . update ( { " Metal " : [ [ ' Rv-Power source ' , ' Rv-Mast-arm ' , ' Rv-Antenna-1 ' , ' St-Sheath ' ] , color_metal ] } ) # Metal
paint_part . update ( { " Black " : [ [ ' St-Block1-foot1 ' , ' St-Block1-foot2 ' , ' St-Block1-foot3 ' , ' St-Door-2 ' , ' St-Stair-2 ' , ' St-Cable1 ' , ' St-Cable2 ' ] , color_black ] } ) # Black
paint_part . update ( { " Red windows " : [ [ ' St-Block1-window ' , ' St-Block2-window ' ] , color_windows_red ] } ) # Red windows
# Rover
rover_partlist = [ ' Rover (Rv-Body-1) ' , ' Rv-Body-2 ' , ' Rv-Body-3 ' , ' Rv-Body-4 ' , ' Rv-Body-5 ' , ' Rv-Body-6 ' , ' Rv-Body-7 ' ,
' Rv-Mast ' , ' Rv-Mast-2 ' , ' Rv-Mast-3 ' , ' Rv-Mast-4 ' , ' Rv-Mast-cap ' , ' Rv-Mast-arm ' , ' Rv-Antenna-1 ' , ' Rv-Antenna-2 ' , ' Rv-Antenna-3 ' ,
' Rv-Power source ' , ' Rv-Power source-2 ' , ' Rv-Power source-3 ' , ' Rv-Power source-4 ' , ' Rv-Power source-5 ' ,
' Rv-Wheel-left-front ' , ' Rv-Wheel-right-front ' , ' Rv-Wheel-left-mid ' , ' Rv-Wheel-right-mid ' , ' Rv-Wheel-left-rear ' , ' Rv-Wheel-right-rear ' ]
paint_part . update ( { " Rover 1 " : [ [ ' Rv-Body-2 ' , ' Rv-Body-7 ' , ' Rv-Power source-2 ' , ' Rv-Power source-5 ' , ' Rv-Mast-3 ' , ' Rv-Mast-4 ' , ' Rv-Mast-cap ' , ' Rv-Antenna-2 ' ] , color_yellow ] } ) # Jaune
paint_part . update ( { " Rover 2 " : [ [ ' Rover ' , ' Rv-Mast ' , ' Rv-Antenna-3 ' ] , color_white ] } ) # Blanc
paint_part . update ( { " Rover 3 " : [ [ ' Rv-Body-3 ' , ' Rv-Body-4 ' , ' Rv-Power source-3 ' , ' Rv-Power source-4 ' , ' Rv-Mast-2 ' ] , color_wooddark ] } ) # WoodDark
# Station
station_partlist = [ ' St-Block1 ' , ' St-Block2 ' , ' St-Block3 ' ,
' St-Block1-side1 ' , ' St-Block1-side2 ' , ' St-Block1-roof ' , ' St-Block1-foot1 ' , ' St-Block1-foot2 ' , ' St-Block1-foot3 ' ,
' St-Door ' , ' St-Door-2 ' , ' St-Block1-window ' , ' St-Stair ' , ' St-Stair-2 ' , ' St-Stair-3 ' , ' St-Block1-panel-support ' ,
' St-Block2-side ' , ' St-Block2-window ' , ' St-Block2-roof ' ,
' Block3-side ' , ' St-Block3-greenhouse ' , ' St-Block3-greenhouse-base ' , ' St-Tunnel ' , ' St-Tube ' , ' St-Cable1 ' , ' St-Cable2 ' , ' St-Sheath ' ]
paint_part . update ( { " Station 1 " : [ [ ' St-Door ' , ' St-Block1-side1 ' , ' St-Block2-side ' , ' St-Block2-roof ' ] , color_yellow ] } ) # Jaune
paint_part . update ( { " Station 2 " : [ [ ' St-Block1 ' , ' St-Block2 ' , ' St-Block3 ' , ' St-Tunnel ' , ' St-Tube ' ] , color_white ] } ) # Blanc
paint_part . update ( { " Station 3 " : [ [ ' St-Block1-roof ' , ' St-Block1-side2 ' ] , color_stone ] } ) # Stone
paint_part . update ( { " Station cube 1 " : [ [ ' St-Cube1-hole ' , ' St-Cube2-hole ' , ' St-Cube3-hole ' , ' St-Cube4-hole ' ] , color_yellow ] } ) # Jaune
paint_part . update ( { " Station cube 2 " : [ [ ' St-Cubes ' , ' St-Cube2 ' , ' St-Cube3 ' , ' St-Cube4 ' ] , color_white ] } ) # Blanc
# Balise
beacon_partlist = [ ' Beacon_antenne ' , ' Beacon_sphere ' ]
paint_part . update ( { " Balise " : [ [ ' Beacon_antenne ' , ' Beacon_sphere ' ] , color_light_red ] } ) # Rouge
# Mise en couleur
def rp_couleur ( group_part , new_color ) :
if scene . objects [ ' Points ' ] [ ' upgrade_paint ' ] :
if ( debug_mvt ) :
print ( " Nouvelle couleur : " , str ( new_color ) , " -> " , group_part )
if group_part != " Balise " :
for i in range ( len ( paint_part [ group_part ] [ 0 ] ) ) :
scene . objects [ paint_part [ group_part ] [ 0 ] [ i ] ] . color = new_color
else :
for i in range ( 200 ) :
beacon = scene . objects [ " Beacon- " + str ( i ) ]
beacon . children [ 0 ] . color = new_color
beacon . children [ 1 ] . color = new_color
def rp_couleur_detail ( part , new_color ) :
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if scene . objects [ ' Points ' ] [ ' upgrade_paint ' ] :
if ( debug_mvt ) :
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print ( " Nouvelle couleur : " , str ( new_color ) , " -> " , part )
scene . objects [ part ] . color = new_color
# Initialisation de la couleur
def rp_couleur_init ( group_part = None ) :
if group_part is not None :
if scene . objects [ ' Points ' ] [ ' upgrade_paint ' ] :
if ( debug_mvt ) :
print ( " Réinitialisation couleur -> " , group_part )
for i in range ( len ( paint_part [ group_part ] [ 0 ] ) ) :
scene . objects [ paint_part [ group_part ] [ 0 ] [ i ] ] . color = paint_part [ group_part ] [ 1 ]
return ( paint_part [ group_part ] [ 1 ] )
else :
for i in range ( len ( all_group_part ) ) :
for j in range ( len ( paint_part [ all_group_part [ i ] ] [ 0 ] ) ) :
print ( paint_part [ all_group_part [ i ] ] )
scene . objects [ paint_part [ all_group_part [ i ] ] [ 0 ] [ j ] ] . color = paint_part [ all_group_part [ i ] ] [ 1 ]
# def rp_couleur_init_detail (element):
# if scene.objects['Points']['upgrade_paint']:
# if (debug_mvt):
# print ("Réinitialisation couleur ->", element)
# scene.objects[element].color = init_color
# Affichage de la liste des composants 3D
def rp_couleur_listedetail ( element , new_color ) :
if scene . objects [ ' Points ' ] [ ' upgrade_paint ' ] :
if element == " Rover " :
print ( " Composants 3D du Rover : " , rover_partlist )
if element == " Station " :
print ( " Composants 3D de la Station : " , station_partlist )
if element == " Balise " :
print ( " Composants 3D d ' une Balise : " , beacon_partlist )
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##
# Changer la vitesse
##
def rp_vitesse ( new_speed ) :
if scene . objects [ ' Points ' ] [ ' upgrade_speed ' ] :
if new_speed is not None :
if ( debug_mvt ) :
print ( " Nouvelle vitesse : " , new_speed )
scene . objects [ ' Text_speed ' ] [ ' Text ' ] = str ( new_speed )
scene . objects [ ' Commands ' ] [ ' speed ' ] = new_speed
return scene . objects [ ' Commands ' ] [ ' speed ' ]
##
# Connaitre le nombre de balise posées
##
def rp_balise ( ) :
if scene . objects [ ' Points ' ] [ ' upgrade_beacon ' ] :
for i in range ( 200 ) :
if scene . objects [ " Beacon- " + str ( i ) ] [ ' activated ' ] == False :
break
if ( debug_mvt ) :
print ( " Nombre de balises posées : " , i )
return i
##
# Connaitre la charge de la batterie
##
def rp_batterie ( ) :
if scene . objects [ ' Points ' ] [ ' upgrade_battery ' ] :
if ( debug_mvt ) :
print ( " Charge de la batterie : " , scene . objects [ ' Points ' ] [ ' battery ' ] )
return scene . objects [ ' Points ' ] [ ' battery ' ]
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###############################################################################
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# Colision
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###############################################################################
##
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# Montagne
##
def rover_colision_montain ( ) :
obj = scene . objects [ ' Rover ' ]
# Animation
start = 1
end = 120
layer = 0
priority = 1
blendin = 1.0
mode = bge . logic . KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = scene . objects [ ' Commands ' ] [ ' speed ' ] * 2
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == 0.00 : # Sud
obj . playAction ( ' Rover-Crash-Y- ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
obj . playAction ( ' Rover-Crash-Y+ ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
obj . playAction ( ' Rover-Crash-X+ ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
obj . playAction ( ' Rover-Crash-X- ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
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scene . objects [ ' Rv-Wheel-right-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
while scene . objects [ ' Rv-Wheel-right-front ' ] . isPlayingAction ( ) : # Forçage du redraw
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scene . objects [ ' Sun ' ] . applyMovement ( ( 0 , 0 , 0 ) , True )
rp_tempo ( 0.1 )
return True
##
# Station
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##
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def rover_colision_station ( ) :
obj = scene . objects [ ' Rover ' ]
# Animation
start = 1
end = 120
layer = 0
priority = 1
blendin = 1.0
mode = bge . logic . KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = scene . objects [ ' Commands ' ] [ ' speed ' ] * 2
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == 0.00 : # Sud
obj . playAction ( ' Rover-CrashStation-Y- ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
obj . playAction ( ' Rover-CrashStation-Y+ ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
obj . playAction ( ' Rover-CrashStation-X+ ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
obj . playAction ( ' Rover-CrashStation-X- ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
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scene . objects [ ' Rv-Wheel-right-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
while scene . objects [ ' Rv-Wheel-right-front ' ] . isPlayingAction ( ) : # Forçage du redraw
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scene . objects [ ' Sun ' ] . applyMovement ( ( 0 , 0 , 0 ) , True )
rp_tempo ( 0.1 )
return True
###############################################################################
# Goal
###############################################################################
def rover_goal ( ) :
obj = scene . objects [ ' Rover ' ]
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if ( debug_mvt ) :
print ( " Goal !! " )
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obj [ ' stop ' ] = True
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# Animation
start = 1
end = 160
layer = 0
priority = 1
blendin = 1.0
mode = bge . logic . KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = scene . objects [ ' Commands ' ] [ ' speed ' ] * 4
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( math . pi , 2 ) : # Nord
rp_gauche ( )
rp_gauche ( )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == - round ( 3 * ( math . pi / 2 ) , 2 ) : # Est
rp_droite ( )
if round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( - math . pi / 2 , 2 ) or round ( obj . worldOrientation . to_euler ( ) . z , 2 ) == round ( 3 * ( math . pi / 2 ) , 2 ) : # Ouest
rp_gauche ( )
speed = scene . objects [ ' Commands ' ] [ ' speed ' ]
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scene . objects [ ' Rover ' ] . playAction ( ' Rover-Aim1 ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
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scene . objects [ ' Rv-Mast ' ] . playAction ( ' Mast-Aim1 ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Mast-cap ' ] . playAction ( ' Mast-cap-Aim1 ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-right-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-front ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-mid ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
scene . objects [ ' Rv-Wheel-left-rear ' ] . playAction ( ' Wheel-Avancer ' , start , end , layer , priority , blendin , mode , layerWeight , ipoFlags , speed )
while scene . objects [ ' Rv-Wheel-right-front ' ] . isPlayingAction ( ) : # Forçage du redraw
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scene . objects [ ' Sun ' ] . applyMovement ( ( 0 , 0 , 0 ) , True )
rp_tempo ( 0.1 )
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# Revenir à une position propre
x0 = obj . worldPosition . x
y0 = obj . worldPosition . y
obj . worldPosition . x = round ( x0 )
obj . worldPosition . y = round ( y0 )
# print ("Position actuelle :", x0, y0, obj.worldPosition.x, obj.worldPosition.y)
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# Level
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# print ("scene.objects['Points']['mission'] :", scene.objects['Points']['mission'])
# print ("scene.objects['Points']['level'] :", scene.objects['Points']['level'])
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if scene . objects [ ' Points ' ] [ ' mission ' ] == scene . objects [ ' Points ' ] [ ' level ' ] :
scene . objects [ ' Points ' ] [ ' level ' ] + = 1
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###############################################################################
# Temporisation
###############################################################################
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# Temporisation basée sur l'horloge de l'OS
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def rp_sleep ( duration ) :
time . sleep ( duration )
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# Temporisation basée par l'horloge de UPBGE
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def rp_tempo ( duration ) :
# time.sleep(duration*(1/scene.objects['Commands']['speed']))
scene . objects [ ' Commands ' ] [ ' time ' ] = 0
while scene . objects [ ' Commands ' ] [ ' time ' ] < duration * ( 1 / scene . objects [ ' Commands ' ] [ ' speed ' ] ) :
# print("Temporization commands :",scene.objects['Terrain']['delay_cmd'])
time . sleep ( 0.001 )
# # pass
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###############################################################################
# Fonction bas niveau
###############################################################################
##
# Atteindre une orientation
##
def applyRotationTo ( obj , rx = None , ry = None , rz = None , Local = True ) :
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 ) , Local )
if rx - obj . worldOrientation . to_euler ( ) . x > rres :
obj . applyRotation ( ( rres , 0 , 0 ) , Local )
# 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 ) , Local )
if ry - obj . worldOrientation . to_euler ( ) . y > rres :
obj . applyRotation ( ( 0 , rres , 0 ) , Local )
# 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 ) , Local )
if rz - obj . worldOrientation . to_euler ( ) . z > rres :
obj . applyRotation ( ( 0 , 0 , rres ) , Local )
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)