ropy/rp_doc.py

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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import rp_map1 # Map definition
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###############################################################################
# rp_doc.py
# @title: Documentation du Rover Ropy
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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
#
# 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()
# Colors
color_doc_chap = (0, 1, 0.857,1) # Turquoise
color_doc_fct = (0, 1, 0.857,1) # Turquoise
color_doc_hl = (0.799, 0.617, 0.021, 1) # Jaune
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color_doc_activate = (0.936, 0.033, 1, 1) # Rose
color_doc_mission = (1, 0.192, 0.03, 1) # Orange
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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
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# Cards description
card_description ={}
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# Missions
card_description.update(rp_map1.get_card_description())
missions_card=rp_map1.get_missions_card()
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################################################################################
# Documentation Rover
################################################################################
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rover_card=["avancer-card", "tourner-card", "baliser-card", "detecter-card", "radar-card"]
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rover_card=rover_card+["speed-card", "paint-card", "battery-card", "beacon-card"]
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# Avancer
rp_avancer_title="Avancer"
rp_avancer_text=" rp_avancer() \n -> Avance d'un pas en avant."
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rp_avancer_type="standard"
card_description.update({"avancer-card" : [rp_avancer_title, rp_avancer_text, rp_avancer_type]})
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# Tourner
rp_tourner_title="Tourner"
rp_tourner_text=" rp_gauche() \n -> Tourne à gauche (90°).\n \n"
rp_tourner_text=rp_tourner_text + " rp_droite() \n -> Tourne à droite (90°)."
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rp_tourner_type="standard"
card_description.update({"tourner-card" : [rp_tourner_title, rp_tourner_text, rp_tourner_type]})
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# Baliser
rp_baliser_title="Baliser"
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rp_baliser_text=" rp_marquer() \n -> Place une balise sur la case. \n \n Ropy possède que 20 balises, il ne \n peut pas en poser une de plus.\n\n"
rp_baliser_text=rp_baliser_text + " Avec l'amélioration \"Balise +\", le \n nombre de balise transportées est \n étendu à 200. \n \n \n \n"
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rp_baliser_type="standard"
card_description.update({"baliser-card" : [rp_baliser_title, rp_baliser_text, rp_baliser_type]})
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# Détecter
rp_detecter_title="Détecter"
rp_detecter_text=" rp_detect() \n -> Détecte un obstacle.\n \n La fonction retourne : \n - \"True\" si il a un obstacle, \n - \"False\" si il n'y a pas d'obstacle."
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rp_detecter_type="standard"
card_description.update({"detecter-card" : [rp_detecter_title, rp_detecter_text, rp_detecter_type]})
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# Radar
rp_radar_title="Radar"
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rp_radar_text=" Le radar n'est toujours pas \n opérationnel ! \n\n Mais où est donc encore passé Thomas ! \n\n\n\n\n\n\n\n"
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rp_radar_type="standard"
card_description.update({"radar-card" : [rp_radar_title, rp_radar_text, rp_radar_type]})
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# Speed - Vitesse
rp_speed_title="Vitesse"
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rp_speed_text=" L'amélioration \"Vitesse\" permet de \n changer la vitesse des déplacements \n par l'interface (en bas à gauche).\n\n"
rp_speed_text=rp_speed_text + " La vitesse est modifiable par codage : \n"
rp_speed_text=rp_speed_text + " rp_vitesse(nouvelle_vitesse), où \n la vitesse est une valeur de 0,1 à 10.\n\n La fonction rp_vitesse() retourne la \n vitesse actuelle. \n\n\n"
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rp_speed_type="upgrade"
card_description.update({"speed-card" : [rp_speed_title, rp_speed_text, rp_speed_type]})
# Paint - Peinture
rp_paint_title="Peinture"
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# rp_paint_text=" L'amélioration \"Peinture\" permet de \n changer la couleur des objets. \n\n"
rp_paint_text=" rp_couleur(objets, couleur) \n -> Change la couleur du groupe \n d'objets 3d. \n"
rp_paint_text=rp_paint_text + " - La couleur est un tuple au format \n (R,V,B,Alpha) avec des valeurs de 0 à 1.\n"
rp_paint_text=rp_paint_text + " - objets peut être : \"Rover 1\",\n \"Rover 2\", \"Rover 3\", \"Station 1\", \n \"Station 2\", \"Station 3\", \"Station 4\", \n \"Balises\" ou \"Balise 1\" à \"Balise 200\".\n\n"
rp_paint_text=rp_paint_text + " rp_couleur_init(objets) \n -> Réinitialise la couleur des objets.\n rp_couleur_init() réinitialise tout !\n"
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rp_paint_type="upgrade"
card_description.update({"paint-card" : [rp_paint_title, rp_paint_text, rp_paint_type]})
# Battery + - Batterie +
rp_battery_title="Batterie +"
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rp_battery_text=" L'amélioration \"Batterie +\" permet \n d'augmenter la capacité de la batterie \n du Rover à 200 pas (contre 20 pas). \n\n"
rp_battery_text=rp_battery_text + " La fonction rp_batterie() retourne \n la charge actuelle de la batterie \n (valeur de 0 à 100 %).\n\n\n\n\n\n\n"
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rp_battery_type="upgrade"
card_description.update({"battery-card" : [rp_battery_title, rp_battery_text, rp_battery_type]})
# Beacon + - Balise +
rp_beacon_title="Balise +"
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rp_beacon_text=" L'amélioration \"Balise +\" permet \n d'augmenter le nombre de balises \n pouvant être posées à 200 (contre 20). \n\n"
rp_beacon_text=rp_beacon_text + " La fonction rp_balise() retourne \n le nombre de balises posées lors du \n trajet. \n\n\n\n\n\n\n\n"
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rp_beacon_type="upgrade"
card_description.update({"beacon-card" : [rp_beacon_title, rp_beacon_text, rp_beacon_type]})
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###############################################################################
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# Documentation Python
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###############################################################################
python_card=["fonction-card", "alternative-card", "boucle-card"]
# python_card=["fonction-card", "alternative-card", "boucle-card", "liste-card", "dict-card", "poo-card"]
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# Fonction
rp_fonction_title="Fonction"
rp_fonction_text=" La définition d'une fonction se fait \n avec \"def\". La fonction peut \n renvoyer une valeur avec \"return\". \n \n"
rp_fonction_text=rp_fonction_text + " def fonction_1 (arguments) : \n instruction_1 \n instruction_2 \n ....\n return valeurs_renvoyées \n\n"
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rp_fonction_text=rp_fonction_text + " Les arguments sont des données \n transmises à la fonction."
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card_description.update({"fonction-card" : [rp_fonction_title, rp_fonction_text]})
# Alternative
rp_alternative_title="Alternative"
rp_alternative_text=" L'alternative permet d'éxécuter des \n instructions en fonction d'un test. \n"
rp_alternative_text=rp_alternative_text + " Elle se programme en suivant la \n suite : si ... alors ... sinon ... où \n"
rp_alternative_text=rp_alternative_text + " \"si\" est \"if \" et \"sinon\" est \"else\". \n \n"
rp_alternative_text=rp_alternative_text + " if condition :\n"
rp_alternative_text=rp_alternative_text + " instruction_1\n"
rp_alternative_text=rp_alternative_text + " else : \n"
rp_alternative_text=rp_alternative_text + " instruction_2\n \n"
rp_alternative_text=rp_alternative_text + "Le sinon (\"else\") est facultatif. \n\n"
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card_description.update({"alternative-card" : [rp_alternative_title, rp_alternative_text]})
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# Boucles
rp_boucle_title="Boucles"
rp_boucle_text=" Il y a deux types de boucle : \n - avec \"for\" pour définir un nombre \n de répétition (ici N), \n - avec \"while\" (tant que) pour \n prendre en compte une condition. \n \n"
rp_boucle_text=rp_boucle_text + " for i in range (n) : \n instruction \n \n"
rp_boucle_text=rp_boucle_text + " while condition : \n instruction \n \n"
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card_description.update({"boucle-card" : [rp_boucle_title, rp_boucle_text]})
# Liste
rp_liste_title="Liste"
rp_liste_text="FIXME"
card_description.update({"liste-card" : [rp_liste_title, rp_liste_text]})
# Dictionnaire
rp_dict_title="Dictionnaire"
rp_dict_text="FIXME"
card_description.update({"dict-card" : [rp_dict_title, rp_dict_text]})
# Objet (POO)
rp_poo_title="Programmation\norientée objet (POO)"
rp_poo_text="\nFIXME"
card_description.update({"poo-card" : [rp_poo_title, rp_poo_text]})
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###############################################################################
# Interface
###############################################################################
##
# Initialisation de la tablette
##
def init():
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# Mettre les couleurs sur les icones (chapitres et cartes)
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chap=("general", "missions", "rover", "python")
for page in chap:
scene.objects["Doc-"+page].color = color_doc_chap
scene.objects["Doc-"+page+"-text"].color = color_doc_chap
for i in range(len(missions_card)):
scene.objects[missions_card[i]].color = color_doc_fct
scene.objects[missions_card[i]+"-icon"].color = color_doc_fct
scene.objects[missions_card[i]+"-text"].color = color_doc_fct
for i in range(len(rover_card)):
scene.objects[rover_card[i]].color = color_doc_fct
scene.objects[rover_card[i]+"-icon"].color = color_doc_fct
scene.objects[rover_card[i]+"-text"].color = color_doc_fct
for i in range(len(python_card)):
scene.objects[python_card[i]].color = color_doc_fct
scene.objects[python_card[i]+"-icon"].color = color_doc_fct
scene.objects[python_card[i]+"-text"].color = color_doc_fct
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scene.objects['Book_level_button'].color = color_doc_chap
scene.objects['Book_level_button'].setVisible(False,True)
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card"].color = color_doc_mission
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-icon"].color = color_doc_mission
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-text"].color = color_doc_mission
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# Mémorisation de la position des pages
chap=("general", "missions", "rover", "python")
for page in chap:
scene.objects["Doc_chap-"+page]['init_lx']=scene.objects["Doc_chap-"+page].worldPosition.x
scene.objects["Doc_chap-"+page]['init_ly']=scene.objects["Doc_chap-"+page].worldPosition.y
scene.objects["Doc_chap-"+page]['init_lz']=scene.objects["Doc_chap-"+page].worldPosition.z
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# Page par défaut
scene.objects['Doc']['page_chap'] = "general"
##
# Ouvrir la tablette
##
def open():
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# Placer la tablette
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# scene.objects['Doc'].worldPosition = [0, -21, 15.75]
scene.objects['Doc'].worldPosition = [0, -21, 15.8]
scene.objects['Doc_close'].color = color_doc_chap
scene.objects['Doc'].setVisible(True,True)
scene.objects['Doc_title'].setVisible(False,True)
scene.objects['Doc_text'].setVisible(False,True)
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# Placer le nouveau chapitre
name_chap = scene.objects['Doc']['page_chap']
scene.objects['Doc-'+name_chap].color = color_doc_activate
scene.objects['Doc-'+name_chap+'-text'].color = color_doc_activate
scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition
scene.objects['Doc_chap-'+name_chap].setVisible(True,True)
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# Affichage ou pas du bouton de selection de la mission
if name_chap == "missions":
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name_fct = scene.objects['Doc_chap-missions']['page_fct']
if name_fct !="":
if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']:
scene.objects['Book_level_button'].setVisible(True,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
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# Upgrade
if name_chap == "rover":
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']['upgrade_'+upgrade_card[i]]==True:
scene.objects[upgrade_card[i]+'-card'].setVisible(True,True)
scene.objects[upgrade_card[i]+'-card_colbox'].restorePhysics()
else:
scene.objects[upgrade_card[i]+'-card'].setVisible(False,True)
scene.objects[upgrade_card[i]+'-card_colbox'].suspendPhysics()
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# Afficher le texte de la carte active
if name_chap != "general":
if scene.objects['Doc_chap-'+name_chap]['page_fct'] !="":
name_fct = scene.objects['Doc_chap-'+name_chap]['page_fct']
scene.objects['Doc_title']['Text'] = card_description[name_fct][0]
scene.objects['Doc_text']['Text'] = card_description[name_fct][1]
scene.objects['Doc_title'].setVisible(True, False)
scene.objects['Doc_text'].setVisible(True, False)
else:
scene.objects['Doc_title'].setVisible(False,True)
scene.objects['Doc_text'].setVisible(False,True)
else:
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if name_chap != "missions":
scene.objects['Doc_title'].setVisible(False,True)
scene.objects['Doc_text'].setVisible(False,True)
else:
scene.objects['Doc_title'].setVisible(False,True)
scene.objects['Doc_text'].setVisible(False,True)
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##
# Fermeture du livre
##
def close():
# sound_play (sndbuff_book_close)
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chap=("general", "missions", "rover", "python")
for page in chap:
scene.objects["Doc_chap-"+page].setVisible(False,True)
scene.objects["Doc_chap-"+page].worldPosition.x = scene.objects["Doc_chap-"+page]['init_lx']
scene.objects["Doc_chap-"+page].worldPosition.y = scene.objects["Doc_chap-"+page]['init_ly']
scene.objects["Doc_chap-"+page].worldPosition.z = scene.objects["Doc_chap-"+page]['init_lz']
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scene.objects['Doc'].setVisible(False,True)
scene.objects['Doc'].worldPosition = [35, -2, 2]
##
# Highlight du livre
##
def hl (cont):
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED :
obj = cont.owner
name=obj.name[:-7]
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name_text=name+"-text"
name_icon=name+"-icon"
# Close
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if name == "Doc_close" or name == "Book_level_button":
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scene.objects[name].color = color_doc_hl
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else:
if "Doc-" in name : # Chapitre
if name[4:] == scene.objects['Doc']['page_chap']:
scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
else:
scene.objects[name].color = color_doc_hl
scene.objects[name_text].color = color_doc_hl
else: # Carte
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name_chap = scene.objects['Doc']['page_chap']
if name == scene.objects['Doc_chap-'+name_chap]['page_fct'] :
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scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
scene.objects[name_icon].color = color_doc_activate
else:
scene.objects[name].color = color_doc_hl
scene.objects[name_text].color = color_doc_hl
scene.objects[name_icon].color = color_doc_hl
# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED :
obj = cont.owner
name=obj.name[:-7]
name_text=obj.name[:-7]+"-text"
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name_icon=obj.name[:-7]+"-icon"
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# Close
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if name == "Doc_close" or name == "Book_level_button":
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scene.objects[name].color = color_doc_fct
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else:
if "Doc-" in name : # Chapitre
if name[4:] == scene.objects['Doc']['page_chap']:
scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
else:
scene.objects[name].color = color_doc_fct
scene.objects[name_text].color = color_doc_fct
else: # Carte
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name_chap = scene.objects['Doc']['page_chap']
if name == scene.objects['Doc_chap-'+name_chap]['page_fct'] :
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scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
scene.objects[name_icon].color = color_doc_activate
else:
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if name == "mission_"+str(scene.objects['Points']['mission'])+"-card":
scene.objects[name].color = color_doc_mission
scene.objects[name_text].color = color_doc_mission
scene.objects[name_icon].color = color_doc_mission
else:
scene.objects[name].color = color_doc_fct
scene.objects[name_text].color = color_doc_fct
scene.objects[name_icon].color = color_doc_fct
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##
# Afficher le chapitre
##
def chapter(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and cont.sensors['Click'].positive:
# sound_play (sndbuff_book_flip)
obj = cont.owner
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# Enlever l'ancien chapitre
scene.objects['Doc-'+scene.objects['Doc']['page_chap']].color = color_doc_chap
scene.objects['Doc-'+scene.objects['Doc']['page_chap']+'-text'].color = color_doc_chap
scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.x = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_lx']
scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.y = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_ly']
scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.z = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_lz']
# Placer le nouveau chapitre
name_chap= obj.name[4:-7]
scene.objects['Doc-'+name_chap].color = color_doc_activate
scene.objects['Doc-'+name_chap+'-text'].color = color_doc_activate
scene.objects['Doc']['page_chap'] = name_chap
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scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition
scene.objects['Doc_chap-'+name_chap].setVisible(True,True)
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# Bouton de selection de la mission
if name_chap == "missions":
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name_fct = scene.objects['Doc_chap-missions']['page_fct']
if name_fct !="":
if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']:
scene.objects['Book_level_button'].setVisible(True,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
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# Upgrade
if name_chap == "rover":
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']['upgrade_'+upgrade_card[i]]==True:
scene.objects[upgrade_card[i]+'-card'].setVisible(True,True)
scene.objects[upgrade_card[i]+'-card-colbox'].restorePhysics()
else:
scene.objects[upgrade_card[i]+'-card'].setVisible(False,True)
scene.objects[upgrade_card[i]+'-card-colbox'].suspendPhysics()
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# Afficher le texte de la carte active
if name_chap != "general":
if scene.objects['Doc_chap-'+name_chap]['page_fct'] !="":
name_fct = scene.objects['Doc_chap-'+name_chap]['page_fct']
scene.objects['Doc_title']['Text'] = card_description[name_fct][0]
scene.objects['Doc_text']['Text'] = card_description[name_fct][1]
scene.objects['Doc_title'].setVisible(True, False)
scene.objects['Doc_text'].setVisible(True, False)
else:
scene.objects['Doc_title'].setVisible(False,True)
scene.objects['Doc_text'].setVisible(False,True)
else:
scene.objects['Doc_title'].setVisible(False,True)
scene.objects['Doc_text'].setVisible(False,True)
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##
# Afficher les details de la fonction à partir d'une carte
##
def card (cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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# sound_play (sndbuff_book_flip)
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obj = cont.owner
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name_chap = scene.objects['Doc']['page_chap']
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name_fct= obj.name[:-7]
scene.objects['Doc_title']['Text'] = " "
scene.objects['Doc_text']['Text'] = " "
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# Enlever l'ancienne carte
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if scene.objects['Doc_chap-'+name_chap]['page_fct'] !="":
# Placer la carte de la mission active
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if scene.objects['Doc_chap-'+name_chap]['page_fct'] == "mission_"+str(scene.objects['Points']['mission'])+"-card":
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']].color = color_doc_mission
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-text'].color = color_doc_mission
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-icon'].color = color_doc_mission
else:
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']].color = color_doc_fct
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-text'].color = color_doc_fct
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-icon'].color = color_doc_fct
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# Afficher le texte de la carte
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scene.objects['Doc_chap-'+name_chap]['page_fct'] = name_fct
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scene.objects[name_fct].color = color_doc_activate
scene.objects[name_fct+'-icon'].color = color_doc_activate
scene.objects[name_fct+'-text'].color = color_doc_activate
scene.objects['Doc_title']['Text'] = card_description[name_fct][0]
scene.objects['Doc_text']['Text'] = card_description[name_fct][1]
scene.objects['Doc_title'].setVisible(True, False)
scene.objects['Doc_text'].setVisible(True, False)
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# Sélection de la mission
if "mission_" in name_fct :
if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']:
scene.objects['Book_level_button'].setVisible(True,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
##
# Sélectionner le niveau
##
def level_button (cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
# sound_play (sndbuff_book_flip)
obj = cont.owner
name_fct = scene.objects['Doc_chap-missions']['page_fct']
if name_fct !="":
mission_select=scene.objects[name_fct]['mission']
if mission_select <= scene.objects['Points']['level'] and mission_select != scene.objects['Points']['mission']:
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card"].color = color_doc_fct
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-icon"].color = color_doc_fct
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-text"].color = color_doc_fct
scene.objects['Points']['mission'] = mission_select
scene.objects['Points-Map-text']['Text']="Mission "+str(scene.objects['Points']['mission'])
scene.objects['Book_mission']['Text'] = "Mission en cours : "+str(scene.objects['Points']['mission'])
scene.objects['Book_level_button'].setVisible(False,True)
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##
# Sounds
##
def sound_play (sound):
pass # FIXME
# if scene.objects['Commands']['sound']:
# audiodev.play(sound)