Ajout du store.

This commit is contained in:
Philippe Roy 2022-09-26 00:34:39 +02:00
parent c180fe5033
commit 47996c5f85
6 changed files with 492 additions and 82 deletions

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ropy-19.blend Normal file

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20
rp.py
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@ -54,20 +54,6 @@ fps_time=0.0
rp_config = ET.parse('rp_config.xml')
rp_config_tree = rp_config.getroot()
# Colors
color_magenta = (0.800, 0.005, 0.315,1)
color_orange = (0.799, 0.130, 0.063,1)
color_white = (0.8, 0.8, 0.8, 1)
color_yellow = (0.8, 0.619, 0.021, 1)
color_black = (0, 0, 0, 1)
color_kaykit_black = (0.019, 0.032, 0.037, 1)
color_text = (0, 0, 0, 1) # Noir
color_text_red = (0.799, 0.031, 0.038, 1)
color_text_orange = (0.799, 0.176, 0.054, 1)
color_text_yellow = (0.799, 0.617, 0.021, 1)
# Sounds
audiodev = aud.Device()
snd_click = aud.Sound('asset/sounds/rp_click.ogg')
@ -370,6 +356,7 @@ def cmd_init():
scene.objects['Stop-Hl'].setVisible(False,False)
scene.objects['Aim-cmd-Hl'].setVisible(False,False)
scene.objects['Doc-cmd-Hl'].setVisible(False,False)
scene.objects['Store-cmd-Hl'].setVisible(False,False)
scene.objects['ResetView-Hl'].setVisible(False,False)
scene.objects['About-cmd-Hl'].setVisible(False,False)
@ -464,6 +451,7 @@ def cmd_hl(cont):
"Pause":"Pause (F5)",
"Aim-cmd":"Afficher/cacher l'objectif",
"Doc-cmd":"Documentation",
"Store-cmd":"Magasin",
"ResetView": "Reset de la vue (Touche Début)",
"About-cmd": "A propos",
"Speed_down": "Moins vite (-)",
@ -553,6 +541,10 @@ def cmd_click (cont):
if obj.name=="About-cmd":
sound_play (snd_open)
about_open ()
# if obj.name=="Store-cmd":
# sound_play (snd_open)
# print ("Store")
###############################################################################
# Gestion du clavier

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@ -1,15 +1,15 @@
<data>
<config>
<speed>10.0</speed>
<speed>4.0</speed>
<sound>False</sound>
<cam>
<worldPosition.x>2.1837825775146484</worldPosition.x>
<worldPosition.y>-27.433191299438477</worldPosition.y>
<worldPosition.z>21.05629539489746</worldPosition.z>
<worldPosition.x>-5.090217113494873</worldPosition.x>
<worldPosition.y>-16.436044692993164</worldPosition.y>
<worldPosition.z>11.98914909362793</worldPosition.z>
</cam>
</config>
<mission>
<current>6</current>
<current>4</current>
<level>6</level>
</mission>
</data>

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@ -1,5 +1,4 @@
import bge # Bibliothèque Blender Game Engine (UPBGE)
import aud # Sounds
import rp_map1 # Map definition
###############################################################################
@ -26,15 +25,6 @@ color_doc_hl = (0.799, 0.617, 0.021, 1) # Jaune
color_doc_activate = (0.936, 0.033, 1, 1) # Rose
color_doc_mission = (1, 0.192, 0.03, 1) # Orange
# Sounds
# audiodev = aud.Device()
# snd_book_open = aud.Sound('asset/sounds/book_open.ogg')
# sndbuff_book_open = aud.Sound.cache(snd_book_open)
# snd_book_close = aud.Sound('asset/sounds/book_close.ogg')
# sndbuff_book_close = aud.Sound.cache(snd_book_close)
# snd_book_flip = aud.Sound('asset/sounds/book_flip.ogg')
# sndbuff_book_flip = aud.Sound.cache(snd_book_flip)
# UPBGE constants
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
@ -48,46 +38,70 @@ card_description ={}
card_description.update(rp_map1.get_card_description())
missions_card=rp_map1.get_missions_card()
###############################################################################
# Rover
###############################################################################
################################################################################
# Documentation Rover
################################################################################
rover_card=["avancer-card", "tourner-card", "baliser-card", "detecter-card"]
# rover_card=["avancer-card", "tourner-card", "baliser-card", "prendre-card", "detecter-card", "radar-card"]
rover_card=["avancer-card", "tourner-card", "baliser-card", "detecter-card", "radar-card"]
rover_card=rover_card+["vitesse-card", "peinture-card", "batterie-card", "balise-card"]
# Avancer
rp_avancer_title="Avancer"
rp_avancer_text=" rp_avancer() \n -> Avance d'un pas en avant."
card_description.update({"avancer-card" : [rp_avancer_title, rp_avancer_text]})
rp_avancer_type="standard"
card_description.update({"avancer-card" : [rp_avancer_title, rp_avancer_text, rp_avancer_type]})
# 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°)."
card_description.update({"tourner-card" : [rp_tourner_title, rp_tourner_text]})
rp_tourner_type="standard"
card_description.update({"tourner-card" : [rp_tourner_title, rp_tourner_text, rp_tourner_type]})
# Baliser
rp_baliser_title="Baliser"
rp_baliser_text=" rp_marquer() \n -> Place une balise sur la case. \n \n Ropy possède que 150 balises, \n il ne peut pas en poser plus."
card_description.update({"baliser-card" : [rp_baliser_title, rp_baliser_text]})
# Prendre
rp_prendre_title="Prendre"
rp_prendre_text="FIXME"
card_description.update({"prendre-card" : [rp_prendre_title, rp_prendre_text]})
rp_baliser_text=" rp_marquer() \n -> Place une balise sur la case. \n \n Ropy possède que 40 balises, \n il ne peut pas en poser plus."
rp_baliser_type="standard"
card_description.update({"baliser-card" : [rp_baliser_title, rp_baliser_text, rp_baliser_type]})
# 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."
card_description.update({"detecter-card" : [rp_detecter_title, rp_detecter_text]})
rp_detecter_type="standard"
card_description.update({"detecter-card" : [rp_detecter_title, rp_detecter_text, rp_detecter_type]})
# Radar
rp_radar_title="Radar"
rp_radar_text="FIXME"
card_description.update({"radar-card" : [rp_radar_title, rp_radar_text]})
rp_radar_type="standard"
card_description.update({"radar-card" : [rp_radar_title, rp_radar_text, rp_radar_type]})
# Vitesse
rp_vitesse_title="Vitesse"
rp_vitesse_text="FIXME"
rp_vitesse_type="upgrade"
card_description.update({"vitesse-card" : [rp_vitesse_title, rp_vitesse_text, rp_vitesse_type]})
# Peinture
rp_peinture_title="Peinture"
rp_peinture_text="FIXME"
rp_peinture_type="upgrade"
card_description.update({"peinture-card" : [rp_peinture_title, rp_peinture_text, rp_peinture_type]})
# Batterie +
rp_batterie_title="Batterie +"
rp_batterie_text="FIXME"
rp_batterie_type="upgrade"
card_description.update({"batterie-card" : [rp_batterie_title, rp_batterie_text, rp_batterie_type]})
# Balise +
rp_balise_title="Balise +"
rp_balise_text="FIXME"
rp_balise_type="upgrade"
card_description.update({"balise-card" : [rp_balise_title, rp_balise_text, rp_balise_type]})
###############################################################################
# Python
# Documentation Python
###############################################################################
python_card=["fonction-card", "alternative-card", "boucle-card"]

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@ -29,39 +29,11 @@ import rp_map1 as rp_map # Map definition
scene = bge.logic.getCurrentScene()
# Colors
purple = (0.202, 0.114, 0.521,1)
turquoise = (0.051, 0.270, 0.279,1)
magenta = (0.799, 0.005, 0.314,1)
orange = (0.799, 0.130, 0.063,1)
yellow = (0.799, 0.617, 0.021, 1)
green = (0.246, 0.687, 0.078, 1)
red = (0.799, 0.031, 0.038, 1)
blue = (0.127, 0.456, 1.000, 1)
black = (0, 0, 0, 1)
color_text = (0, 0, 0, 1) # Noir
color_text_red = (0.799, 0.031, 0.038, 1)
color_text_orange = (0.799, 0.176, 0.054, 1)
color_text_yellow = (0.799, 0.617, 0.021, 1)
# ray_yellow = (0.799, 0.617, 0.021, 1) # [0.8, 0.619, 0.021])
# ray_blue = (0.127, 0.456, 1.000, 1)
# ray_black = (0, 0, 0, 1)
color_kaykit_black = (0.019, 0.032, 0.037, 1)
# Sounds
# audiodev = aud.Device()
# snd_build = aud.Sound('asset/sounds/build.wav')
# sndbuff_build = aud.Sound.cache(snd_build)
# snd_archer = aud.Sound('asset/sounds/archer.wav')
# sndbuff_archer = aud.Sound.cache(snd_archer)
# snd_mage = aud.Sound('asset/sounds/mage.wav')
# sndbuff_mage = aud.Sound.cache(snd_mage)
# snd_life = aud.Sound('asset/sounds/life.ogg')
# sndbuff_life = aud.Sound.cache(snd_life)
audiodev = aud.Device()
snd_click = aud.Sound('asset/sounds/rp_click.ogg')
# Threads
threads_cmd=[]
debug_thread = scene.objects['Terrain']['debug_thread']
@ -254,7 +226,6 @@ def rp_avancer ():
# Animation
if scene.objects['Commands']['speed'] != 10:
# obj['avancer_anim']=True
start = 1
end = 100
layer = 0
@ -263,7 +234,7 @@ def rp_avancer ():
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = scene.objects['Commands']['speed']*4
speed = scene.objects['Commands']['speed']*8
if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
obj.playAction('Rover-Avancer-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
# obj.worldPosition=[x0, y0-step*i, z0]
@ -323,7 +294,7 @@ def rp_gauche ():
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = scene.objects['Commands']['speed']*4
speed = scene.objects['Commands']['speed']*8
obj.playAction('Rover-Gauche', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
@ -368,7 +339,7 @@ def rp_droite ():
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
speed = scene.objects['Commands']['speed']*4
speed = scene.objects['Commands']['speed']*8
obj.playAction('Rover-Droite', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Wheel-right-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Wheel-right-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
@ -634,7 +605,7 @@ def map_aim_near (cont):
# if sensor.positive :
# print ("Goall !!")
# rover_goal()
###############################################################################
# Temporisation
###############################################################################
@ -651,3 +622,41 @@ def rp_tempo (duration):
# print("Temporization commands :",scene.objects['Terrain']['delay_cmd'])
time.sleep(0.001)
# # pass
###############################################################################
# Fonction bas niveau
###############################################################################
##
# Atteindre une orientation
##
def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
rres=0.001 # resolution rotation
# x
if rx is not None:
while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
if obj.worldOrientation.to_euler().x-rx > rres:
obj.applyRotation((-rres, 0, 0), Local)
if rx-obj.worldOrientation.to_euler().x > rres:
obj.applyRotation((rres, 0, 0), Local)
# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
# y
if ry is not None:
while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
if obj.worldOrientation.to_euler().y-ry > rres:
obj.applyRotation((0, -rres, 0), Local)
if ry-obj.worldOrientation.to_euler().y > rres:
obj.applyRotation((0, rres, 0), Local)
# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
# z
if rz is not None:
while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
if obj.worldOrientation.to_euler().z-rz > rres:
obj.applyRotation((0, 0, -rres), Local)
if rz-obj.worldOrientation.to_euler().z > rres:
obj.applyRotation((0, 0, rres), Local)
# print ("delta z ",rz-obj.worldOrientation.to_euler().z)

395
rp_store.py Normal file
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@ -0,0 +1,395 @@
from rp_lib import * # Bibliothèque Ropy
###############################################################################
# rp_store.py
# @title: Magasin pour le Rover Ropy
# @project: Ropy (Blender-EduTech)
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 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_store_fct = (0, 1, 0.857,1) # Turquoise
color_store_hl = (0.799, 0.617, 0.021, 1) # Jaune
color_store_activate = (0.936, 0.033, 1, 1) # Rose
color_store_inventory = (1, 0.192, 0.03, 1) # Orange
# 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
################################################################################
# Documentation
################################################################################
# Cards description pour le magasin
storecard_description ={}
# Vitesse
sc_vitesse_title="Vitesse"
sc_vitesse_text="Permet de modifier\nla vitesse des \ndéplacements."
storecard_description.update({"Store-vitesse-card" : [sc_vitesse_title, sc_vitesse_text]})
# Peinture
sc_peinture_title="Peinture"
sc_peinture_text="Permet de changer la \ncouleur des objets."
storecard_description.update({"Store-peinture-card" : [sc_peinture_title, sc_peinture_text]})
# Batterie +
sc_batterie_title="Batterie +"
sc_batterie_text="Augmente la capacité \nde la batterie à 200 \nmouvements (contre \n50)."
storecard_description.update({"Store-batterie-card" : [sc_batterie_title, sc_batterie_text]})
# Balise +
sc_balise_title="Balise +"
sc_balise_text="Porte le nombre de \nbasiles transportées\nà 200 (contre 50)."
storecard_description.update({"Store-balise-card" : [sc_balise_title, sc_balise_text]})
################################################################################
# Init, open et close
################################################################################
def init (cont):
obj=scene.objects['Rover']
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
sound_play (snd_click)
thread_cmd_start(open)
##
# Fermeture
##
def close (cont):
pass
# obj=scene.objects['Rover']
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
# sound_play (snd_click)
# thread_cmd_start(store)
##
# Ouverture
##
def open():
obj=scene.objects['Rover']
# Pathfinder pour le store
rover_go_store()
obj.worldPosition.x = -9.75
obj.worldPosition.y = -4
obj.worldPosition.z = 0.19
# Overlay
scene.objects['Terrain']['manip_mode']=8 # Fenêtre modale type Doc
scene.removeOverlayCollection(bpy.data.collections['Hud'])
scene.objects['Points'].setVisible(False,True)
scene.objects['Commands'].setVisible(False,True)
scene.active_camera = scene.objects["Camera-Store"]
scene.objects['Camera'].setVisible(False,True)
# Animation de la bulle
start = 1
end = 20
layer = 0
priority = 1
blendin = 1.0
mode = bge.logic.KX_ACTION_MODE_PLAY
layerWeight = 0.0
ipoFlags = 0
# speed = scene.objects['Commands']['speed']*4
speed = 0.5
scene.objects['Bubble-1'].playAction('Bubble-1-ShaderAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
scene.objects['Bubble-1-text'].playAction('Bubble-1-text-ShaderAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
# Mise en couleurs
scene.objects['Store_close'].color= color_store_fct
scene.objects['Store_button'].color= color_store_fct
function_card=("balise", "batterie", "peinture", "vitesse")
for i in range(len(function_card)):
scene.objects["Store-"+function_card[i]+"-card"].color = color_store_fct
scene.objects["Store-"+function_card[i]+"-card-icon"].color = color_store_fct
scene.objects["Store-"+function_card[i]+"-card-text"].color = color_store_fct
scene.objects['Store']['page_fct'] =""
scene.objects['Store_text']['Text'] = " "
scene.objects['Store_text'].setVisible(False,True)
# Animation de la tablette
scene.objects['Store'].setVisible(True,True)
scene.objects['Store'].worldPosition = [-12.25, -2.7, 0.4]
scene.objects['Store'].worldScale = [0.01, 0.01, 0.01]
# applyRotationTo(scene.objects['Store'], None, (-0.2*math.pi)/180, (115*math.pi)/180, False)
applyRotationTo(scene.objects['Store'], None, (-2.38*math.pi)/180, (100*math.pi)/180, False)
# scene.objects['Store'].applyRotation((math.pi/2+(0.59189*math.pi)/180, 0, 0), True)
scene.objects['Store'].applyRotation((math.pi/2+(3*math.pi)/180, 0, 0), True)
scene.objects['Store']['timer'] = 0
scene.objects['Store']['anim'] = True
##
# Animation du store
##
def open_anim():
resol=100
x0 = -10.1722
y0 = -2.68957
z0 =0.42148
x1 = -9.05968
y1 = -5.01656
z1= 0.521224
xi = x0+((x1-x0)/resol)*scene.objects['Store']['timer']
yi = y0+((y1-y0)/resol)*scene.objects['Store']['timer']
zi = z0+((z1-z0)/resol)*scene.objects['Store']['timer']
scale0=0.01
# scale1=0.169
scale1=0.2
scalei = scale0+((scale1-scale0)/resol)*scene.objects['Store']['timer']
scene.objects['Store'].worldPosition = [xi, yi, zi]
scene.objects['Store'].worldScale = [scalei, scalei, scalei]
scene.objects['Store']['timer']+=1
# print ("Store : timer", scene.objects['Store']['timer'], xi, yi, zi, scalei)
if scene.objects['Store']['timer']== resol:
scene.objects['Store']['anim'] = False
###############################################################################
# Interface
###############################################################################
##
# Highlight du store
##
def hl (cont):
# Activation
if cont.sensors['MO'].status == JUST_ACTIVATED :
obj = cont.owner
name=obj.name[:-7]
print(name)
name_text=name+"-text"
name_icon=name+"-icon"
scene.objects[name].color = color_store_hl
# Close et button
if name == "Store_close" or name == "Store_button":
scene.objects[name].color = color_store_hl
else:
scene.objects[name].color = color_store_hl
scene.objects[name_text].color = color_store_hl
scene.objects[name_icon].color = color_store_hl
# Désactivation
if cont.sensors['MO'].status == JUST_RELEASED :
obj = cont.owner
name=obj.name[:-7]
name_text=obj.name[:-7]+"-text"
name_icon=obj.name[:-7]+"-icon"
# Close et button
if name == "Store_close" or name == "Store_button":
scene.objects[name].color = color_store_fct
else:
if name == scene.objects['Store']['page_fct'] :
scene.objects[name].color = color_store_activate
scene.objects[name_text].color = color_store_activate
scene.objects[name_icon].color = color_store_activate
else:
scene.objects[name].color = color_store_fct
scene.objects[name_text].color = color_store_fct
scene.objects[name_icon].color = color_store_fct
##
# 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 :
obj = cont.owner
name_fct= obj.name[:-7]
scene.objects['Store_text']['Text'] = " "
# Enlever l'ancienne carte
if scene.objects['Store']['page_fct'] !="":
scene.objects[scene.objects['Store']['page_fct']].color = color_store_fct
scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_fct
scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_fct
# Afficher le texte de la carte
scene.objects['Store']['page_fct'] = name_fct
scene.objects[name_fct].color = color_store_activate
scene.objects[name_fct+'-icon'].color = color_store_activate
scene.objects[name_fct+'-text'].color = color_store_activate
scene.objects['Store_text']['Text'] = storecard_description[name_fct][1]
scene.objects['Store_text'].setVisible(True, False)
###############################################################################
# Rover
###############################################################################
##
# Direction
##
def rover_dir (direction):
obj=scene.objects['Rover']
step=math.pi/2 # Pas angulaire
# print ("rover_dir : ",direction)
# Nord
if direction=="n":
if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
rp_gauche()
rp_gauche()
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord
pass
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est
rp_gauche()
elif round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest
rp_droite()
# Sud
if direction=="s":
if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
pass
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord
rp_gauche()
rp_gauche()
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est
rp_droite()
elif round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest
rp_gauche()
# Est
if direction=="e":
if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
rp_gauche()
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord
rp_droite()
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est
pass
elif round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest
rp_gauche()
rp_gauche()
# Ouest
if direction=="o":
if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
rp_droite()
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord
rp_gauche()
elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est
rp_gauche()
rp_gauche()
elif round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest
pass
##
# Avancer pas
##
def rover_avancer_nbpas(pas):
for i in range (int(pas)):
rp_avancer()
def rover_dir_nbpas(direction, pas):
if pas>0:
rover_dir (direction)
rover_avancer_nbpas(pas)
##
# Pathfinder pour le store
##
def rover_go_store():
obj=scene.objects['Rover']
# print("Go store !!")
# Pathfinder : debug
obj.worldPosition.x=-13
obj.worldPosition.y=-8
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
z0 = obj.worldPosition.z
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 1
if x0<=-10 and (y0==2 or y0==3):
# print ("Store : zone 1 -> -8;4")
rover_dir_nbpas("n",4-y0)
rover_dir_nbpas("e",-x0-8)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 2
if x0<=-9 and y0>=4:
# print ("Store : zone 2 -> -8;4")
rover_dir_nbpas("e",-x0-8)
rover_dir_nbpas("s",y0-4)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 3
if x0==-9 and y0==1:
# print ("Store : zone 3 -> -8;4")
rover_dir_nbpas("e",1)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 4
if x0>=14 and y0<=-1:
# print ("Store : zone 4 -> x;0")
rover_dir_nbpas("n",-y0)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 5
if x0>=-8 and y0>=0:
# print ("Store : zone 5 -> -8;0 puis -8;-1")
rover_dir_nbpas("s",y0)
rover_dir_nbpas("o",8+x0)
rover_dir_nbpas("s",1)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 6
if y0>=-4:
# print ("Store : zone 6 -> -10;-4")
rover_dir_nbpas("s",y0+4)
rover_dir_nbpas("o",10+x0)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 7
if x0<=-11 and y0<=-5:
# print ("Store : zone 7 -> -10;y")
rover_dir_nbpas("e",-x0-10)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
# Pathfinder : zone 8
if y0<=-5:
# print ("Store : zone 8 -> -10;-4")
rover_dir_nbpas("n",-y0-4)
rover_dir_nbpas("o",10+x0)
x0 = obj.worldPosition.x
y0 = obj.worldPosition.y
# print ("Position actuelle :", x0, y0)
rover_dir ("o")