import bge # Bibliothèque Blender Game Engine (UPBGE) import rp_map1 # Map definition import webbrowser ############################################################################### # rp_doc.py # @title: Documentation du Rover 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, 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_mission = (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 # Cards description card_description ={} # Missions card_description.update(rp_map1.get_missions_description()) missions_card=rp_map1.get_missions_card() ################################################################################ # Documentation Rover ################################################################################ rover_card=["forward-card", "turn-card", "delineate-card", "detect-card", "radar-card", "twins-card"] rover_card=rover_card+["speed-card", "paint-card", "battery-card", "beacon-card"] # Avancer et reculer rp_forward_title="Avancer et reculer" rp_forward_text=" rp_avancer() \n -> Avance d'un pas en avant. \n \n rp_reculer() \n -> Recule d'un pas." rp_forward_type="standard" card_description.update({"forward-card" : [rp_forward_title, rp_forward_text, rp_forward_type]}) # Tourner rp_turn_title="Tourner" rp_turn_text=" rp_gauche() \n -> Tourne à gauche (90°).\n \n rp_droite() \n -> Tourne à droite (90°)." rp_turn_type="standard" card_description.update({"turn-card" : [rp_turn_title, rp_turn_text, rp_turn_type]}) # Baliser rp_delineate_title="Baliser" rp_delineate_text=" rp_marquer() \n -> Place une balise sur la case. \n \n Ropy possède que 20 balises, il ne \n peut pas en poser une de plus.\n\n Avec l'amélioration \"Balise +\", le \n nombre de balise transportées est \n étendu à 200." rp_delineate_type="standard" card_description.update({"delineate-card" : [rp_delineate_title, rp_delineate_text, rp_delineate_type]}) # Détecter rp_detect_title="Détecter" rp_detect_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." rp_detect_type="standard" card_description.update({"detect-card" : [rp_detect_title, rp_detect_text, rp_detect_type]}) # Radar rp_radar_title="Radar" rp_radar_text=" Le radar n'est toujours pas \n opérationnel ! \n \n Mais où est donc encore passé Thomas !" rp_radar_type="mission" card_description.update({"radar-card" : [rp_radar_title, rp_radar_text, rp_radar_type]}) # Jumeau numérique rp_twins_title="Jumeau numérique" rp_twins_text=""" Via une liaison série, Ropy peut être \n le jumeau numérique d'un robot réel. \n rp_jumeau(port, vitesse=115200) \n -> Active le jumeau réel par la liaison \n série. Si le port n'est pas spécifié, il \n est recherché automatiquement. \n rp_serie_msg(texte) \n -> Envoi un message \n \n texte=rp_serie_rcpt() \n -> Reçoit un message""" # Message envoyé (asynchrone) : \n avancer : a, reculer : r, droite : d, \n gauche g, marquer : m et forer : f \n\n\n """ rp_twins_type="standard" card_description.update({"twins-card" : [rp_twins_title, rp_twins_text, rp_twins_type]}) # Cards description pour le magasin storecard_description ={} # Speed - Vitesse rp_speed_title="Vitesse" rp_speed_text=" L'amélioration \"Vitesse\" permet de \n changer la vitesse des déplacements \n par l'interface (en bas à gauche).\n\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_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_type="upgrade" card_description.update({"speed-card" : [rp_speed_title, rp_speed_text, rp_speed_store, rp_speed_purchased, rp_speed_type]}) # Paint - Peinture rp_paint_title="Peinture" rp_paint_text=" rp_couleur(objets, couleur) \n -> Change la couleur du groupe \n d'objets 3d. \n" rp_paint_text=rp_paint_text + " - La couleur est un tuple au format \n (R,V,B,Alpha) avec des valeurs de 0 à 1.\n" rp_paint_text=rp_paint_text + " - objets peut être : \"Rover 1\",\n \"Rover 2\", \"Rover 3\", \"Station 1\", \n \"Station 2\", \"Station 3\", \"Station 4\", \n \"Balises\" ou \"Balise 1\" à \"Balise 200\".\n\n" rp_paint_text=rp_paint_text + " rp_couleur_init(objets) \n -> Réinitialise la couleur des objets.\n rp_couleur_init() réinitialise tout !" rp_paint_store="On refait la déco ?" rp_paint_purchased="Rien de tel qu'un \n peu de couleur \n dans ce monde \n de brute !" rp_paint_type="upgrade" card_description.update({"paint-card" : [rp_paint_title, rp_paint_text, rp_paint_store, rp_paint_purchased, rp_paint_type]}) # Battery + - 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=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_purchased="Très bon choix ! \n Cette batterie \n vous va comme \n un gant." rp_battery_type="upgrade" card_description.update({"battery-card" : [rp_battery_title, rp_battery_text, rp_battery_store, rp_battery_purchased, rp_battery_type]}) # Beacon + - Balise + 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=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_purchased="Les colis viennent \n tout juste d'être \n livrés. Un vrai sapin de Noël, \nce terrain !" rp_beacon_type="upgrade" card_description.update({"beacon-card" : [rp_beacon_title, rp_beacon_text, rp_beacon_store, rp_beacon_purchased, rp_beacon_type]}) ############################################################################### # Documentation Python ############################################################################### # python_card=["function-card", "alternative-card", "loop-card", "flow-card", "text-card", "list-card", "dict-card", "oop-card", "console-card", "sleep-card"] python_card=["function-card", "alternative-card", "loop-card", "flow-card", "console-card", "sleep-card"] # Fonction rp_function_title="Fonction" rp_function_text=" La définition d'une fonction se fait \n avec \"def\". La fonction peut \n renvoyer une valeur avec \"return\". \n\n" rp_function_text=rp_function_text + " def fonction_1 (arguments) : \n instruction_1 \n instruction_2 \n ....\n return valeurs_renvoyées \n\n" rp_function_text=rp_function_text + " Les arguments sont des données \n transmises à la fonction." rp_function_url=[["w3schools.com : functions","https://www.w3schools.com/python/python_functions.asp"]] card_description.update({"function-card" : [rp_function_title, rp_function_text, rp_function_url]}) # Alternative rp_alternative_title="Alternative" rp_alternative_text=" L'alternative permet d'éxécuter des \n instructions en fonction d'un test. \n" rp_alternative_text=rp_alternative_text + " Elle se programme en suivant la \n suite : si ... alors ... sinon ... où \n" rp_alternative_text=rp_alternative_text + " \"si\" est \"if \" et \"sinon\" est \"else\". \n\n" rp_alternative_text=rp_alternative_text + " if condition :\n" rp_alternative_text=rp_alternative_text + " instruction_1\n" rp_alternative_text=rp_alternative_text + " else : \n" rp_alternative_text=rp_alternative_text + " instruction_2\n\n" rp_alternative_text=rp_alternative_text + "Le sinon (\"else\") est facultatif." rp_alternative_url=[["w3schools.com : if ... else","https://www.w3schools.com/python/python_conditions.asp"]] card_description.update({"alternative-card" : [rp_alternative_title, rp_alternative_text, rp_alternative_url]}) # Boucles rp_loop_title="Boucles" rp_loop_text=" Il y a deux types de boucle : \n - avec \"for\" pour définir un nombre \n de répétition (ici N), \n - avec \"while\" (tant que) pour \n prendre en compte une condition. \n \n" rp_loop_text=rp_loop_text + " for i in range (n) : \n instruction \n \n" rp_loop_text=rp_loop_text + " while condition : \n instruction" rp_loop_url=[["w3schools.com : for","https://www.w3schools.com/python/python_for_loops.asp"], ["w3schools.com : while","https://www.w3schools.com/python/python_while_loops.asp"]] card_description.update({"loop-card" : [rp_loop_title, rp_loop_text, rp_loop_url]}) # Flux rp_flow_title="Contrôle du flux" rp_flow_text=" Les structures (if, while, for) peuvent \n être gérées plus finement par les \n fonctions \"break\", \"continue\" et \"pass\". \n\n" rp_flow_text= rp_flow_text + "- \"break\" : Termine l'itération en cours \n et arrête la boucle.\n" rp_flow_text= rp_flow_text + "- \"continue\" : Termine l'itération en \n cours et reprend la boucle.\n" rp_flow_text= rp_flow_text + "- \"pass\" : Instruction vide." rp_flow_url=[["w3schools.com : break","https://www.w3schools.com/python/ref_keyword_break.asp"], ["w3schools.com : continue","https://www.w3schools.com/python/ref_keyword_break.asp"], ["w3schools.com : pass","https://www.w3schools.com/python/ref_keyword_pass.asp"]] card_description.update({"flow-card" : [rp_flow_title, rp_flow_text, rp_flow_url]}) # Chaine de caractère rp_text_title="Chaîne de caractères\n(texte)" rp_text_text="\nFIXME" rp_text_url=[["w3schools.com : strings","https://www.w3schools.com/python/python_strings.asp"]] card_description.update({"text-card" : [rp_text_title, rp_text_text, rp_text_url]}) # Liste rp_list_title="Liste" rp_list_text="FIXME" rp_list_url=[["w3schools.com : lists","https://www.w3schools.com/python/python_lists.asp"]] card_description.update({"list-card" : [rp_list_title, rp_list_text, rp_list_url]}) # Dictionnaire rp_dict_title="Dictionnaire" rp_dict_text="FIXME" rp_dict_url=[["w3schools.com : dictionaries","https://www.w3schools.com/python/python_dictionaries.asp"]] card_description.update({"dict-card" : [rp_dict_title, rp_dict_text, rp_dict_url]}) # Objet (POO) rp_oop_title="Programmation\norientée objet (POO)" rp_oop_text="\nFIXME" rp_oop_url=[["w3schools.com : classes & objects","https://www.w3schools.com/python/python_classes.asp"]] card_description.update({"oop-card" : [rp_oop_title, rp_oop_text, rp_oop_url]}) # Console rp_console_title="Console" rp_console_text=" Si vous avez executé Ropy dans un \n terminal avec l'option \"-con\", vous \n pouvez utiliser le terminal comme \n console de debuggage.\n\n" rp_console_text= rp_console_text + " print(\"Bonjour !\") \n -> Affiche le texte dans la console.\n\n" rp_console_text= rp_console_text + " variable = input () \n -> Permet la saisie, par exemple : \n" rp_console_text= rp_console_text + " entree = \"\"\n while entree == \"\" :\n entree = input ()" rp_console_url=[["w3schools.com : print","https://www.w3schools.com/python/ref_func_print.asp"], ["w3schools.com : input","https://www.w3schools.com/python/ref_func_input.asp"]] card_description.update({"console-card" : [rp_console_title, rp_console_text, rp_console_url]}) # Temps rp_sleep_title="Gestion du temps" rp_sleep_text=" Vous pouvez créer des temporisations \n dans le déroulement du script.\n\n" rp_sleep_text= rp_sleep_text + " time.sleep(x) \n -> Marque d'un temps d'arrêt de \n x secondes.\n\n" rp_sleep_text= rp_sleep_text + " Il faudra préalablement importer la \n bibliothèque \"time\" avec \"import time\"." rp_sleep_url=[["docs.python.org : sleep","https://docs.python.org/fr/3/library/time.html#time.sleep"]] card_description.update({"sleep-card" : [rp_sleep_title, rp_sleep_text, rp_sleep_url]}) ############################################################################### # Interface ############################################################################### ## # Initialisation de la tablette ## def init(): # Mettre les couleurs sur les icones (chapitres et cartes) chap=("general", "missions", "rover", "python") for page in chap: scene.objects["Doc-"+page].color = color_doc_chap scene.objects["Doc-"+page+"-text"].color = color_doc_chap for i in range(len(missions_card)): scene.objects[missions_card[i]].color = color_doc_fct scene.objects[missions_card[i]+"-icon"].color = color_doc_fct scene.objects[missions_card[i]+"-text"].color = color_doc_fct for i in range(len(rover_card)): scene.objects[rover_card[i]].color = color_doc_fct scene.objects[rover_card[i]+"-icon"].color = color_doc_fct scene.objects[rover_card[i]+"-text"].color = color_doc_fct for i in range(len(python_card)): scene.objects[python_card[i]].color = color_doc_fct scene.objects[python_card[i]+"-icon"].color = color_doc_fct scene.objects[python_card[i]+"-text"].color = color_doc_fct scene.objects['Book_level_button'].color = color_doc_chap scene.objects['Book_level_button'].setVisible(False,True) scene.objects['Book_python_url_title'].setVisible(False,True) scene.objects['Book_python_url0'].color = color_doc_chap scene.objects['Book_python_url0'].setVisible(False,True) scene.objects['Book_python_url1'].color = color_doc_chap scene.objects['Book_python_url1'].setVisible(False,True) scene.objects['Book_python_url2'].color = color_doc_chap scene.objects['Book_python_url2'].setVisible(False,True) scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card"].color = color_doc_mission scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-icon"].color = color_doc_mission scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-text"].color = color_doc_mission # Chargement du texte text_load() # Mémorisation de la position des pages chap=("general", "missions", "rover", "python") for page in chap: scene.objects["Doc_chap-"+page]['init_lx']=scene.objects["Doc_chap-"+page].worldPosition.x scene.objects["Doc_chap-"+page]['init_ly']=scene.objects["Doc_chap-"+page].worldPosition.y scene.objects["Doc_chap-"+page]['init_lz']=scene.objects["Doc_chap-"+page].worldPosition.z # Page par défaut scene.objects['Doc']['page_chap'] = "general" ## # Ouvrir la tablette ## def open(): # Placer la tablette # scene.objects['Doc'].worldPosition = [0, -21, 15.75] scene.objects['Doc'].worldPosition = [0, -21, 15.8] scene.objects['Doc_close'].color = color_doc_chap scene.objects['Doc'].setVisible(True,True) text_hide() # Placer le nouveau chapitre name_chap = scene.objects['Doc']['page_chap'] scene.objects['Doc-'+name_chap].color = color_doc_activate scene.objects['Doc-'+name_chap+'-text'].color = color_doc_activate scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition scene.objects['Doc_chap-'+name_chap].setVisible(True,True) # Affichage ou pas du bouton de selection de la mission if name_chap == "missions": name_fct = scene.objects['Doc_chap-missions']['page_fct'] if name_fct !="": if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']: scene.objects['Book_level_button'].setVisible(True,True) else: scene.objects['Book_level_button'].setVisible(False,True) else: scene.objects['Book_level_button'].setVisible(False,True) # Upgrade if name_chap == "rover": upgrade_card=("battery", "beacon", "paint", "speed") for i in range(len(upgrade_card)): if scene.objects['Points']['upgrade_'+upgrade_card[i]]==True: scene.objects[upgrade_card[i]+'-card'].setVisible(True,True) scene.objects[upgrade_card[i]+'-card-colbox'].restorePhysics() else: scene.objects[upgrade_card[i]+'-card'].setVisible(False,True) scene.objects[upgrade_card[i]+'-card-colbox'].suspendPhysics() # URL Python if name_chap == "python": name_fct = scene.objects['Doc_chap-python']['page_fct'] scene.objects['Book_python_url_title'].setVisible(False,True) scene.objects['Book_python_url0'].setVisible(False,True) scene.objects['Book_python_url1'].setVisible(False,True) scene.objects['Book_python_url2'].setVisible(False,True) if name_fct !="": scene.objects['Book_python_url_title'].setVisible(True,True) for i in range(len(card_description[name_fct][2])): scene.objects['Book_python_url'+str(i)]['Text'] = card_description[name_fct][2][i][0] scene.objects['Book_python_url'+str(i)].setVisible(True,True) # Afficher le texte de la carte active if name_chap != "general" and scene.objects['Doc_chap-'+name_chap]['page_fct'] !="": name_fct = scene.objects['Doc_chap-'+name_chap]['page_fct'] scene.objects['Doc_title']['Text'] = card_description[name_fct][0] scene.objects['Doc_title'].setVisible(True, False) text_show(name_fct) else: scene.objects['Doc_title']['Text'] = " " scene.objects['Doc_title'].setVisible(False,True) text_hide() ## # Fermeture du livre ## def close(): # sound_play (sndbuff_book_close) chap=("general", "missions", "rover", "python") for page in chap: scene.objects["Doc_chap-"+page].setVisible(False,True) scene.objects["Doc_chap-"+page].worldPosition.x = scene.objects["Doc_chap-"+page]['init_lx'] scene.objects["Doc_chap-"+page].worldPosition.y = scene.objects["Doc_chap-"+page]['init_ly'] scene.objects["Doc_chap-"+page].worldPosition.z = scene.objects["Doc_chap-"+page]['init_lz'] scene.objects['Doc'].setVisible(False,True) scene.objects['Doc'].worldPosition = [35, -2, 2] ## # Highlight du livre ## def hl (cont): # Activation if cont.sensors['MO'].status == JUST_ACTIVATED : obj = cont.owner name=obj.name[:-7] name_text=name+"-text" name_icon=name+"-icon" # Close if name == "Doc_close" or name == "Book_level_button": scene.objects[name].color = color_doc_hl elif name == "Book_python_url0" or name == "Book_python_url1" or name == "Book_python_url2": scene.objects[name].color = color_doc_hl else: if "Doc-" in name : # Chapitre if name[4:] == scene.objects['Doc']['page_chap']: scene.objects[name].color = color_doc_activate scene.objects[name_text].color = color_doc_activate else: scene.objects[name].color = color_doc_hl scene.objects[name_text].color = color_doc_hl else: # Carte name_chap = scene.objects['Doc']['page_chap'] if name == scene.objects['Doc_chap-'+name_chap]['page_fct'] : scene.objects[name].color = color_doc_activate scene.objects[name_text].color = color_doc_activate scene.objects[name_icon].color = color_doc_activate else: scene.objects[name].color = color_doc_hl scene.objects[name_text].color = color_doc_hl scene.objects[name_icon].color = color_doc_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 if name == "Doc_close" or name == "Book_level_button": scene.objects[name].color = color_doc_fct elif name == "Book_python_url0" or name == "Book_python_url1" or name == "Book_python_url2": scene.objects[name].color = color_doc_fct else: if "Doc-" in name : # Chapitre if name[4:] == scene.objects['Doc']['page_chap']: scene.objects[name].color = color_doc_activate scene.objects[name_text].color = color_doc_activate else: scene.objects[name].color = color_doc_fct scene.objects[name_text].color = color_doc_fct else: # Carte name_chap = scene.objects['Doc']['page_chap'] if name == scene.objects['Doc_chap-'+name_chap]['page_fct'] : scene.objects[name].color = color_doc_activate scene.objects[name_text].color = color_doc_activate scene.objects[name_icon].color = color_doc_activate else: if name == "mission_"+str(scene.objects['Points']['mission'])+"-card": scene.objects[name].color = color_doc_mission scene.objects[name_text].color = color_doc_mission scene.objects[name_icon].color = color_doc_mission else: scene.objects[name].color = color_doc_fct scene.objects[name_text].color = color_doc_fct scene.objects[name_icon].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 scene.objects['Doc_title']['Text'] = " " # Enlever l'ancien chapitre scene.objects['Doc-'+scene.objects['Doc']['page_chap']].color = color_doc_chap scene.objects['Doc-'+scene.objects['Doc']['page_chap']+'-text'].color = color_doc_chap scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.x = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_lx'] scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.y = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_ly'] scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.z = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_lz'] if scene.objects['Doc']['page_chap'] != "general" and scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['page_fct'] !="": text_hide(scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['page_fct']) # Placer le nouveau chapitre name_chap= obj.name[4:-7] scene.objects['Doc-'+name_chap].color = color_doc_activate scene.objects['Doc-'+name_chap+'-text'].color = color_doc_activate scene.objects['Doc']['page_chap'] = name_chap scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition scene.objects['Doc_chap-'+name_chap].setVisible(True,True) # Bouton de selection de la mission if name_chap == "missions": name_fct = scene.objects['Doc_chap-missions']['page_fct'] if name_fct !="": if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']: scene.objects['Book_level_button'].setVisible(True,True) else: scene.objects['Book_level_button'].setVisible(False,True) else: scene.objects['Book_level_button'].setVisible(False,True) # Upgrade if name_chap == "rover": upgrade_card=("battery", "beacon", "paint", "speed") for i in range(len(upgrade_card)): if scene.objects['Points']['upgrade_'+upgrade_card[i]]==True: scene.objects[upgrade_card[i]+'-card'].setVisible(True,True) scene.objects[upgrade_card[i]+'-card-colbox'].restorePhysics() else: scene.objects[upgrade_card[i]+'-card'].setVisible(False,True) scene.objects[upgrade_card[i]+'-card-colbox'].suspendPhysics() # URL Python if name_chap == "python": name_fct = scene.objects['Doc_chap-python']['page_fct'] scene.objects['Book_python_url_title'].setVisible(False,True) scene.objects['Book_python_url0'].setVisible(False,True) scene.objects['Book_python_url1'].setVisible(False,True) scene.objects['Book_python_url2'].setVisible(False,True) if name_fct !="": scene.objects['Book_python_url_title'].setVisible(True,True) for i in range(len(card_description[name_fct][2])): scene.objects['Book_python_url'+str(i)]['Text'] = card_description[name_fct][2][i][0] scene.objects['Book_python_url'+str(i)].setVisible(True,True) # Afficher le texte de la carte active if name_chap != "general" and scene.objects['Doc_chap-'+name_chap]['page_fct'] !="": name_fct = scene.objects['Doc_chap-'+name_chap]['page_fct'] scene.objects['Doc_title']['Text'] = card_description[name_fct][0] scene.objects['Doc_title'].setVisible(True, False) text_show(name_fct) else: scene.objects['Doc_title']['Text'] = " " scene.objects['Doc_title'].setVisible(False,True) text_hide() ## # Cacher le texte ## def text_hide(card=None): if card is None: for card in card_description: for i in range (13): scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)].setVisible(False, False) else: for i in range (13): scene.objects['Doc_text-l'+str(i+1)+'-'+card].setVisible(False, False) ## # Afficher le texte ## def text_show(card=None): if card is None: for card in card_description: for i in range (13): scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)].setVisible(True, False) else: for i in range (13): scene.objects['Doc_text-l'+str(i+1)+'-'+card].setVisible(True, False) ## # Préchargement des textes ## def text_load(): for i in range (13): scene.objects['Doc_text-l'+str(i+1)+'-ref']['Text'] = "" # Création des objets 3D for card in card_description: lines = card_description[card][1].split("\n") for i in range (13): doc_text= scene.addObject('Doc_text-l'+str(i+1), None, 0.00, True) # doc_text= scene.addObject('Doc_text-l'+str(i+1), scene.objects['Terrain']) # doc_text= scene.addObject('Doc_text-l'+str(i+1), scene.objects['Doc'] ) doc_text.setParent(scene.objects['Doc']) doc_text.name = 'Doc_text-l'+str(i+1)+'-'+str(card) doc_text.worldPosition.x = scene.objects['Doc_text-l'+str(i+1)+'-ref'].worldPosition.x doc_text.worldPosition.y = scene.objects['Doc_text-l'+str(i+1)+'-ref'].worldPosition.y doc_text.worldPosition.z = scene.objects['Doc_text-l'+str(i+1)+'-ref'].worldPosition.z doc_text.setVisible(False, False) if i >= len(lines): scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']="" else: if len(lines[i]) ==0: scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']="" else: scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']=lines[i] ## # 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 name_chap = scene.objects['Doc']['page_chap'] name_fct= obj.name[:-7] scene.objects['Doc_title']['Text'] = " " # Enlever l'ancienne carte if scene.objects['Doc_chap-'+name_chap]['page_fct'] !="": text_hide(scene.objects['Doc_chap-'+name_chap]['page_fct']) # Placer la carte de la mission active if scene.objects['Doc_chap-'+name_chap]['page_fct'] == "mission_"+str(scene.objects['Points']['mission'])+"-card": scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']].color = color_doc_mission scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-text'].color = color_doc_mission scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-icon'].color = color_doc_mission else: scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']].color = color_doc_fct scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-text'].color = color_doc_fct scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-icon'].color = color_doc_fct # Afficher le texte de la carte scene.objects['Doc_chap-'+name_chap]['page_fct'] = name_fct scene.objects[name_fct].color = color_doc_activate scene.objects[name_fct+'-icon'].color = color_doc_activate scene.objects[name_fct+'-text'].color = color_doc_activate scene.objects['Doc_title']['Text'] = card_description[name_fct][0] scene.objects['Doc_title'].setVisible(True, False) text_show(name_fct) # URL Python if name_chap == "python": scene.objects['Book_python_url_title'].setVisible(False,True) scene.objects['Book_python_url0'].setVisible(False,True) scene.objects['Book_python_url1'].setVisible(False,True) scene.objects['Book_python_url2'].setVisible(False,True) if name_fct !="": scene.objects['Book_python_url_title'].setVisible(True,True) for i in range(len(card_description[name_fct][2])): scene.objects['Book_python_url'+str(i)]['Text'] = card_description[name_fct][2][i][0] scene.objects['Book_python_url'+str(i)].setVisible(True,True) # Sélection de la mission if "mission_" in name_fct : if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']: scene.objects['Book_level_button'].setVisible(True,True) else: scene.objects['Book_level_button'].setVisible(False,True) ## # Sélectionner le niveau ## def level_button (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : # sound_play (sndbuff_book_flip) obj = cont.owner name_fct = scene.objects['Doc_chap-missions']['page_fct'] if name_fct !="": mission_select=scene.objects[name_fct]['mission'] if mission_select <= scene.objects['Points']['level'] and mission_select != scene.objects['Points']['mission']: scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card"].color = color_doc_fct scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-icon"].color = color_doc_fct scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-text"].color = color_doc_fct scene.objects['Points']['mission'] = mission_select 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_level_button'].setVisible(False,True) ## # Aller à la page Python externe ## def python_link (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : # sound_play (snd_click) name_fct = scene.objects['Doc_chap-python']['page_fct'] if name_fct !="": i= cont.owner.name[15:-7] webbrowser.open(card_description[name_fct][2][int(i)][1]) ## # Texte pour le store ## def upgrade_description (card): name_fct =card[6:] if name_fct in card_description: return card_description[name_fct][2] else: return "" def upgrade_talk (card): name_fct =card[6:] if name_fct in card_description: return card_description[name_fct][3] else: return "" ############################################################################### # Sounds ############################################################################### def sound_play (sound): pass # FIXME # if scene.objects['Commands']['sound']: # audiodev.play(sound)