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https://forge.apps.education.fr/blender-edutech/ropy.git
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142 lines
6.4 KiB
Python
142 lines
6.4 KiB
Python
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import bge # Bibliothèque Blender Game Engine (BGE)
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import math
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import time
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from ropy_init import * # Bibliothèque Ropy
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import ropy_init # Initialisation du robot Ropy
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import ropy_cmd # Comnandes élèves du robot Ropy
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###############################################################################
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# ropy_module.py
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# @title: Module pour UPBGE
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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) 2020-2021 Philippe Roy
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# @license: GNU GPL
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#
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# Fonctions autres que ceux de la bibliothèque du Robot Ropy (rp_*)
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#
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# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
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# A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algoritmiques de base et à les coder en Python.
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#
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###############################################################################
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# Récupérer l'objet robot
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cont = bge.logic.getCurrentController()
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obj = cont.owner
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scene = bge.logic.getCurrentScene()
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nb_objets_fixes = len(scene.objects)
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# print ("Nombre d'objets fixes de la scene : ", nb_objets_fixes)
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# print("Objets de la scene : ", scene.objects)
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# Configuration des mouvements
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pas=3 # Pas linéaire
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pas_rot=math.pi/2 # Pas angulaire
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###############################################################################
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# Rustines pour corriger des bugs de UPBGE EEVEE (version alpha)
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###############################################################################
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# Mouvement
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# Problème : Les mouvements du robot ne sont pas vue
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# Solution : Dépilage de la liste des mouvements du robot
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def mvt():
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if obj['mvts_start']:
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# print ("Mouvements : ", obj['mvts'])
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# print ("Nombre de mouvement : ", len(obj['mvts']))
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# print ("Nombre actuel : ", obj['mvt_i'])
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# Au debut
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if obj['mvt_i'] == 0:
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rp_init_position()
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rp_orientation("est") # il y a nord, sud, est, ouest
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obj.visible=True
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# Tous les mouvements sont dépilés
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if obj['mvt_i'] >= len(obj['mvts']):
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# print ("Plus de mouvement")
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obj['mvts_start'] =False
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# Execution des mouvements
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# a : avancer, d : droite, g : gauche, m : marquer
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# c : crash, o : objectif atteint
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else:
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# print ("Mouvement actuel : ", obj['mvt_i'], " ", obj['mvts'][obj['mvt_i']])
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# Avancer
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if obj['mvts'][obj['mvt_i']]=="a":
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obj.applyMovement((0, -pas, 0), True)
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# Droite
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if obj['mvts'][obj['mvt_i']]=="d":
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# scene.objects['Robot'].applyRotation((0, 0, -pas_rot), True)
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obj.applyRotation((0, 0, -pas_rot), True)
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# Gauche
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if obj['mvts'][obj['mvt_i']]=="g":
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# scene.objects['Robot'].applyRotation((0, 0, pas_rot), True)
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obj.applyRotation((0, 0, pas_rot), True)
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# Marquer
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if obj['mvts'][obj['mvt_i']]=="m":
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marque1= scene.addObject("Marque", obj)
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marque1.worldPosition.x = obj.worldPosition.x
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marque1.worldPosition.y = obj.worldPosition.y
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marque1.worldPosition.z = 0.2
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# Objectif
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if obj['mvts'][obj['mvt_i']]=="o":
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if obj['level'] != 5: # Bug sur l'animation -> pas d'animation quand il y a plusieurs objectifs
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start = 1
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end = 125
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 3.0
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scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# Crash
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if obj['mvts'][obj['mvt_i']]=="c":
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start = 150
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end = start+75
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 3
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scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['detruit']=True
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obj['mvt_i'] = len(obj['mvts']) # Annulation des mouvements suivants
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else:
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# Mouvement suivant
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if obj['mvts'][obj['mvt_i']]!="c":
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obj['mvt_i']+=1
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