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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import rp_map1 # Map definition
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import webbrowser
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###############################################################################
# rp_doc.py
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# @title: Documentation du Rover Ropy
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# @project: Ropy (Blender-EduTech)
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2023 Philippe Roy
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# @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
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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
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card_description . update ( rp_map1 . get_missions_description ( ) )
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missions_card = rp_map1 . get_missions_card ( )
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################################################################################
# Documentation Rover
################################################################################
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rover_card = [ " forward-card " , " turn-card " , " delineate-card " , " detect-card " , " radar-card " , " twins-card " ]
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rover_card = rover_card + [ " speed-card " , " paint-card " , " battery-card " , " beacon-card " ]
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# Avancer et reculer
rp_forward_title = " Avancer et reculer "
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rp_forward_text = " rp_avancer() \n -> Avance d ' un pas en avant. \n \n rp_reculer() \n -> Recule d ' un pas. "
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rp_forward_type = " standard "
card_description . update ( { " forward-card " : [ rp_forward_title , rp_forward_text , rp_forward_type ] } )
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# Tourner
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rp_turn_title = " Tourner "
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rp_turn_text = " rp_gauche() \n -> Tourne à gauche (90°). \n \n rp_droite() \n -> Tourne à droite (90°). "
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rp_turn_type = " standard "
card_description . update ( { " turn-card " : [ rp_turn_title , rp_turn_text , rp_turn_type ] } )
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# Baliser
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rp_delineate_title = " Baliser "
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rp_delineate_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 Avec l ' amélioration \" Balise + \" , le \n nombre de balise transportées est \n étendu à 200. "
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rp_delineate_type = " standard "
card_description . update ( { " delineate-card " : [ rp_delineate_title , rp_delineate_text , rp_delineate_type ] } )
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# Détecter
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rp_detect_title = " Détecter "
rp_detect_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. "
rp_detect_type = " standard "
card_description . update ( { " detect-card " : [ rp_detect_title , rp_detect_text , rp_detect_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 ! "
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rp_radar_type = " mission "
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card_description . update ( { " radar-card " : [ rp_radar_title , rp_radar_text , rp_radar_type ] } )
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# Jumeau numérique
rp_twins_title = " Jumeau numérique "
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rp_twins_text = """ Via une liaison série, Ropy peut être \n le jumeau numérique d ' un robot réel. \n
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rp_jumeau ( port , vitesse = 115200 ) \n - > Active le jumeau réel par la liaison \n série . Si le port n ' est pas spécifié, il \n est recherché automatiquement. \n
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rp_serie_msg ( texte ) \n - > Envoi un message \n \n texte = rp_serie_rcpt ( ) \n - > Reçoit un message """
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# Message envoyé (asynchrone) : \n avancer : a, reculer : r, droite : d, \n gauche g, marquer : m et forer : f \n\n\n """
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rp_twins_type = " standard "
card_description . update ( { " twins-card " : [ rp_twins_title , rp_twins_text , rp_twins_type ] } )
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# Cards description pour le magasin
storecard_description = { }
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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 "
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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. "
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rp_speed_store = " Permet de modifier \n la vitesse des \n déplacements. "
rp_speed_purchased = " Je vois ... \n l ' efficacité, hein ! \n Vous verrez avec \n ces moteurs, \n c ' est autre vie. "
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rp_speed_type = " upgrade "
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card_description . update ( { " speed-card " : [ rp_speed_title , rp_speed_text , rp_speed_store , rp_speed_purchased , rp_speed_type ] } )
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# Paint - Peinture
rp_paint_title = " Peinture "
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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 "
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rp_paint_text = rp_paint_text + " rp_couleur_init(objets) \n -> Réinitialise la couleur des objets. \n rp_couleur_init() réinitialise tout ! "
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rp_paint_store = " On refait la déco ? "
rp_paint_purchased = " Rien de tel qu ' un \n peu de couleur \n dans ce monde \n de brute ! "
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rp_paint_type = " upgrade "
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card_description . update ( { " paint-card " : [ rp_paint_title , rp_paint_text , rp_paint_store , rp_paint_purchased , rp_paint_type ] } )
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# 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 "
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rp_battery_text = rp_battery_text + " La fonction rp_batterie() retourne \n la charge actuelle de la batterie \n (valeur de 0 à 100 % ). "
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rp_battery_store = " Augmente la capacité \n de la batterie à 200 \n mouvements (contre \n 20, plutôt faible ...). \n \n "
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rp_battery_purchased = " Très bon choix ! \n Cette batterie \n vous va comme \n un gant. "
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rp_battery_type = " upgrade "
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card_description . update ( { " battery-card " : [ rp_battery_title , rp_battery_text , rp_battery_store , rp_battery_purchased , rp_battery_type ] } )
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# 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 "
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rp_beacon_text = rp_beacon_text + " La fonction rp_balise() retourne \n le nombre de balises dejà posées \n lors du trajet. "
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rp_beacon_store = " Porte le nombre de \n balises transportées \n à 200 (contre 20). "
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rp_beacon_purchased = " Les colis viennent \n tout juste d ' être \n livrés. Un vrai sapin de Noël, \n ce terrain ! "
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rp_beacon_type = " upgrade "
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card_description . update ( { " beacon-card " : [ rp_beacon_title , rp_beacon_text , rp_beacon_store , rp_beacon_purchased , rp_beacon_type ] } )
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###############################################################################
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# Documentation Python
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###############################################################################
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# python_card=["function-card", "alternative-card", "loop-card", "flow-card", "text-card", "list-card", "dict-card", "oop-card", "console-card", "sleep-card"]
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python_card = [ " function-card " , " alternative-card " , " loop-card " , " flow-card " , " text-card " , " list-card " , " dict-card " , " console-card " , " sleep-card " , " python-card " ]
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# Fonction
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rp_function_title = " Fonction "
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rp_function_text = " La définition d ' une fonction se fait \n avec \" def \" . La fonction peut \n renvoyer une valeur avec \" return \" . \n \n "
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rp_function_text = rp_function_text + " def fonction_1 (arguments) : \n instruction_1 \n instruction_2 \n .... \n return valeurs_renvoyées \n \n "
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rp_function_text = rp_function_text + " Les arguments sont des données \n transmises à la fonction. "
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rp_function_url = [ [ " w3schools.com : functions " , " https://www.w3schools.com/python/python_functions.asp " ] ]
card_description . update ( { " function-card " : [ rp_function_title , rp_function_text , rp_function_url ] } )
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# Alternative
rp_alternative_title = " Alternative "
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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 "
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rp_alternative_text = rp_alternative_text + " \" si \" est \" if \" et \" sinon \" est \" else \" . \n \n "
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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 "
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rp_alternative_text = rp_alternative_text + " instruction_2 \n \n "
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rp_alternative_text = rp_alternative_text + " Le sinon ( \" else \" ) est facultatif. "
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rp_alternative_url = [ [ " w3schools.com : if ... else " , " https://www.w3schools.com/python/python_conditions.asp " ] ]
card_description . update ( { " alternative-card " : [ rp_alternative_title , rp_alternative_text , rp_alternative_url ] } )
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# Boucles
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rp_loop_title = " Boucles "
rp_loop_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_loop_text = rp_loop_text + " for i in range (n) : \n instruction \n \n "
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rp_loop_text = rp_loop_text + " while condition : \n instruction "
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rp_loop_url = [ [ " w3schools.com : for " , " https://www.w3schools.com/python/python_for_loops.asp " ] ,
[ " w3schools.com : while " , " https://www.w3schools.com/python/python_while_loops.asp " ] ]
card_description . update ( { " loop-card " : [ rp_loop_title , rp_loop_text , rp_loop_url ] } )
# Flux
rp_flow_title = " Contrôle du flux "
rp_flow_text = " Les structures (if, while, for) peuvent \n être gérées plus finement par les \n fonctions \" break \" , \" continue \" et \" pass \" . \n \n "
rp_flow_text = rp_flow_text + " - \" break \" : Termine l ' itération en cours \n et arrête la boucle. \n "
rp_flow_text = rp_flow_text + " - \" continue \" : Termine l ' itération en \n cours et reprend la boucle. \n "
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rp_flow_text = rp_flow_text + " - \" pass \" : Instruction vide. "
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rp_flow_url = [ [ " w3schools.com : break " , " https://www.w3schools.com/python/ref_keyword_break.asp " ] ,
[ " w3schools.com : continue " , " https://www.w3schools.com/python/ref_keyword_break.asp " ] ,
[ " w3schools.com : pass " , " https://www.w3schools.com/python/ref_keyword_pass.asp " ] ]
card_description . update ( { " flow-card " : [ rp_flow_title , rp_flow_text , rp_flow_url ] } )
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# Chaîne de caractères
rp_text_title = " Chaîne de caractères "
rp_text_text = """ Une chaîne de caractères correspond \n à un texte (mot, phrase). Elle est \n délimitée par " ou ' : texte = " Bonjour ! " \n
- texte1 + texte2 : concaténe plusieurs \n chaînes .
- len ( texte ) : longueur du texte .
- " \\ n " : caractère aller à la ligne .
- texte [ i ] : le caractère du rang i .
- texte [ 2 : 5 ] : les caractères du \n rang 2 au rang 5.
- texte . replace ( " a " , " b " ) : remplace les \n " a " par des " b " . """
rp_text_url = [
[ " Doc. Python v3 Français : string " , " https://docs.python.org/fr/3/library/string.html " ] ,
[ " w3schools.com : strings " , " https://www.w3schools.com/python/python_strings.asp " ] ]
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card_description . update ( { " text-card " : [ rp_text_title , rp_text_text , rp_text_url ] } )
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# Liste
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rp_list_title = " Liste "
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rp_list_text = """ Une liste est une séquence d ' éléments. \n Elle est délimitée par des crochets :
liste = [ " pomme " , 7 , " rouge " , True ] \n
- liste [ i ] : renvoie l ' élément du rang i \n de la liste (commence à 0).
- liste . append ( " neige " ) : ajoute " neige " \n à la fin de la liste .
- len ( liste ) : nombre d ' éléments.
- liste . sort ( ) : classe par ordre \n croissant la liste .
- liste . remove ( " rouge " ) : enlève la \n première occurence de " rouge " . """
rp_list_url = [
[ " Doc. Python v3 Français : list " , " https://docs.python.org/fr/3/library/stdtypes.html#sequence-types-list-tuple-range " ] ,
[ " w3schools.com : lists " , " https://www.w3schools.com/python/python_lists.asp " ] ]
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card_description . update ( { " list-card " : [ rp_list_title , rp_list_text , rp_list_url ] } )
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# Dictionnaire
rp_dict_title = " Dictionnaire "
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rp_dict_text = """ Un dictionnaire est une collection \n d ' éléments. Il est délimité par des \n accolades, chaque valeur est associée
à une clé unique : dct = { ' nom ' : " Haddock " , \n ' prénom ' : " Archibald " , ' année ' : 1940 } \n
- dct [ clé ] : valeur liée à la clé .
- dct . update ( ' domicile ' : " Moulinsart " ) : \n met à jour les paires de clé / valeur .
- len ( dct ) : nombre d ' éléments.
- list ( dct ) : liste des clés .
- dct . pop ( ' année ' ) : enlève la valeur \n associée à la clé ( ici 1940 ) . """
rp_dict_url = [
[ " Doc. Python v3 Français : dict " , " https://docs.python.org/fr/3/library/stdtypes.html#mapping-types-dict " ] ,
[ " w3schools.com : dictionaries " , " https://www.w3schools.com/python/python_dictionaries.asp " ] ]
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card_description . update ( { " dict-card " : [ rp_dict_title , rp_dict_text , rp_dict_url ] } )
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# Objet (POO)
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rp_oop_title = " Programmation \n orientée objet (POO) "
rp_oop_text = " \n FIXME "
rp_oop_url = [ [ " w3schools.com : classes & objects " , " https://www.w3schools.com/python/python_classes.asp " ] ]
card_description . update ( { " oop-card " : [ rp_oop_title , rp_oop_text , rp_oop_url ] } )
# Console
rp_console_title = " Console "
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rp_console_text = " Si vous avez executé Ropy dans un \n terminal avec l ' option \" -con \" , vous \n pouvez utiliser le terminal comme \n console de debuggage. \n \n "
rp_console_text = rp_console_text + " print( \" Bonjour ! \" ) \n -> Affiche le texte dans la console. \n \n "
rp_console_text = rp_console_text + " variable = input () \n -> Permet la saisie, par exemple : \n "
rp_console_text = rp_console_text + " entree = \" \" \n while entree == \" \" : \n entree = input () "
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rp_console_url = [ [ " w3schools.com : print " , " https://www.w3schools.com/python/ref_func_print.asp " ] ,
[ " w3schools.com : input " , " https://www.w3schools.com/python/ref_func_input.asp " ] ]
card_description . update ( { " console-card " : [ rp_console_title , rp_console_text , rp_console_url ] } )
# Temps
rp_sleep_title = " Gestion du temps "
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rp_sleep_text = " Vous pouvez créer des temporisations \n dans le déroulement du script. \n \n "
rp_sleep_text = rp_sleep_text + " time.sleep(x) \n -> Marque d ' un temps d ' arrêt de \n x secondes. \n \n "
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rp_sleep_text = rp_sleep_text + " Il faudra préalablement importer la \n bibliothèque \" time \" avec \" import time \" . "
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rp_sleep_url = [ [ " docs.python.org : sleep " , " https://docs.python.org/fr/3/library/time.html#time.sleep " ] ]
card_description . update ( { " sleep-card " : [ rp_sleep_title , rp_sleep_text , rp_sleep_url ] } )
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# Python
rp_python_title = " Langage Python "
rp_python_text = """ Python est un langage de \n programmation interprété open source.
Python vise à être visuellement épuré \n avec une syntaxe clairement séparée \n des mécanismes de bas niveau . \n
Python possède beaucoup de \n bibliothèques spécialisées .
Multiplateformes et multiparadigme ,
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il est utilisé dans de nombreux \n contextes : scriptage , prototypage , \n calcul numérique , enseignement , ou \n encore comme langage de commande . """
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rp_python_url = [ [ " python.org " , " https://python.org " ] , [ " AFPy " , " https://www.afpy.org " ] ]
card_description . update ( { " python-card " : [ rp_python_title , rp_python_text , rp_python_url ] } )
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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 )
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scene . objects [ ' Book_python_url_title ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url0 ' ] . color = color_doc_chap
scene . objects [ ' Book_python_url0 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url1 ' ] . color = color_doc_chap
scene . objects [ ' Book_python_url1 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url2 ' ] . color = color_doc_chap
scene . objects [ ' Book_python_url2 ' ] . setVisible ( False , True )
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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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# Chargement du texte
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# text_load()
text_dynamic_load ( ) # en dynamique
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# Mémorisation de la position des pages
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 )
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# text_hide()
text_dynamic_hide ( )
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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
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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 )
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scene . objects [ upgrade_card [ i ] + ' -card-colbox ' ] . restorePhysics ( )
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else :
scene . objects [ upgrade_card [ i ] + ' -card ' ] . setVisible ( False , True )
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scene . objects [ upgrade_card [ i ] + ' -card-colbox ' ] . suspendPhysics ( )
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# URL Python
if name_chap == " python " :
name_fct = scene . objects [ ' Doc_chap-python ' ] [ ' page_fct ' ]
scene . objects [ ' Book_python_url_title ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url0 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url1 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url2 ' ] . setVisible ( False , True )
if name_fct != " " :
scene . objects [ ' Book_python_url_title ' ] . setVisible ( True , True )
for i in range ( len ( card_description [ name_fct ] [ 2 ] ) ) :
scene . objects [ ' Book_python_url ' + str ( i ) ] [ ' Text ' ] = card_description [ name_fct ] [ 2 ] [ i ] [ 0 ]
scene . objects [ ' Book_python_url ' + str ( i ) ] . setVisible ( True , True )
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# Afficher le texte de la carte active
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if name_chap != " general " and 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_title ' ] . setVisible ( True , False )
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text_dynamic_show ( name_fct )
# text_show(name_fct)
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else :
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scene . objects [ ' Doc_title ' ] [ ' Text ' ] = " "
scene . objects [ ' Doc_title ' ] . setVisible ( False , True )
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text_dynamic_hide ( )
# text_hide()
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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 "
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# Close ou lien
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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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elif name == " Book_python_url0 " or name == " Book_python_url1 " or name == " Book_python_url2 " :
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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elif name == " Book_python_url0 " or name == " Book_python_url1 " or name == " Book_python_url2 " :
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 " :
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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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scene . objects [ ' Doc_title ' ] [ ' Text ' ] = " "
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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 ' ]
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if scene . objects [ ' Doc ' ] [ ' page_chap ' ] != " general " and scene . objects [ " Doc_chap- " + scene . objects [ ' Doc ' ] [ ' page_chap ' ] ] [ ' page_fct ' ] != " " :
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# text_hide(scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['page_fct'])
text_dynamic_hide ( scene . objects [ " Doc_chap- " + scene . objects [ ' Doc ' ] [ ' page_chap ' ] ] [ ' page_fct ' ] )
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# 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
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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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# URL Python
if name_chap == " python " :
name_fct = scene . objects [ ' Doc_chap-python ' ] [ ' page_fct ' ]
scene . objects [ ' Book_python_url_title ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url0 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url1 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url2 ' ] . setVisible ( False , True )
if name_fct != " " :
scene . objects [ ' Book_python_url_title ' ] . setVisible ( True , True )
for i in range ( len ( card_description [ name_fct ] [ 2 ] ) ) :
scene . objects [ ' Book_python_url ' + str ( i ) ] [ ' Text ' ] = card_description [ name_fct ] [ 2 ] [ i ] [ 0 ]
scene . objects [ ' Book_python_url ' + str ( i ) ] . setVisible ( True , True )
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# Afficher le texte de la carte active
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if name_chap != " general " and 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_title ' ] . setVisible ( True , False )
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text_dynamic_show ( name_fct )
# text_show(name_fct)
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else :
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scene . objects [ ' Doc_title ' ] [ ' Text ' ] = " "
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scene . objects [ ' Doc_title ' ] . setVisible ( False , True )
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text_dynamic_hide ( )
# text_hide()
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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 ]
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scene . objects [ ' Doc_title ' ] [ ' Text ' ] = " "
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# Enlever l'ancienne carte
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if scene . objects [ ' Doc_chap- ' + name_chap ] [ ' page_fct ' ] != " " :
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# text_dynamic_hide(name_old_fct)
# text_hide(scene.objects['Doc_chap-'+name_chap]['page_fct'])
text_dynamic_hide ( scene . objects [ ' Doc_chap- ' + name_chap ] [ ' page_fct ' ] )
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# 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 " :
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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_title ' ] . setVisible ( True , False )
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# text_show(name_fct)
text_dynamic_show ( name_fct )
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# URL Python
if name_chap == " python " :
scene . objects [ ' Book_python_url_title ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url0 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url1 ' ] . setVisible ( False , True )
scene . objects [ ' Book_python_url2 ' ] . setVisible ( False , True )
if name_fct != " " :
scene . objects [ ' Book_python_url_title ' ] . setVisible ( True , True )
for i in range ( len ( card_description [ name_fct ] [ 2 ] ) ) :
scene . objects [ ' Book_python_url ' + str ( i ) ] [ ' Text ' ] = card_description [ name_fct ] [ 2 ] [ i ] [ 0 ]
scene . objects [ ' Book_python_url ' + str ( i ) ] . setVisible ( True , True )
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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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##
# Aller à la page Python externe
##
def python_link ( cont ) :
if cont . sensors [ ' Click ' ] . status == JUST_ACTIVATED and cont . sensors [ ' MO ' ] . positive :
# sound_play (snd_click)
name_fct = scene . objects [ ' Doc_chap-python ' ] [ ' page_fct ' ]
if name_fct != " " :
i = cont . owner . name [ 15 : - 7 ]
webbrowser . open ( card_description [ name_fct ] [ 2 ] [ int ( i ) ] [ 1 ] )
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###############################################################################
# Génération dynamique des pages
###############################################################################
##
# Cacher le texte
##
def text_dynamic_hide ( card = None ) :
if card is None :
for card in card_description :
for i in range ( 13 ) :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + str ( card ) ] . setVisible ( False , False )
else :
for i in range ( 13 ) :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + card ] . setVisible ( False , False )
##
# Afficher le texte
##
def text_dynamic_show ( card = None ) :
if card is None :
for card in card_description :
for i in range ( 13 ) :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + str ( card ) ] . setVisible ( True , False )
else :
for i in range ( 13 ) :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + card ] . setVisible ( True , False )
##
# Préchargement des textes
##
def text_dynamic_load ( ) :
for i in range ( 13 ) :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' -ref ' ] [ ' Text ' ] = " "
# Création des objets 3D
for card in card_description :
lines = card_description [ card ] [ 1 ] . split ( " \n " )
for i in range ( 13 ) :
doc_text = scene . addObject ( ' Doc_text-l ' + str ( i + 1 ) , None , 0.00 , True )
doc_text . setParent ( scene . objects [ ' Doc ' ] )
doc_text . name = ' Doc_text-l ' + str ( i + 1 ) + ' - ' + str ( card )
doc_text . worldPosition . x = scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' -ref ' ] . worldPosition . x
doc_text . worldPosition . y = scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' -ref ' ] . worldPosition . y
doc_text . worldPosition . z = scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' -ref ' ] . worldPosition . z
doc_text . setVisible ( False , False )
if i > = len ( lines ) :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + str ( card ) ] [ ' Text ' ] = " "
else :
if len ( lines [ i ] ) == 0 :
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + str ( card ) ] [ ' Text ' ] = " "
else :
# scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']=lines[i]
scene . objects [ ' Doc_text-l ' + str ( i + 1 ) + ' - ' + str ( card ) ] . blenderObject . data . body = lines [ i ] # Bug de la propriétés 'Text' (UPBGE) -> passage par 'body' de bpy (Blender)
###############################################################################
# Store
###############################################################################
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##
# Texte pour le store
##
def upgrade_description ( card ) :
name_fct = card [ 6 : ]
if name_fct in card_description :
return card_description [ name_fct ] [ 2 ]
else :
return " "
def upgrade_talk ( card ) :
name_fct = card [ 6 : ]
if name_fct in card_description :
return card_description [ name_fct ] [ 3 ]
else :
return " "
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###############################################################################
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# Sounds
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###############################################################################
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def sound_play ( sound ) :
pass # FIXME
# if scene.objects['Commands']['sound']:
# audiodev.play(sound)