Fichier carte et bugfix sur le fichier de configuration XML

This commit is contained in:
Philippe Roy 2023-12-27 14:36:42 +01:00
parent 553a7869c5
commit ee675cc24a
10 changed files with 131 additions and 64 deletions

26
#rp_config.xml# Normal file
View File

@ -0,0 +1,26 @@
<data>
<config>
<speed>1.0</speed>
<sound>False</sound>
<cam>
<worldPosition.x>0.0057830810546875</worldPosition.x>
<worldPosition.y>-28.759992599487305</worldPosition.y>
<worldPosition.z>22.169612884521484</worldPosition.z>
</cam>
<screen>
<width>1599</width>
<height>900</height>
<quality>4</quality>
</screen>
</config>
<mission>
<current>1</current>
<level>2</level>
</mission>
<upgrade>
<battery>False</battery>
<beacon>False</beacon>
<paint>False</paint>
<speed>True</speed>
</upgrade>
</data>

Binary file not shown.

Binary file not shown.

66
rp.py
View File

@ -23,7 +23,7 @@ import rp_about # About
# @project: Ropy (Blender-EduTech) # @project: Ropy (Blender-EduTech)
# @lang: fr # @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr> # @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2023 Philippe Roy # @copyright: Copyright (C) 2020-2024 Philippe Roy
# @license: GNU GPL # @license: GNU GPL
# #
# Ropy est destiné à la découverte de la programmation procédurale et du language Python. # Ropy est destiné à la découverte de la programmation procédurale et du language Python.
@ -37,6 +37,7 @@ import rp_about # About
# UPBGE scene # UPBGE scene
scene = bge.logic.getCurrentScene() scene = bge.logic.getCurrentScene()
debug = scene.objects['Terrain']['debug']
eevee = bpy.context.scene.eevee eevee = bpy.context.scene.eevee
scene.objects['Commands']['script'] = os.path.join(os.getcwd(), "rp_cmd.py") # Script par défaut scene.objects['Commands']['script'] = os.path.join(os.getcwd(), "rp_cmd.py") # Script par défaut
@ -248,8 +249,8 @@ def terrain_run ():
scene.objects['Run'].setVisible(False,False) scene.objects['Run'].setVisible(False,False)
scene.objects['Run'].suspendPhysics() scene.objects['Run'].suspendPhysics()
scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(False,False)
# scene.objects['Pause']. restorePhysics() # FIXME pause pas implémenté # scene.objects['Pause']. restorePhysics() # FIXME pause pas implémentée
# scene.objects['Pause'].setVisible(True,False) # FIXME pause pas implémenté # scene.objects['Pause'].setVisible(True,False) # FIXME pause pas implémentée
# Démarrage de la map # Démarrage de la map
if scene.objects['Terrain']['thread_cmd']==False: if scene.objects['Terrain']['thread_cmd']==False:
@ -258,6 +259,9 @@ def terrain_run ():
rp_map.map_reset() rp_map.map_reset()
time.sleep(0.125) time.sleep(0.125)
# Sauvegarde de la config
config_save()
# Nombre de ligne du script Python # Nombre de ligne du script Python
file = open(scene.objects['Commands']['script'], 'r') file = open(scene.objects['Commands']['script'], 'r')
file_txt = file.read() file_txt = file.read()
@ -1276,6 +1280,7 @@ def store_open ():
def store_close(): def store_close():
rp_store.close() rp_store.close()
scene.objects['Terrain']['manip_mode']=0 # Enlever la fenêtre modale scene.objects['Terrain']['manip_mode']=0 # Enlever la fenêtre modale
# 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)):
@ -1391,35 +1396,65 @@ def config_save():
## ##
def config_load(): def config_load():
# Lecture du nouveau fichier
fichier_xml=os.path.join(os.path.split((scene.objects['Commands']['script']))[0], "rp_config.xml") fichier_xml=os.path.join(os.path.split((scene.objects['Commands']['script']))[0], "rp_config.xml")
if os.path.exists(fichier_xml) ==False: if os.path.exists(fichier_xml) ==False:
return return
rp_config2 = ET.parse(fichier_xml) rp_config2 = ET.parse(fichier_xml)
rp_config_tree2 = rp_config2.getroot() rp_config_tree2 = rp_config2.getroot()
# Réécriture de la configuration courante (trois niveaux) avec le nouveau fichier
for i in range (len (rp_config_tree)):
if debug:
print ("XML config : i, tag : ", i, rp_config_tree2[i].tag)
child_flag_i=False
for child_i in rp_config_tree[i]:
child_flag_i=True
if child_flag_i:
for j in range (len (rp_config_tree[i])):
child_flag_j=False
for child_j in rp_config_tree[i][j]:
child_flag_j=True
if child_flag_j:
if debug:
print ("XML config : i, j, tag : ", i, j, rp_config_tree2[i][j].tag)
for k in range (len (rp_config_tree[i][j])):
rp_config_tree[i][j][k].text=rp_config_tree2[i][j][k].text
if debug:
print ("XML config : i, j, k, tag, text : ", i, j, k, rp_config_tree2[i][j][k].tag, rp_config_tree2[i][j][k].text)
else:
rp_config_tree[i][j].text=rp_config_tree2[i][j].text
if debug:
print ("XML config : i, j, tag, text : ", i, j, rp_config_tree2[i][j].tag, rp_config_tree2[i][j].text)
else:
rp_config_tree[i].text=rp_config_tree2[i].text
if debug:
print ("XML config : i, tag, text : ", i, rp_config_tree2[i].tag, rp_config_tree2[i].text)
# Configuration de l'écran # Configuration de l'écran
bge.render.setWindowSize(int(rp_config_tree2[0][3][0].text),int(rp_config_tree2[0][3][1].text)) bge.render.setWindowSize(int(rp_config_tree[0][3][0].text),int(rp_config_tree[0][3][1].text))
scene.objects['About']['quality'] = int(rp_config_tree2[0][3][2].text) scene.objects['About']['quality'] = int(rp_config_tree[0][3][2].text)
rp_about.quality_apply(scene.objects['About']['quality']) rp_about.quality_apply(scene.objects['About']['quality'])
# Init de la carte # Init de la carte
# Read config (mission actuelle : data/mission/current -> [1][0].text) # Read config (mission actuelle : data/mission/current -> [1][0].text)
scene.objects['Points']['mission']=int(rp_config_tree2[1][0].text) scene.objects['Points']['mission']=int(rp_config_tree[1][0].text)
rp_map.map_init() rp_map.map_init()
scene.objects['Terrain']['thread_cmd']=False scene.objects['Terrain']['thread_cmd']=False
rp_map.map_reset() rp_map.map_reset()
# Récupération de la position de la caméra # Récupération de la position de la caméra
scene.objects['Camera']['current_lx'] = float(rp_config_tree2[0][2][0].text) scene.objects['Camera']['current_lx'] = float(rp_config_tree[0][2][0].text)
scene.objects['Camera']['current_ly'] = float(rp_config_tree2[0][2][1].text) scene.objects['Camera']['current_ly'] = float(rp_config_tree[0][2][1].text)
scene.objects['Camera']['current_lz'] = float(rp_config_tree2[0][2][2].text) scene.objects['Camera']['current_lz'] = float(rp_config_tree[0][2][2].text)
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx'] scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx']
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly']
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz']
# UI : Sounds # UI : Sounds
# Read config (sound : data/config/sound -> [0][1].text) # Read config (sound : data/config/sound -> [0][1].text)
if rp_config_tree2[0][1].text == "True": if rp_config_tree[0][1].text == "True":
sound_set () sound_set ()
else: else:
sound_unset () sound_unset ()
@ -1428,18 +1463,21 @@ def config_load():
# Missions # Missions
# Read config (mission actuelle : data/mission/current -> [1][0].text) # Read config (mission actuelle : data/mission/current -> [1][0].text)
# Read config (niveau atteint : data/mission/level -> [1][1].text) # Read config (niveau atteint : data/mission/level -> [1][1].text)
scene.objects['Points']['mission']=int(rp_config_tree2[1][0].text) scene.objects['Points']['mission']=int(rp_config_tree[1][0].text)
scene.objects['Points']['mission_init']= scene.objects['Points']['mission'] scene.objects['Points']['mission_init']= scene.objects['Points']['mission']
scene.objects['Points']['level']=int(rp_config_tree2[1][1].text) scene.objects['Points']['level']=int(rp_config_tree[1][1].text)
scene.objects['Points-Map-text']['Text']="Mission "+str(scene.objects['Points']['mission']) 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_mission']['Text'] = "Mission en cours : "+str(scene.objects['Points']['mission'])
scene.objects['Book_level']['Text'] = "Niveau actuel : "+str(scene.objects['Points']['level']) scene.objects['Book_level']['Text'] = "Niveau actuel : "+str(scene.objects['Points']['level'])
rp_map.task()
if scene.objects['Grid-u'].visible:
rp_map.aim_show()
# 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_tree2[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
@ -1454,7 +1492,7 @@ def config_load():
speed_mode=[0.25, 0.5, 1,2,4,10] speed_mode=[0.25, 0.5, 1,2,4,10]
speed_mode_txt=["1/4", "1/2", "1", "2","4","10"] speed_mode_txt=["1/4", "1/2", "1", "2","4","10"]
if scene.objects['Points']['upgrade_speed'] : if scene.objects['Points']['upgrade_speed'] :
scene.objects['Commands']['speed']=float(rp_config_tree2[0][0].text) scene.objects['Commands']['speed']=float(rp_config_tree[0][0].text)
else: else:
scene.objects['Commands']['speed']=1.00 scene.objects['Commands']['speed']=1.00
i=speed_mode.index(scene.objects['Commands']['speed']) i=speed_mode.index(scene.objects['Commands']['speed'])

View File

@ -9,7 +9,7 @@ import webbrowser
# @project: Ropy (Blender-EduTech) # @project: Ropy (Blender-EduTech)
# @lang: fr # @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr> # @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2022-2023 Philippe Roy # @copyright: Copyright (C) 2022-2024 Philippe Roy
# @license: GNU GPL # @license: GNU GPL
############################################################################### ###############################################################################
@ -230,7 +230,6 @@ def credits_close(cont):
scene.objects["About"].worldPosition.z = scene.objects["About"]['init_lz'] scene.objects["About"].worldPosition.z = scene.objects["About"]['init_lz']
scene.objects['Credits'].setVisible(False,True) scene.objects['Credits'].setVisible(False,True)
scene.objects['About'].setVisible(True,True) scene.objects['About'].setVisible(True,True)
print ("ici") # FIXME le About ne revient pas ?
# Overlay # Overlay
scene.objects['Points'].setVisible(True,True) scene.objects['Points'].setVisible(True,True)
@ -285,10 +284,10 @@ def credits_close(cont):
scene.objects['Speed_down'].setVisible(False,True) scene.objects['Speed_down'].setVisible(False,True)
scene.objects['Speed_up'].setVisible(False,True) scene.objects['Speed_up'].setVisible(False,True)
# Camera # # Camera
scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx'] # scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx']
scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly'] # scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly']
scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz'] # scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz']
def credits_link(cont): def credits_link(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
@ -426,8 +425,8 @@ def quality_apply(quality, start_flag=False):
eevee.use_volumetric_shadows = False eevee.use_volumetric_shadows = False
eevee.shadow_cascade_size='64' eevee.shadow_cascade_size='64'
eevee.shadow_cube_size='64' eevee.shadow_cube_size='64'
scene.objects['terrain-scatter.001'].setVisible(False,True) # scene.objects['terrain-scatter.001'].setVisible(False,True)
scene.objects['terrain-scatter.002'].setVisible(False,True) # scene.objects['terrain-scatter.002'].setVisible(False,True)
# Basse # Basse
if quality== 1: if quality== 1:
@ -442,8 +441,8 @@ def quality_apply(quality, start_flag=False):
eevee.use_volumetric_shadows = False eevee.use_volumetric_shadows = False
eevee.shadow_cascade_size='1024' eevee.shadow_cascade_size='1024'
eevee.shadow_cube_size='512' eevee.shadow_cube_size='512'
scene.objects['terrain-scatter.001'].setVisible(False,True) # scene.objects['terrain-scatter.001'].setVisible(False,True)
scene.objects['terrain-scatter.002'].setVisible(False,True) # scene.objects['terrain-scatter.002'].setVisible(False,True)
# Moyenne # Moyenne
if quality== 2: if quality== 2:
@ -458,8 +457,8 @@ def quality_apply(quality, start_flag=False):
eevee.use_volumetric_shadows = False eevee.use_volumetric_shadows = False
eevee.shadow_cascade_size='1024' eevee.shadow_cascade_size='1024'
eevee.shadow_cube_size='512' eevee.shadow_cube_size='512'
scene.objects['terrain-scatter.001'].setVisible(True,True) # scene.objects['terrain-scatter.001'].setVisible(True,True)
scene.objects['terrain-scatter.002'].setVisible(True,True) # scene.objects['terrain-scatter.002'].setVisible(True,True)
# Haute # Haute
if quality== 3: if quality== 3:
@ -474,8 +473,8 @@ def quality_apply(quality, start_flag=False):
eevee.use_volumetric_shadows = False eevee.use_volumetric_shadows = False
eevee.shadow_cascade_size='1024' eevee.shadow_cascade_size='1024'
eevee.shadow_cube_size='512' eevee.shadow_cube_size='512'
scene.objects['terrain-scatter.001'].setVisible(True,True) # scene.objects['terrain-scatter.001'].setVisible(True,True)
scene.objects['terrain-scatter.002'].setVisible(True,True) # scene.objects['terrain-scatter.002'].setVisible(True,True)
# Épique # Épique
if quality== 4: if quality== 4:
@ -490,5 +489,5 @@ def quality_apply(quality, start_flag=False):
eevee.use_volumetric_shadows = True eevee.use_volumetric_shadows = True
eevee.shadow_cascade_size='4096' eevee.shadow_cascade_size='4096'
eevee.shadow_cube_size='4096' eevee.shadow_cube_size='4096'
scene.objects['terrain-scatter.001'].setVisible(True,True) # scene.objects['terrain-scatter.001'].setVisible(True,True)
scene.objects['terrain-scatter.002'].setVisible(True,True) # scene.objects['terrain-scatter.002'].setVisible(True,True)

View File

@ -1,4 +1,5 @@
import time import time
import inspect
from rp_lib import * # Bibliothèque Ropy from rp_lib import * # Bibliothèque Ropy
############################################################################### ###############################################################################
@ -27,6 +28,8 @@ from rp_lib import * # Bibliothèque Ropy
def commandes(): def commandes():
# print ("inspect :", inspect.isfunction(mrp_avancer()))
print ('okok') print ('okok')
rp_gauche() rp_gauche()
rp_avancer() rp_avancer()

View File

@ -1,11 +1,11 @@
<data> <data>
<config> <config>
<speed>0.25</speed> <speed>1.0</speed>
<sound>False</sound> <sound>False</sound>
<cam> <cam>
<worldPosition.x>-9.421216011047363</worldPosition.x> <worldPosition.x>0.0057830810546875</worldPosition.x>
<worldPosition.y>-7.438669204711914</worldPosition.y> <worldPosition.y>-26.440298080444336</worldPosition.y>
<worldPosition.z>9.524099349975586</worldPosition.z> <worldPosition.z>20.22315788269043</worldPosition.z>
</cam> </cam>
<screen> <screen>
<width>1599</width> <width>1599</width>
@ -14,8 +14,8 @@
</screen> </screen>
</config> </config>
<mission> <mission>
<current>1</current> <current>6</current>
<level>1</level> <level>6</level>
</mission> </mission>
<upgrade> <upgrade>
<battery>False</battery> <battery>False</battery>

View File

@ -19,7 +19,7 @@ import rp_map1 as rp_map # Map definition
# @project: Ropy (Blender-EduTech) # @project: Ropy (Blender-EduTech)
# @lang: fr # @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr> # @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2023 Philippe Roy # @copyright: Copyright (C) 2020-2024 Philippe Roy
# @license: GNU GPL # @license: GNU GPL
# #
# Bibliothèque des actions du robot # Bibliothèque des actions du robot
@ -29,7 +29,7 @@ import rp_map1 as rp_map # Map definition
############################################################################### ###############################################################################
scene = bge.logic.getCurrentScene() scene = bge.logic.getCurrentScene()
debug_mvt = scene.objects['Terrain']['debug_mvt'] debug = scene.objects['Terrain']['debug']
# Sounds # Sounds
audiodev = aud.Device() audiodev = aud.Device()
@ -212,7 +212,7 @@ def rp_avancer (twins=True):
return False return False
# Points, console et jumeau numérique # Points, console et jumeau numérique
if debug_mvt: if debug:
print ("rp_avancer()") print ("rp_avancer()")
scene.objects['Points']['step'] +=1 scene.objects['Points']['step'] +=1
if scene.objects['Commands']['twins'] and twins: if scene.objects['Commands']['twins'] and twins:
@ -335,7 +335,7 @@ def rp_reculer (twins=True):
return False return False
# Points, console et jumeau numérique # Points, console et jumeau numérique
if (debug_mvt): if debug:
print ("rp_reculer()") print ("rp_reculer()")
scene.objects['Points']['step'] +=1 scene.objects['Points']['step'] +=1
if scene.objects['Commands']['twins'] and twins: if scene.objects['Commands']['twins'] and twins:
@ -405,7 +405,7 @@ def rp_gauche (twins=True):
return False return False
# Points, console et jumeau numérique # Points, console et jumeau numérique
if (debug_mvt): if debug:
print ("rp_gauche()") print ("rp_gauche()")
scene.objects['Points']['step'] +=1 scene.objects['Points']['step'] +=1
step=math.pi/2 # Pas angulaire step=math.pi/2 # Pas angulaire
@ -456,7 +456,7 @@ def rp_droite (twins=True):
return False return False
# Points, console et jumeau numérique # Points, console et jumeau numérique
if (debug_mvt): if debug:
print ("rp_droite()") print ("rp_droite()")
scene.objects['Points']['step'] +=1 scene.objects['Points']['step'] +=1
step=math.pi/2 # Pas angulaire step=math.pi/2 # Pas angulaire
@ -516,7 +516,7 @@ def rp_marquer (twins=True):
return False return False
# Points, console et jumeau numérique # Points, console et jumeau numérique
if (debug_mvt): if debug:
print ("rp_marquer() -> balise #"+ str(len(scene.objects['Terrain']['map_tile_beacon']))) print ("rp_marquer() -> balise #"+ str(len(scene.objects['Terrain']['map_tile_beacon'])))
if scene.objects['Commands']['twins'] and twins: if scene.objects['Commands']['twins'] and twins:
serial_msg = "MA\n" serial_msg = "MA\n"
@ -555,7 +555,7 @@ def rp_detect ():
return True return True
# Points et console # Points et console
if (debug_mvt): if debug:
print ("rp_detect") print ("rp_detect")
# Détection # Détection
@ -575,21 +575,21 @@ def rp_detect ():
x1 = x0-1 x1 = x0-1
y1 = y0 y1 = y0
if [x1,y1] in scene.objects['Terrain']['map_tile_montain']: if [x1,y1] in scene.objects['Terrain']['map_tile_montain']:
if (debug_mvt): if debug:
print ("Présence de montage devant !") print ("Présence de montage devant !")
if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3 if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3
rover_goal () rover_goal ()
return True return True
if [x1,y1] in scene.objects['Terrain']['map_tile_station']: if [x1,y1] in scene.objects['Terrain']['map_tile_station']:
if (debug_mvt): if debug:
print ("Présence de la station devant !") print ("Présence de la station devant !")
if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3 if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3
rover_goal () rover_goal ()
return True return True
if [x1,y1] in scene.objects['Terrain']['map_tile_station']: if [x1,y1] in scene.objects['Terrain']['map_tile_station']:
if (debug_mvt): if debug:
print ("Sortie de carte devant !") print ("Sortie de carte devant !")
if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3 if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3
rover_goal () rover_goal ()
@ -608,7 +608,7 @@ def rp_prendre ():
return False return False
# Points et console # Points et console
if (debug_mvt): if debug:
print ("rp_prendre") print ("rp_prendre")
# FIXME # FIXME
@ -624,7 +624,7 @@ def rp_radar ():
return False return False
# Points et console # Points et console
if (debug_mvt): if debug:
print ("rp_radar") print ("rp_radar")
# FIXME # FIXME
@ -684,7 +684,7 @@ paint_part.update({"Station cube 2" : [[ 'St-Cubes','St-Cube2','St-Cube3', 'St-C
# Mise en couleur # Mise en couleur
def rp_couleur (group_part, new_color): def rp_couleur (group_part, new_color):
if scene.objects['Points']['upgrade_paint']: if scene.objects['Points']['upgrade_paint']:
if (debug_mvt): if debug:
print ("Nouvelle couleur :", str(new_color),"->", group_part) print ("Nouvelle couleur :", str(new_color),"->", group_part)
if "Balise" not in group_part : if "Balise" not in group_part :
for i in range (len(paint_part[group_part][0])): for i in range (len(paint_part[group_part][0])):
@ -702,7 +702,7 @@ def rp_couleur (group_part, new_color):
def rp_couleur_detail (part, new_color): def rp_couleur_detail (part, new_color):
if scene.objects['Points']['upgrade_paint']: if scene.objects['Points']['upgrade_paint']:
if (debug_mvt): if debug:
print ("Nouvelle couleur :", str(new_color),"->", part) print ("Nouvelle couleur :", str(new_color),"->", part)
scene.objects[part].color = new_color scene.objects[part].color = new_color
@ -710,7 +710,7 @@ def rp_couleur_detail (part, new_color):
def rp_couleur_init (group_part=None): def rp_couleur_init (group_part=None):
if group_part is not None: if group_part is not None:
if scene.objects['Points']['upgrade_paint']: if scene.objects['Points']['upgrade_paint']:
if (debug_mvt): if debug:
print ("Réinitialisation couleur ->", group_part) print ("Réinitialisation couleur ->", group_part)
for i in range (len(paint_part[group_part][0])): for i in range (len(paint_part[group_part][0])):
scene.objects[paint_part[group_part][0][i]].color = paint_part[group_part][1] scene.objects[paint_part[group_part][0][i]].color = paint_part[group_part][1]
@ -741,7 +741,7 @@ def rp_couleur_listedetail (element, new_color):
def rp_vitesse (new_speed): def rp_vitesse (new_speed):
if scene.objects['Points']['upgrade_speed']: if scene.objects['Points']['upgrade_speed']:
if new_speed is not None: if new_speed is not None:
if (debug_mvt): if debug:
print ("Nouvelle vitesse :", new_speed) print ("Nouvelle vitesse :", new_speed)
scene.objects['Text_speed']['Text']=str(new_speed) scene.objects['Text_speed']['Text']=str(new_speed)
scene.objects['Commands']['speed']=new_speed scene.objects['Commands']['speed']=new_speed
@ -756,7 +756,7 @@ def rp_balise ():
for i in range (200): for i in range (200):
if scene.objects["Beacon-"+str(i)]['activated']==False: if scene.objects["Beacon-"+str(i)]['activated']==False:
break break
if (debug_mvt): if debug:
print ("Nombre de balises posées :", i) print ("Nombre de balises posées :", i)
return i return i
@ -766,7 +766,7 @@ def rp_balise ():
def rp_batterie (): def rp_batterie ():
if scene.objects['Points']['upgrade_battery']: if scene.objects['Points']['upgrade_battery']:
if (debug_mvt): if debug:
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']
@ -904,7 +904,7 @@ def rover_colision_station (back):
def rover_goal (): def rover_goal ():
obj=scene.objects['Rover'] obj=scene.objects['Rover']
if (debug_mvt): if debug:
print ("Goal !!") print ("Goal !!")
obj['stop'] = True obj['stop'] = True
@ -962,7 +962,7 @@ def rover_goal ():
def rover_drill (x,y): def rover_drill (x,y):
obj=scene.objects['Rover'] obj=scene.objects['Rover']
if (debug_mvt): if debug:
print ("Goal : ", [x,y]) print ("Goal : ", [x,y])
# Animation # Animation

View File

@ -1,6 +1,7 @@
import bge # Bibliothèque Blender Game Engine (UPBGE) import bge # Bibliothèque Blender Game Engine (UPBGE)
import bpy # Blender import bpy # Blender
import random import random
import inspect
from rp_lib import * # Bibliothèque Ropy from rp_lib import * # Bibliothèque Ropy
import os import os
@ -10,7 +11,7 @@ import os
# @project: Ropy (Blender-EduTech) # @project: Ropy (Blender-EduTech)
# @lang: fr # @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr> # @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 Philippe Roy # @copyright: Copyright (C) 2020-2024 Philippe Roy
# @license: GNU GPL # @license: GNU GPL
############################################################################### ###############################################################################
@ -145,7 +146,7 @@ def map_init():
# Terrain # Terrain
file_path = 'asset/map/map1.blend' file_path = 'asset/map/map1.blend'
inner_path = 'Object' inner_path = 'Object'
object_name = 'Terrain' object_name = 'Landscape'
bpy.ops.wm.append( bpy.ops.wm.append(
filepath=os.path.join(file_path, inner_path, object_name), filepath=os.path.join(file_path, inner_path, object_name),
directory=os.path.join(file_path, inner_path), directory=os.path.join(file_path, inner_path),

View File

@ -7,7 +7,7 @@ import rp_doc # Documentation
# @project: Ropy (Blender-EduTech) # @project: Ropy (Blender-EduTech)
# @lang: fr # @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr> # @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2022 Philippe Roy # @copyright: Copyright (C) 2022-2024 Philippe Roy
# @license: GNU GPL # @license: GNU GPL
# #
# Ropy est destiné à la découverte de la programmation procédurale et du language Python. # Ropy est destiné à la découverte de la programmation procédurale et du language Python.
@ -87,7 +87,7 @@ def open2 (cont):
scene.objects['Camera'].setVisible(False,True) scene.objects['Camera'].setVisible(False,True)
# 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 ameliorations ?\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 scene.objects['Points']['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 scene.objects['Points']['upgrade_nb'] < 4 and scene.objects['Points']['upgrade_credit']==0:
@ -166,9 +166,9 @@ def open_anim():
## ##
def close (): def close ():
scene.objects["Store-panel"].worldPosition.x=scene.objects["Store"]['init_lx'] scene.objects["Store-panel"].worldPosition.x=scene.objects["Store-panel"]['init_lx']
scene.objects["Store-panel"].worldPosition.y=scene.objects["Store"]['init_ly'] scene.objects["Store-panel"].worldPosition.y=scene.objects["Store-panel"]['init_ly']
scene.objects["Store-panel"].worldPosition.z=scene.objects["Store"]['init_lz'] scene.objects["Store-panel"].worldPosition.z=scene.objects["Store-panel"]['init_lz']
scene.objects['Store-panel'].setVisible(False,True) scene.objects['Store-panel'].setVisible(False,True)
scene.objects['Bubble-1'].setVisible(False,True) scene.objects['Bubble-1'].setVisible(False,True)
# scene.objects['Bubble-1-text'].setVisible(False,True) # scene.objects['Bubble-1-text'].setVisible(False,True)