import bge # Bibliothèque Blender Game Engine (UPBGE) import aud # Sounds ############################################################################### # rp_doc.py # @title: Documentation du Robot Ropy # @project: Ropy (Blender-EduTech) # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2020-2022 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_doc_chap = (0.153, 0.116, 0.105, 1) # WoodDark # color_doc_fct = (0.326, 0.101, 0.0592, 1) # BrownDark # color_doc_fct = (0.577, 0.233, 0.115, 1) # Brown # color_doc_hl = (0.799, 0.617, 0.021, 1) # Yellow # color_doc_hl = (0.13, 0.254, 0.407, 1) # BlueDark color_doc_chap = (0, 1, 0.857,1) # Turquoise color_doc_fct = (0, 1, 0.857,1) # Turquoise color_doc_hl = (0.799, 0.617, 0.021, 1) # Jaune # color_doc_activate = (0.936, 0.033, 1, 1) # Rose color_doc_activate = (0.837, 0.901, 1, 1) # Rose # 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 ACTIVATE = bge.logic.KX_INPUT_ACTIVE # JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED # Cards description card_description ={} ############################################################################### # Missions ############################################################################### missions_card=["mission_1-card", "mission_2-card", "mission_3-card", "mission_4-card", "mission_5-card", "mission_6-card", "mission_7-card", "mission_8-card"] # ct_build (x, y, category, name, color, style) rp_mission_1_title="Build a tower" rp_mission_1_text="ct_build (x,y, category, name, color, style)\n \v- x position (integer)\n \v- y position (integer)\n" # ct_build_text = ct_build_text +" \v- category (string) : \n \v \v- \"Archer tower\" (default value)\n \v \v- \"Mage tower\"\n" # ct_build_text = ct_build_text +" \v- name (string)\n \v- color (RGB tuple, default=purple)\n" # ct_build_text = ct_build_text +" \v- style (string) : \n \v \v- \"square\" (default value) or \"round\"\n \v \v- version : A (default value), B or C\n \v \v- exemple : 'round-B' \n" # ct_build_text = ct_build_text +" \v- Return boolean flag (builded -> True)\n\n" # ct_build_text = ct_build_text +"Predefined colors : blue, green, magenta,\n orange, purple, red, turquoise, yellow.\n\n" # ct_build_text = ct_build_text +"Exemple : ct_build (1, 1, \"Archer tower\", \n \"Tower #1\", yellow, \"round-A\")\n" card_description.update({"mission_1-card" : [rp_mission_1_title, rp_mission_1_text]}) # # ct_remove (x, y) # ct_remove_title="Remove a tower" # ct_remove_text=" ct_remove (x, y) \n \v - x position (integer)\n \v - y position (integer)\n" # fct_description.update({"Remove-card" : [ct_remove_title, ct_remove_text]}) ############################################################################### # Rover ############################################################################### rover_card=["avancer-card", "tourner-card", "baliser-card", "prendre-card", "baliser-card"] ############################################################################### # Python ############################################################################### python_card=["fonction-card", "alternative-card", "boucle-card", "liste-card", "dictionnaire-card", "poo-card"] ############################################################################### # Interface ############################################################################### ## # Initialisation de la tablette ## def init(): # Mettre les pages avec la couleurs par defaut # scene.objects['Doc'].worldPosition = [0, -21, 15.75] scene.objects['Doc'].worldPosition = [0, -21, 15.8] scene.objects['Doc_close'].color = color_doc_chap for page in ("general", "missions", "rover", "python"): scene.objects["Doc_icon_"+page].color = color_doc_chap scene.objects["Doc_icon_"+page+"-text"].color = color_doc_chap scene.objects['Doc'].setVisible(True,True) scene.objects['Doc_title'].setVisible(False,True) scene.objects['Doc_text'].setVisible(False,True) # sound_play (sndbuff_book_open) # Activer la page screen (page par defaut) scene.objects['Doc_chap-general'].worldPosition = scene.objects['Doc'].worldPosition scene.objects['Doc_chap-general'].setVisible(True,True) scene.objects['Doc']['page_chap'] = "general" # scene.objects['Book_chap-screen'].color = color_doc_activate # scene.objects['Book_page_screen'].worldPosition = scene.objects['Book'].worldPosition # scene.objects['Book_page_screen'].setVisible(True,True) # Mettre les cartes avec la couleur par defaut for i in range(len(missions_card)): scene.objects[missions_card[i]].color = color_doc_fct for i in range(len(rover_card)): scene.objects[rover_card[i]].color = color_doc_fct for i in range(len(python_card)): scene.objects[python_card[i]].color = color_doc_fct scene.objects['Doc']['page_fct'] = "" ## # Fermeture du livre ## def close(): # sound_play (sndbuff_book_close) # Effacer les fonctions cartes scene.objects['Doc'].setVisible(False,True) scene.objects['Doc'].worldPosition = [35, -2, 2] scene.objects['Doc_chap-general'].setVisible(False,True) scene.objects['Doc_chap-general'].worldPosition = [35, -5, 0] scene.objects['Doc_chap-missions'].setVisible(False,True) scene.objects['Doc_chap-missions'].worldPosition = [35, -7, -2] scene.objects['Doc_chap-rover'].setVisible(False,True) scene.objects['Doc_chap-rover'].worldPosition = [35, -9, -4] scene.objects['Doc_chap-python'].setVisible(False,True) scene.objects['Doc_chap-python'].worldPosition = [35, -11, -6] scene.objects['Doc'].setVisible(False,True) scene.objects['Doc'].worldPosition = [35, -2, 2] ## # Highlight du livre ## def hl (cont): if cont.sensors['MO'].status == JUST_ACTIVATED : obj = cont.owner name=obj.name[:-7] name_text=obj.name[:-7]+"-text" name_icon=obj.name[:-7]+"-icon" if name == scene.objects['Doc']['page_chap'] or name == scene.objects['Doc']['page_fct'] : scene.objects[name].color = color_doc_activate if name_text in scene.objects: scene.objects[name_text].color = color_doc_activate if name_icon in scene.objects: scene.objects[name_icon].color = color_doc_activate else: scene.objects[name].color = color_doc_hl if name_text in scene.objects: scene.objects[name_text].color = color_doc_hl if name_icon in scene.objects: scene.objects[name_icon].color = color_doc_hl 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" if name == scene.objects['Doc']['page_chap'] or name == scene.objects['Doc']['page_fct'] : scene.objects[name].color = color_doc_activate if name_text in scene.objects: scene.objects[name_text].color = color_doc_activate if name_icon in scene.objects: scene.objects[name_icon].color = color_doc_activate else: scene.objects[name].color = color_doc_fct if name_text in scene.objects: scene.objects[name_text].color = color_doc_fct if name_icon in scene.objects: scene.objects[name_icon].color = color_doc_fct # if name == scene.objects['Book']['page_chap'] or name == scene.objects['Book']['page_fct'] : # scene.objects[name].color = color_doc_activate # else: # if name[5]=="c": # scene.objects[name].color = color_doc_chap # else: # scene.objects[name].color = color_doc_fct ## # Afficher le chapitre ## def chapter(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and cont.sensors['Click'].positive: # sound_play (sndbuff_book_flip) obj = cont.owner last_name_chap= scene.objects['Doc']['page_chap'] name_chap= obj.name[9:-7] scene.objects['Doc_icon_'+last_name_chap].color = color_doc_chap scene.objects['Doc_icon_'+last_name_chap+'-text'].color = color_doc_chap scene.objects['Doc_icon_'+name_chap].color = color_doc_activate scene.objects['Doc_icon_'+name_chap+'-text'].color = color_doc_activate scene.objects['Doc']['page_chap'] = name_chap # last_name_fct= scene.objects['Doc']['page_fct'] # if last_name_fct != "": # scene.objects[last_name_fct].color = color_doc_fct # scene.objects['Book']['page_fct'] = "" # Effacer les fonctions cartes scene.objects['Doc_chap-general'].setVisible(False,True) scene.objects['Doc_chap-missions'].setVisible(False,True) scene.objects['Doc_chap-rover'].setVisible(False,True) scene.objects['Doc_chap-python'].setVisible(False,True) scene.objects['Doc_title'].setVisible(False,True) scene.objects['Doc_text'].setVisible(False,True) # Afficher la page scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition scene.objects['Doc_chap-'+name_chap].setVisible(True,True) ## # 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 : # sound_play (sndbuff_book_flip) obj = cont.owner pass # # Highlight des cartes # last_name_fct= scene.objects['Book']['page_fct'] # name_fct= obj.name[:-7] # if last_name_fct != "": # scene.objects[last_name_fct].color = color_doc_fct # scene.objects['Book']['page_fct'] = name_fct # scene.objects[name_fct].color = color_doc_activate # # Afficher le texte de la fonction # print ("name_fct : ", name_fct) # print ("fct_description : ", fct_description) # scene.objects['Book_text_title']['Text'] = fct_description[name_fct][0] # scene.objects['Book_text']['Text'] = fct_description[name_fct][1] # scene.objects['Book_text_title'].setVisible(True, False) # scene.objects['Book_text'].setVisible(True, False) ## # Sounds ## def sound_play (sound): pass # FIXME # if scene.objects['Commands']['sound']: # audiodev.play(sound)