Bugfix : Overlay et crédit du store

This commit is contained in:
Philippe Roy 2024-01-01 22:04:43 +01:00
parent 3bb4b9da48
commit 660efd3c7e
6 changed files with 45 additions and 87 deletions

Binary file not shown.

77
rp.py
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@ -135,8 +135,6 @@ 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'])
# Mémorisation des positions par défaut # Mémorisation des positions par défaut
# <worldPosition.x>0.0057830810546875</worldPosition.x> # <worldPosition.x>0.0057830810546875</worldPosition.x>
@ -353,9 +351,11 @@ def terrain_speed (obj):
# Affichage # Affichage
if obj.name=="Speed_up" and i<5: if obj.name=="Speed_up" and i<5:
scene.objects['Commands']['speed']=speed_mode[i+1] scene.objects['Commands']['speed']=speed_mode[i+1]
print ("Speed_up")
scene.objects['Text_speed']['Text']=speed_mode_txt[i+1] scene.objects['Text_speed']['Text']=speed_mode_txt[i+1]
if obj.name=="Speed_down" and i>0: if obj.name=="Speed_down" and i>0:
scene.objects['Commands']['speed']=speed_mode[i-1] scene.objects['Commands']['speed']=speed_mode[i-1]
print ("Speed_down")
scene.objects['Text_speed']['Text']=speed_mode_txt[i-1] scene.objects['Text_speed']['Text']=speed_mode_txt[i-1]
## ##
@ -509,13 +509,9 @@ 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
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["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True
# scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
upgrade_maj() upgrade_maj()
# Speed # Speed
@ -530,12 +526,12 @@ def cmd_init(cont):
scene.objects['Text_speed']['Text']=speed_mode_txt[i] scene.objects['Text_speed']['Text']=speed_mode_txt[i]
# Windows # Windows
windows=("Doc", "Doc_chap-general", "Doc_chap-missions", "Doc_chap-rover", "Doc_chap-python", "About", "Credits", "Task") windows=("Doc", "Doc_chap-general", "Doc_chap-missions", "Doc_chap-rover", "Doc_chap-python", "About", "Credits", "Task-panel")
for window in windows: for window in windows:
scene.objects[window].setVisible(False,True) scene.objects[window].setVisible(False,True)
rp_doc.init() rp_doc.init()
rp_store.init() rp_store.init()
scene.objects['Task'].worldPosition = [42.6047, -2.09252, 2.99685] # Panel task scene.objects['Task-panel'].worldPosition = [42.6047, -2.09252, 2.99685] # Panel task
## ##
# Highlight des commandes # Highlight des commandes
@ -1080,11 +1076,7 @@ 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.active_camera = scene.objects["Camera-Simple"]
scene.removeOverlayCollection(bpy.data.collections['Hud'])
scene.objects['Points'].setVisible(False,True)
scene.objects['Commands'].setVisible(False,True)
scene.active_camera = scene.objects["Camera-Hud"]
scene.objects['Camera'].setVisible(False,True) scene.objects['Camera'].setVisible(False,True)
scene.objects['Doc-cmd-colbox'].suspendPhysics (True) scene.objects['Doc-cmd-colbox'].suspendPhysics (True)
@ -1104,19 +1096,15 @@ def tablet_close ():
config_save() config_save()
# Overlay # Overlay
scene.objects['Points'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True)
if scene.objects['Commands']['twins']: if scene.objects['Commands']['twins']:
scene.objects['Points-Twins'].setVisible(True,True) scene.objects['Points-Twins'].setVisible(True,True)
scene.objects['Points-Twins-text'].setVisible(True,False) scene.objects['Points-Twins-text'].setVisible(True,False)
else: else:
scene.objects['Points-Twins'].setVisible(False,True) scene.objects['Points-Twins'].setVisible(False,True)
scene.objects['Points-Twins-text'].setVisible(False,False) scene.objects['Points-Twins-text'].setVisible(False,False)
scene.objects['Commands'].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'])
# UI : Commands # UI : Commands
scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(False,False)
scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].setVisible(False,False)
@ -1192,9 +1180,9 @@ def task_open ():
scene.objects['Task-cmd'].setVisible(False,True) scene.objects['Task-cmd'].setVisible(False,True)
scene.objects['Task-cmd'].suspendPhysics() scene.objects['Task-cmd'].suspendPhysics()
scene.objects['Task-cmd-Hl'].setVisible(False,True) scene.objects['Task-cmd-Hl'].setVisible(False,True)
scene.objects['Task'].setVisible(True,True) scene.objects['Task-panel'].setVisible(True,True)
scene.objects['Task']['timer'] = 0 scene.objects['Task-panel']['timer'] = 0
scene.objects['Task']['anim_open'] = True scene.objects['Task-panel']['anim_open'] = True
rp_map.task() rp_map.task()
def task_open_anim(): def task_open_anim():
@ -1211,13 +1199,13 @@ def task_open_anim():
x1 = 0.201271-x0_cam+x_cam x1 = 0.201271-x0_cam+x_cam
y1 =-25.9416-y0_cam+y_cam y1 =-25.9416-y0_cam+y_cam
z1 = 19.793-z0_cam+z_cam z1 = 19.793-z0_cam+z_cam
xi = x0+((x1-x0)/resol)*scene.objects['Task']['timer'] xi = x0+((x1-x0)/resol)*scene.objects['Task-panel']['timer']
yi = y0+((y1-y0)/resol)*scene.objects['Task']['timer'] yi = y0+((y1-y0)/resol)*scene.objects['Task-panel']['timer']
zi = z0+((z1-z0)/resol)*scene.objects['Task']['timer'] zi = z0+((z1-z0)/resol)*scene.objects['Task-panel']['timer']
scene.objects['Task'].worldPosition = [xi, yi, zi] scene.objects['Task-panel'].worldPosition = [xi, yi, zi]
scene.objects['Task']['timer']+=1 scene.objects['Task-panel']['timer']+=1
if scene.objects['Task']['timer']== resol: if scene.objects['Task-panel']['timer']== resol:
scene.objects['Task']['anim_open'] = False scene.objects['Task-panel']['anim_open'] = False
scene.objects['Task_close-cmd'].setVisible(True,True) scene.objects['Task_close-cmd'].setVisible(True,True)
scene.objects['Task_close-cmd-Hl'].setVisible(False,True) scene.objects['Task_close-cmd-Hl'].setVisible(False,True)
scene.objects['Task_close-cmd'].restorePhysics() scene.objects['Task_close-cmd'].restorePhysics()
@ -1231,8 +1219,8 @@ def task_close ():
scene.objects['Task_close-cmd'].setVisible(False,True) scene.objects['Task_close-cmd'].setVisible(False,True)
scene.objects['Task_close-cmd'].suspendPhysics() scene.objects['Task_close-cmd'].suspendPhysics()
scene.objects['Task_close-cmd-Hl'].setVisible(False,True) scene.objects['Task_close-cmd-Hl'].setVisible(False,True)
scene.objects['Task']['timer'] = 0 scene.objects['Task-panel']['timer'] = 0
scene.objects['Task']['anim_close'] = True scene.objects['Task-panel']['anim_close'] = True
def task_close_anim(): def task_close_anim():
x0_cam=0.005783 x0_cam=0.005783
@ -1248,14 +1236,14 @@ def task_close_anim():
x1=0.291678-x0_cam+x_cam x1=0.291678-x0_cam+x_cam
y1 =-25.9416-y0_cam+y_cam y1 =-25.9416-y0_cam+y_cam
z1 = 19.793-z0_cam+z_cam z1 = 19.793-z0_cam+z_cam
xi = x0+((x1-x0)/resol)*scene.objects['Task']['timer'] xi = x0+((x1-x0)/resol)*scene.objects['Task-panel']['timer']
yi = y0+((y1-y0)/resol)*scene.objects['Task']['timer'] yi = y0+((y1-y0)/resol)*scene.objects['Task-panel']['timer']
zi = z0+((z1-z0)/resol)*scene.objects['Task']['timer'] zi = z0+((z1-z0)/resol)*scene.objects['Task-panel']['timer']
scene.objects['Task'].worldPosition = [xi, yi, zi] scene.objects['Task-panel'].worldPosition = [xi, yi, zi]
scene.objects['Task']['timer']+=1 scene.objects['Task-panel']['timer']+=1
if scene.objects['Task']['timer']== resol: if scene.objects['Task-panel']['timer']== resol:
scene.objects['Task']['anim_close'] = False scene.objects['Task-panel']['anim_close'] = False
scene.objects['Task'].setVisible(False,True) scene.objects['Task-panel'].setVisible(False,True)
scene.objects['Task-cmd'].setVisible(True,True) scene.objects['Task-cmd'].setVisible(True,True)
scene.objects['Task-cmd-Hl'].setVisible(False,True) scene.objects['Task-cmd-Hl'].setVisible(False,True)
scene.objects['Task-cmd'].restorePhysics() scene.objects['Task-cmd'].restorePhysics()
@ -1340,18 +1328,14 @@ def store_close():
config_save() config_save()
# Overlay # Overlay
scene.objects['Points'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True)
if scene.objects['Commands']['twins']: if scene.objects['Commands']['twins']:
scene.objects['Points-Twins'].setVisible(True,True) scene.objects['Points-Twins'].setVisible(True,True)
scene.objects['Points-Twins-text'].setVisible(True,False) scene.objects['Points-Twins-text'].setVisible(True,False)
else: else:
scene.objects['Points-Twins'].setVisible(False,True) scene.objects['Points-Twins'].setVisible(False,True)
scene.objects['Points-Twins-text'].setVisible(False,False) scene.objects['Points-Twins-text'].setVisible(False,False)
scene.objects['Commands'].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'])
# UI : Commands # UI : Commands
scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(False,False)
@ -1523,16 +1507,11 @@ def config_load():
# Upgrade # Upgrade
upgrade_card=("battery", "beacon", "paint", "speed") upgrade_card=("battery", "beacon", "paint", "speed")
# 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["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['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
upgrade_maj() upgrade_maj()
# Speed # Speed

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@ -192,11 +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.active_camera = scene.objects["Camera-Simple"]
scene.removeOverlayCollection(bpy.data.collections['Hud'])
scene.objects['Points'].setVisible(False,True)
scene.objects['Commands'].setVisible(False,True)
scene.active_camera = scene.objects["Camera-Hud"]
scene.objects['Camera'].setVisible(False,True) scene.objects['Camera'].setVisible(False,True)
scene.objects['Doc-cmd-colbox'].suspendPhysics (True) scene.objects['Doc-cmd-colbox'].suspendPhysics (True)
@ -233,18 +229,14 @@ def credits_close(cont):
scene.objects['About'].setVisible(True,True) scene.objects['About'].setVisible(True,True)
# Overlay # Overlay
scene.objects['Points'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True)
if scene.objects['Commands']['twins']: if scene.objects['Commands']['twins']:
scene.objects['Points-Twins'].setVisible(True,True) scene.objects['Points-Twins'].setVisible(True,True)
scene.objects['Points-Twins-text'].setVisible(True,False) scene.objects['Points-Twins-text'].setVisible(True,False)
else: else:
scene.objects['Points-Twins'].setVisible(False,True) scene.objects['Points-Twins'].setVisible(False,True)
scene.objects['Points-Twins-text'].setVisible(False,False) scene.objects['Points-Twins-text'].setVisible(False,False)
scene.objects['Commands'].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'])
# UI : Commands # UI : Commands
scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(False,False)

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@ -1,11 +1,11 @@
<data> <data>
<config> <config>
<speed>1.0</speed> <speed>4.0</speed>
<sound>False</sound> <sound>False</sound>
<cam> <cam>
<worldPosition.x>0.0057830810546875</worldPosition.x> <worldPosition.x>-4.096211910247803</worldPosition.x>
<worldPosition.y>-39.4045524597168</worldPosition.y> <worldPosition.y>-19.37318992614746</worldPosition.y>
<worldPosition.z>31.101444244384766</worldPosition.z> <worldPosition.z>14.58687973022461</worldPosition.z>
</cam> </cam>
<screen> <screen>
<width>1639</width> <width>1639</width>
@ -14,13 +14,13 @@
</screen> </screen>
</config> </config>
<mission> <mission>
<current>1</current> <current>4</current>
<level>1</level> <level>5</level>
</mission> </mission>
<upgrade> <upgrade>
<battery>False</battery> <battery>False</battery>
<beacon>False</beacon> <beacon>False</beacon>
<paint>False</paint> <paint>True</paint>
<speed>False</speed> <speed>True</speed>
</upgrade> </upgrade>
</data> </data>

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@ -94,7 +94,7 @@ rp_speed_text=" L'amélioration \"Vitesse\" permet de \n changer la vitesse des
rp_speed_text=rp_speed_text + " La vitesse est modifiable par codage : \n" rp_speed_text=rp_speed_text + " La vitesse est modifiable par codage : \n"
rp_speed_text=rp_speed_text + " rp_vitesse(nouvelle_vitesse), où \n la vitesse est une valeur de 0,1 à 10.\n\n La fonction rp_vitesse() retourne la \n vitesse actuelle." 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."
rp_speed_store="Permet de modifier\nla vitesse des \ndéplacements." rp_speed_store="Permet de modifier\nla vitesse des \ndéplacements."
rp_speed_purchased="Je vois ... \n l'efficacité, hein ! \n Vous verrez avec \n ces moteurs,\n c'est autre vie." rp_speed_purchased="Je vois ... \n l'efficacité, hein ! \n Que la vitesse \n soit avec vous !"
rp_speed_type="upgrade" rp_speed_type="upgrade"
card_description.update({"speed-card" : [rp_speed_title, rp_speed_text, rp_speed_store, rp_speed_purchased, rp_speed_type]}) card_description.update({"speed-card" : [rp_speed_title, rp_speed_text, rp_speed_store, rp_speed_purchased, rp_speed_type]})
@ -113,7 +113,7 @@ card_description.update({"paint-card" : [rp_paint_title, rp_paint_text, rp_paint
rp_battery_title="Batterie +" rp_battery_title="Batterie +"
rp_battery_text=" L'amélioration \"Batterie +\" permet \n d'augmenter la capacité de la batterie \n du Rover à 200 pas (contre 20 pas). \n\n" rp_battery_text=" L'amélioration \"Batterie +\" permet \n d'augmenter la capacité de la batterie \n du Rover à 200 pas (contre 20 pas). \n\n"
rp_battery_text=rp_battery_text + " La fonction rp_batterie() retourne \n la charge actuelle de la batterie \n (valeur de 0 à 100 %)." rp_battery_text=rp_battery_text + " La fonction rp_batterie() retourne \n la charge actuelle de la batterie \n (valeur de 0 à 100 %)."
rp_battery_store="Augmente la capacité \nde la batterie à 200 \nmouvements (contre \n20, plutôt faible ...).\n\n" rp_battery_store="Augmente la capacité \nde la batterie à 200 \nmouvements (contre \n20).\n\n"
rp_battery_purchased="Très bon choix ! \n Cette batterie \n vous va comme \n un gant." rp_battery_purchased="Très bon choix ! \n Cette batterie \n vous va comme \n un gant."
rp_battery_type="upgrade" rp_battery_type="upgrade"
card_description.update({"battery-card" : [rp_battery_title, rp_battery_text, rp_battery_store, rp_battery_purchased, rp_battery_type]}) card_description.update({"battery-card" : [rp_battery_title, rp_battery_text, rp_battery_store, rp_battery_purchased, rp_battery_type]})
@ -123,7 +123,7 @@ rp_beacon_title="Balise +"
rp_beacon_text=" L'amélioration \"Balise +\" permet \n d'augmenter le nombre de balises \n pouvant être posées à 200 (contre 20). \n\n" rp_beacon_text=" L'amélioration \"Balise +\" permet \n d'augmenter le nombre de balises \n pouvant être posées à 200 (contre 20). \n\n"
rp_beacon_text=rp_beacon_text + " La fonction rp_balise() retourne \n le nombre de balises dejà posées \n lors du trajet." rp_beacon_text=rp_beacon_text + " La fonction rp_balise() retourne \n le nombre de balises dejà posées \n lors du trajet."
rp_beacon_store="Porte le nombre de \nbalises transportées\nà 200 (contre 20)." rp_beacon_store="Porte le nombre de \nbalises transportées\nà 200 (contre 20)."
rp_beacon_purchased="Les colis viennent \n tout juste d'être \n livrés. Un vrai sapin de Noël, \nce terrain !" rp_beacon_purchased="Les colis ont été \n livrés. De quoi \n transformer \n ce terrain en \n sapin de Noël !"
rp_beacon_type="upgrade" rp_beacon_type="upgrade"
card_description.update({"beacon-card" : [rp_beacon_title, rp_beacon_text, rp_beacon_store, rp_beacon_purchased, rp_beacon_type]}) card_description.update({"beacon-card" : [rp_beacon_title, rp_beacon_text, rp_beacon_store, rp_beacon_purchased, rp_beacon_type]})

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@ -79,11 +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.objects['Points'].setVisible(False,True)
scene.objects['Commands'].setVisible(False,True)
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)
@ -100,7 +96,7 @@ def open2 (cont):
if 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 upgrade_nb < 4 and 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, \n petit scarabé !"
start = 1 start = 1
end = 20 end = 20
@ -126,11 +122,11 @@ def open2 (cont):
for i in range(len(upgrade_card)): for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]: if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True 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
else: else:
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = False
scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_fct scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_fct
scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_fct scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_fct
scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_fct scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_fct
@ -296,19 +292,10 @@ def upgrade (cont):
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_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_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)
scene.objects['Points']["upgrade_"+name_fct[6:name_fct.find("-card")]]=True
# 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 # Calcul du crédit disponible
upgrade_nb = 0 upgrade_nb = 0
@ -317,7 +304,7 @@ def upgrade (cont):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]: if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1 upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit 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) scene.objects['Store_credits']['Text'] = "Crédits : "+str(upgrade_credit)
############################################################################### ###############################################################################
# Rover # Rover