Mise en place des instructions de scriptage

This commit is contained in:
Philippe Roy 2024-01-01 16:47:53 +01:00
parent 904edc6004
commit 3bb4b9da48
8 changed files with 162 additions and 58 deletions

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ropy-35.blend Normal file

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26
rp.py
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@ -135,6 +135,7 @@ def terrain_init (cont):
# Ajout du Hud # Ajout du Hud
scene.active_camera = scene.objects["Camera"] scene.active_camera = scene.objects["Camera"]
scene.objects['Sun'].setVisible(True,True) scene.objects['Sun'].setVisible(True,True)
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud'])
# Mémorisation des positions par défaut # Mémorisation des positions par défaut
@ -508,13 +509,13 @@ def cmd_init(cont):
# Upgrade # Upgrade
# Read config (upgrades choisis : data/upgrade/ -> [2][i].text) # Read config (upgrades choisis : data/upgrade/ -> [2][i].text)
upgrade_card=("battery", "beacon", "paint", "speed") upgrade_card=("battery", "beacon", "paint", "speed")
scene.objects['Points']['upgrade_nb'] =0 # scene.objects['Points']['upgrade_nb'] =0
for i in range(len(upgrade_card)): for i in range(len(upgrade_card)):
if rp_config_tree[2][i].text == "True": if rp_config_tree[2][i].text == "True":
scene.objects['Points']['upgrade_'+upgrade_card[i]]=True scene.objects['Points']['upgrade_'+upgrade_card[i]]=True
scene.objects['Points']['upgrade_nb'] +=1 # scene.objects['Points']['upgrade_nb'] +=1
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True # scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True
scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb'] # scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
upgrade_maj() upgrade_maj()
# Speed # Speed
@ -1079,6 +1080,7 @@ def tablet_open ():
scene.objects['Cmd-text']['Text']= "" scene.objects['Cmd-text']['Text']= ""
# Overlay # Overlay
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.removeOverlayCollection(bpy.data.collections['Hud']) scene.removeOverlayCollection(bpy.data.collections['Hud'])
scene.objects['Points'].setVisible(False,True) scene.objects['Points'].setVisible(False,True)
scene.objects['Commands'].setVisible(False,True) scene.objects['Commands'].setVisible(False,True)
@ -1112,6 +1114,7 @@ def tablet_close ():
scene.objects['Commands'].setVisible(True,True) scene.objects['Commands'].setVisible(True,True)
scene.objects['Camera'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True)
scene.active_camera = scene.objects["Camera"] scene.active_camera = scene.objects["Camera"]
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud'])
# UI : Commands # UI : Commands
@ -1330,11 +1333,9 @@ def store_close():
# Maj du fichier de config (upgrade : data/upgrade/i -> [2][i].text) # Maj du fichier de config (upgrade : data/upgrade/i -> [2][i].text)
upgrade_card=("battery", "beacon", "paint", "speed") upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)): for i in range(len(upgrade_card)):
if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True: if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
scene.objects['Points']["upgrade_"+upgrade_card[i]]=True
rp_config_tree[2][i].text="True" rp_config_tree[2][i].text="True"
else: else:
scene.objects['Points']["upgrade_"+upgrade_card[i]]=False
rp_config_tree[2][i].text="False" rp_config_tree[2][i].text="False"
config_save() config_save()
@ -1349,6 +1350,7 @@ def store_close():
scene.objects['Commands'].setVisible(True,True) scene.objects['Commands'].setVisible(True,True)
scene.objects['Camera'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True)
scene.active_camera = scene.objects["Camera"] scene.active_camera = scene.objects["Camera"]
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud'])
# UI : Commands # UI : Commands
@ -1521,16 +1523,16 @@ def config_load():
# Upgrade # Upgrade
upgrade_card=("battery", "beacon", "paint", "speed") upgrade_card=("battery", "beacon", "paint", "speed")
scene.objects['Points']['upgrade_nb'] =0 # scene.objects['Points']['upgrade_nb'] =0
for i in range(len(upgrade_card)): for i in range(len(upgrade_card)):
if rp_config_tree[2][i].text == "True": if rp_config_tree[2][i].text == "True":
scene.objects['Points']['upgrade_'+upgrade_card[i]]=True scene.objects['Points']['upgrade_'+upgrade_card[i]]=True
scene.objects['Points']['upgrade_nb'] +=1 # scene.objects['Points']['upgrade_nb'] +=1
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True # scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True
else: else:
scene.objects['Points']['upgrade_'+upgrade_card[i]]=False scene.objects['Points']['upgrade_'+upgrade_card[i]]=False
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = False # scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = False
scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb'] # scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
upgrade_maj() upgrade_maj()
# Speed # Speed

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@ -192,6 +192,7 @@ def credits(cont):
scene.objects["Credits"]['init_lz']=scene.objects["Credits"].worldPosition.z scene.objects["Credits"]['init_lz']=scene.objects["Credits"].worldPosition.z
# Overlay # Overlay
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.removeOverlayCollection(bpy.data.collections['Hud']) scene.removeOverlayCollection(bpy.data.collections['Hud'])
scene.objects['Points'].setVisible(False,True) scene.objects['Points'].setVisible(False,True)
scene.objects['Commands'].setVisible(False,True) scene.objects['Commands'].setVisible(False,True)
@ -242,6 +243,7 @@ def credits_close(cont):
scene.objects['Commands'].setVisible(True,True) scene.objects['Commands'].setVisible(True,True)
scene.objects['Camera'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True)
scene.active_camera = scene.objects["Camera"] scene.active_camera = scene.objects["Camera"]
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud'])
# UI : Commands # UI : Commands

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@ -25,35 +25,16 @@ from rp_lib import * # Bibliothèque Ropy
# Commandes # Commandes
############################################################################### ###############################################################################
def mrp_avancer():
pass
def commandes(): def commandes():
print ('Go go go ...') rp_gauche()
for i in range (2):
mrp_avancer() rp_avancer()
mrp_avancer() rp_marquer()
mrp_avancer() rp_droite()
for i in range (4):
while True: rp_avancer()
rp_droite() rp_marquer()
# while rp_detect()==False:
# rp_avancer()
# rp_droite()
# while rp_detect()==False:
# rp_avancer()
# rp_avancer()
# rp_droite()
# for i in range (4):
# rp_avancer()
# rp_marquer()
# rp_droite()
# for i in range (3):
# rp_avancer()
# rp_marquer()
############################################################################### ###############################################################################
# En: External call << DONT CHANGE THIS SECTION >> # En: External call << DONT CHANGE THIS SECTION >>

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@ -1,11 +1,11 @@
<data> <data>
<config> <config>
<speed>4.0</speed> <speed>1.0</speed>
<sound>False</sound> <sound>False</sound>
<cam> <cam>
<worldPosition.x>2.3307816982269287</worldPosition.x> <worldPosition.x>0.0057830810546875</worldPosition.x>
<worldPosition.y>-43.80031204223633</worldPosition.y> <worldPosition.y>-39.4045524597168</worldPosition.y>
<worldPosition.z>36.77288055419922</worldPosition.z> <worldPosition.z>31.101444244384766</worldPosition.z>
</cam> </cam>
<screen> <screen>
<width>1639</width> <width>1639</width>
@ -18,9 +18,9 @@
<level>1</level> <level>1</level>
</mission> </mission>
<upgrade> <upgrade>
<battery>True</battery> <battery>False</battery>
<beacon>True</beacon> <beacon>False</beacon>
<paint>True</paint> <paint>False</paint>
<speed>True</speed> <speed>False</speed>
</upgrade> </upgrade>
</data> </data>

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@ -166,7 +166,7 @@ def sound_play (sound):
audiodev.play(sound) audiodev.play(sound)
############################################################################### ###############################################################################
# Rover fonction élèves # Rover fonctions élève
############################################################################### ###############################################################################
## ##
@ -636,7 +636,7 @@ def rp_radar ():
# FIXME # FIXME
############################################################################### ###############################################################################
# Rover fonction avancées (upgrade) élèves # Rover fonctions avancées (upgrade) élève
############################################################################### ###############################################################################
## ##
@ -777,6 +777,88 @@ def rp_batterie ():
print ("Charge de la batterie :", scene.objects['Points']['battery']) print ("Charge de la batterie :", scene.objects['Points']['battery'])
return scene.objects['Points']['battery'] return scene.objects['Points']['battery']
###############################################################################
# Rover fonctions de script
###############################################################################
##
# Retourne la visibilité de la grille
##
def rp_grid ():
if debug:
print ("Visibilité de la grille :", scene.objects['Grid-u'].visible)
return scene.objects['Grid-u'].visible
##
# Affiche/cache l'objectif et retour la visibilité
##
def rp_set_grid (visibility=False):
# Affiche la grille
if visibility and scene.objects['Grid-u'].visible == False:
scene.objects['Grid-u']['timer'] = 0
bpy.data.materials["Grid"].node_tree.nodes["Shader de mélange"].inputs[0].default_value = 0
bpy.data.materials["Grid-Yellow"].node_tree.nodes["Shader de mélange"].inputs[0].default_value = 0
bpy.data.materials["Grid-Green"].node_tree.nodes["Shader de mélange"].inputs[0].default_value = 0
bpy.data.materials["Grid-Holo"].node_tree.nodes["Émission"].inputs[1].default_value = 0
bpy.data.materials["Grid-Holo-Yellow"].node_tree.nodes["Émission.003"].inputs[1].default_value = 0
bpy.data.materials["Grid-Holo-Green"].node_tree.nodes["Émission"].inputs[1].default_value = 0
scene.objects['Grid-u'].setVisible(True,True)
scene.objects['Grid-v'].setVisible(True,True)
rp_map.aim_show()
scene.objects['Grid-u']['anim'] = True
# Cache la grille
if visibility==False and scene.objects['Grid-u'].visible:
scene.objects['Grid-u'].setVisible(False,True)
scene.objects['Grid-v'].setVisible(False,True)
rp_map.aim_hide()
##
# Retourne le numéro de la mission en cours
##
def rp_level ():
return scene.objects['Points']['mission']
##
# Sélectionner la mission
##
def rp_set_level (mission):
if mission != scene.objects['Points']['mission']:
scene.objects['Points']['mission'] = mission
terrain_stop ()
rp_map.task()
if scene.objects['Grid-u'].visible:
rp_map.aim_show()
scene.objects['Points']['mission_init'] = scene.objects['Points']['mission']
##
# Retourne la liste des upgrades actifs
##
def rp_upgrade ():
upgrade_card=("battery", "beacon", "paint", "speed")
upgrades_selected=[]
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrades_selected.append(upgrade_card[i])
return upgrades_selected
##
# Sélectionner une amélioration
##
def rp_set_upgrade (upgrade, activation=True):
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if upgrade == upgrade_card[i]:
scene.objects['Points']["upgrade_"+upgrade_card[i]]=activation
break
############################################################################### ###############################################################################
# Colision # Colision
############################################################################### ###############################################################################

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@ -79,6 +79,7 @@ def open2 (cont):
obj.worldPosition.z = 0.19 obj.worldPosition.z = 0.19
# Overlay # Overlay
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
scene.objects['Terrain']['manip_mode']=8 # Fenêtre modale type Doc scene.objects['Terrain']['manip_mode']=8 # Fenêtre modale type Doc
scene.removeOverlayCollection(bpy.data.collections['Hud']) scene.removeOverlayCollection(bpy.data.collections['Hud'])
scene.objects['Points'].setVisible(False,True) scene.objects['Points'].setVisible(False,True)
@ -86,11 +87,19 @@ def open2 (cont):
scene.active_camera = scene.objects["Camera-Store"] scene.active_camera = scene.objects["Camera-Store"]
scene.objects['Camera'].setVisible(False,True) scene.objects['Camera'].setVisible(False,True)
# Calcul du crédit disponible
upgrade_nb = 0
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit
# Animation de la bulle # Animation de la bulle
scene.objects['Bubble-1-text']['Text']="Salut mon ami !\n Souhaites tu\n acquerir des\n nouvelles\n améliorations ?\n" scene.objects['Bubble-1-text']['Text']="Salut mon ami !\n Souhaites tu\n acquerir des\n nouvelles\n améliorations ?\n"
if scene.objects['Points']['upgrade_nb'] == 4 : if upgrade_nb == 4 :
scene.objects['Bubble-1-text']['Text']="Resalut ! \n Rien de neuf \n pour le moment. \n Il fait beau \n aujourd'hui, non ?" scene.objects['Bubble-1-text']['Text']="Resalut ! \n Rien de neuf \n pour le moment. \n Il fait beau \n aujourd'hui, non ?"
if scene.objects['Points']['upgrade_nb'] < 4 and scene.objects['Points']['upgrade_credit']==0: if upgrade_nb < 4 and upgrade_credit ==0:
scene.objects['Bubble-1-text']['Text']="Des missions \n tu passeras, \n des crédits \n tu auras !" scene.objects['Bubble-1-text']['Text']="Des missions \n tu passeras, \n des crédits \n tu auras !"
start = 1 start = 1
@ -115,7 +124,9 @@ def open2 (cont):
scene.objects['Store_upgrade-colbox'].suspendPhysics (True) scene.objects['Store_upgrade-colbox'].suspendPhysics (True)
upgrade_card=("battery", "beacon", "paint", "speed") upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)): for i in range(len(upgrade_card)):
if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True: if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True
# if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True:
scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_upgraded scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_upgraded
scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_upgraded scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_upgraded
scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_upgraded scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_upgraded
@ -125,7 +136,7 @@ def open2 (cont):
scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_fct scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_fct
scene.objects['Store-panel']['page_fct'] ="" scene.objects['Store-panel']['page_fct'] =""
scene.objects['Store_text']['Text'] = " " scene.objects['Store_text']['Text'] = " "
scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit']) scene.objects['Store_credits']['Text'] = "Crédits : "+str(upgrade_credit)
# Animation de la tablette # Animation de la tablette
scene.objects['Store-panel'].setVisible(True,True) scene.objects['Store-panel'].setVisible(True,True)
@ -253,8 +264,16 @@ def card (cont):
scene.objects['Store_text']['Text'] = rp_doc.upgrade_description(name_fct) scene.objects['Store_text']['Text'] = rp_doc.upgrade_description(name_fct)
scene.objects['Store_text'].setVisible(True, False) scene.objects['Store_text'].setVisible(True, False)
# Calcul du crédit disponible
upgrade_nb = 0
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit
# Upgrade # Upgrade
if scene.objects[name_fct]['upgraded'] == True or scene.objects['Points']['upgrade_credit'] ==0: if scene.objects[name_fct]['upgraded'] == True or upgrade_credit <=0:
scene.objects['Store_upgrade'].setVisible(False, False) scene.objects['Store_upgrade'].setVisible(False, False)
scene.objects['Store_upgrade-colbox'].suspendPhysics (True) scene.objects['Store_upgrade-colbox'].suspendPhysics (True)
else: else:
@ -262,7 +281,7 @@ def card (cont):
scene.objects['Store_upgrade-colbox']. restorePhysics() scene.objects['Store_upgrade-colbox']. restorePhysics()
## ##
# Selectionner l'upgrade # Sélectionner l'upgrade
## ##
def upgrade (cont): def upgrade (cont):
@ -271,17 +290,35 @@ def upgrade (cont):
obj = cont.owner obj = cont.owner
name_fct = scene.objects['Store-panel']['page_fct'] name_fct = scene.objects['Store-panel']['page_fct']
if name_fct !="": if name_fct !="":
# Cartes
scene.objects[name_fct]['upgraded'] = True scene.objects[name_fct]['upgraded'] = True
scene.objects[scene.objects['Store-panel']['page_fct']].color = color_store_upgraded scene.objects[scene.objects['Store-panel']['page_fct']].color = color_store_upgraded
scene.objects[scene.objects['Store-panel']['page_fct']+'-text'].color = color_store_upgraded scene.objects[scene.objects['Store-panel']['page_fct']+'-text'].color = color_store_upgraded
scene.objects[scene.objects['Store-panel']['page_fct']+'-icon'].color = color_store_upgraded scene.objects[scene.objects['Store-panel']['page_fct']+'-icon'].color = color_store_upgraded
scene.objects['Points']['upgrade_nb'] +=1 # scene.objects['Points']['upgrade_nb'] +=1
scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb'] # scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit']) # scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit'])
scene.objects['Store_upgrade'].setVisible(False, False) scene.objects['Store_upgrade'].setVisible(False, False)
scene.objects['Store_upgrade'].suspendPhysics (True) scene.objects['Store_upgrade'].suspendPhysics (True)
scene.objects['Bubble-1-text']['Text']=rp_doc.upgrade_talk(name_fct) scene.objects['Bubble-1-text']['Text']=rp_doc.upgrade_talk(name_fct)
# Mise à jour des améliorations
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True:
scene.objects['Points']["upgrade_"+upgrade_card[i]]=True
break
# Calcul du crédit disponible
upgrade_nb = 0
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit
scene.objects['Store_credits']['Text'] = "Crédits : "+str(upgrade_nb)
############################################################################### ###############################################################################
# Rover # Rover
############################################################################### ###############################################################################