import bge # Blender Game Engine (UPBGE) import bpy # Blender import aud # Sounds import threading # Multithreading import trace import sys import time import math import mathutils import random import rp_map1 as rp_map # Map definition ############################################################################### # rp_lib.py # @title: Bibliothèque du Rover Ropy (rp_*) # @project: Ropy (Blender-EduTech) # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2020-2022 Philippe Roy # @license: GNU GPL # # Bibliothèque des actions du robot # # 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() debug_mvt = scene.objects['Terrain']['debug_mvt'] # Sounds audiodev = aud.Device() snd_click = aud.Sound('asset/sounds/rp_click.ogg') # Threads threads_cmd=[] threads_gostore=[] debug_thread = scene.objects['Terrain']['debug_thread'] # 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 ############################################################################### # Méthode kill pour les tâches (threads) ############################################################################### class thread_with_trace(threading.Thread): def __init__(self, *args, **keywords): threading.Thread.__init__(self, *args, **keywords) self.killed = False def start(self): self.__run_backup = self.run self.run = self.__run threading.Thread.start(self) def __run(self): sys.settrace(self.globaltrace) self.__run_backup() self.run = self.__run_backup def globaltrace(self, frame, event, arg): if event == 'call': return self.localtrace else: return None def localtrace(self, frame, event, arg): if self.killed: if event == 'line': raise SystemExit() return self.localtrace def kill(self): self.killed = True ############################################################################### # Start et stop des tâches (threads) ############################################################################### def thread_start(threads, type_txt, fct): threads.append(thread_with_trace(target = fct)) threads[len(threads)-1].start() if (debug_thread): print ("Thread",type_txt, "#", len(threads)-1, "open.") def thread_stop(threads, type_txt): i=0 zombie_flag=False for t in threads: if not t.is_alive(): if (debug_thread): print ("Thread",type_txt, "#",i,"closed.") else: if (debug_thread): print ("Thread",type_txt, "#",i,"still open ...") t.kill() t.join() if not t.is_alive(): if (debug_thread): print ("Thread",type_txt, "#",i,"killed.") else: if (debug_thread): print ("Thread",type_txt, "#",i,"zombie...") zombie_flag=True i +=1 if zombie_flag==False: if (debug_thread): print ("All threads",type_txt, "are closed.") scene.objects['Terrain']['thread_cmd']=False return True else: if (debug_thread): print ("There are zombies threads",type_txt, ".") return False def thread_cmd_start(fct): thread_start(threads_cmd, "commands", fct) def thread_cmd_stop(): thread_stop(threads_cmd, "commands") def thread_gostore_start(fct): thread_start(threads_gostore, "go store", fct) def thread_gostore_stop(): thread_stop(threads_gostore, "go store") def rp_end(): if (debug_thread): print ("Thread commands is arrived.") scene.objects['Terrain']['thread_cmd']=False def rp_fin(): rp_end() def rp_quit(): rp_end() ############################################################################### # Sounds ############################################################################### # FIXME : Sound crash in Windows (very strange : blender, UPBGE, python ?), no music for Bill def sound_play (sound): if scene.objects['Commands']['sound'] and sys.platform!="win32": audiodev.play(sound) ############################################################################### # Rover fonction élèves ############################################################################### ## # Avancer le rover ## def rp_avancer (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Contrôle colision x0 = obj.worldPosition.x y0 = obj.worldPosition.y z0 = obj.worldPosition.z if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud x1 = x0 y1 = y0-1 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord x1 = x0 y1 = y0+1 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est x1 = x0+1 y1 = y0 if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest x1 = x0-1 y1 = y0 if [x1,y1] in scene.objects['Terrain']['map_tile_montain']: print ("Crash dans la montagne !") rover_colision_montain (False) obj['stop'] = True if [x1,y1] in scene.objects['Terrain']['map_tile_station']: print ("Crash dans la station !") rover_colision_station () obj['stop'] = True if x1 < scene.objects['Terrain']['size'][0] or x1 > scene.objects['Terrain']['size'][2] or y1 < scene.objects['Terrain']['size'][1] or y1 > scene.objects['Terrain']['size'][3] : print ("Sortie de carte !") obj['stop'] = True if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_avancer()") scene.objects['Points']['step'] +=1 # Animation rapide if scene.objects['Commands']['speed'] >= 10 and scene.objects['Points']['step']> 2: # A tendance à planter sur les premiers mouvements en rapide + balisage x0 = obj.worldPosition.x y0 = obj.worldPosition.y z0 = obj.worldPosition.z if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.worldPosition=[x0, y0-1, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.worldPosition=[x0, y0+1, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.worldPosition=[x0+1, y0, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.worldPosition=[x0-1, y0, z0] rp_tempo (0.1) # FIXME : Animation sacadée # step =1/100 # print (obj.worldOrientation.to_euler().z) # x0 = obj.worldPosition.x # y0 = obj.worldPosition.y # z0 = obj.worldPosition.z # for i in range (100) : # if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud # obj.worldPosition=[x0, y0-step*i, z0] # if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord # obj.worldPosition=[x0, y0+step*i, z0] # if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est # obj.worldPosition=[x0+step*i, y0, z0] # if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest # obj.worldPosition=[x0-step*i, y0, z0] # rp_tempo (0.1*step) # Animation if scene.objects['Commands']['speed'] < 10: start = 1 end = 100 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-Avancer-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # obj.worldPosition=[x0, y0-step*i, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-Avancer-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # obj.worldPosition=[x0, y0+step*i, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-Avancer-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # obj.worldPosition=[x0+step*i, y0, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-Avancer-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # obj.worldPosition=[x0-step*i, y0, z0] scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw # scene.objects['Camera'].applyMovement((0, 0, 0), True) scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # Contrôle objectif if rp_map.objectif_control(x1,y1): rover_goal () return True ## # Avancer le rover ## def rp_reculer (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Contrôle colision x0 = obj.worldPosition.x y0 = obj.worldPosition.y z0 = obj.worldPosition.z if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud x1 = x0 y1 = y0+1 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord x1 = x0 y1 = y0-1 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est x1 = x0-1 y1 = y0 if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest x1 = x0+1 y1 = y0 if [x1,y1] in scene.objects['Terrain']['map_tile_montain']: print ("Crash dans la montagne !") rover_colision_montain (True) obj['stop'] = True if [x1,y1] in scene.objects['Terrain']['map_tile_station']: print ("Crash dans la station !") rover_colision_station (True) # FIXME à faire en recul obj['stop'] = True if x1 < scene.objects['Terrain']['size'][0] or x1 > scene.objects['Terrain']['size'][2] or y1 < scene.objects['Terrain']['size'][1] or y1 > scene.objects['Terrain']['size'][3] : print ("Sortie de carte !") # FIXME à faire en recul obj['stop'] = True if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_reculer()") scene.objects['Points']['step'] +=1 # Animation rapide if scene.objects['Commands']['speed'] >= 10 and scene.objects['Points']['step']> 2: # A tendance à planter sur les premiers mouvements en rapide + balisage x0 = obj.worldPosition.x y0 = obj.worldPosition.y z0 = obj.worldPosition.z if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.worldPosition=[x0, y0+1, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.worldPosition=[x0, y0-1, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.worldPosition=[x0-1, y0, z0] if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.worldPosition=[x0+1, y0, z0] rp_tempo (0.1) # Animation if scene.objects['Commands']['speed'] < 10: start = 1 end = 100 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-Avancer-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-Avancer-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-Avancer-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-Avancer-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # Contrôle objectif if rp_map.objectif_control(x1,y1): rover_goal () return True ## # Tourner à gauche ## def rp_gauche (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_gauche()") scene.objects['Points']['step'] +=1 step=math.pi/2 # Pas angulaire # Animation rapide if scene.objects['Commands']['speed'] >= 10: obj.applyRotation((0, 0, step), True) rp_tempo (0.1) return True # Animation start = 1 end = 100 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 obj.playAction('Rover-Gauche', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw # scene.objects['Camera'].applyMovement((0, 0, 0), True) scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) return True ## # Tourner à droite ## def rp_droite (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_droite()") scene.objects['Points']['step'] +=1 step=math.pi/2 # Pas angulaire # Rapide if scene.objects['Commands']['speed'] >= 10: obj.applyRotation((0, 0, -step), True) rp_tempo (0.1) return True # Animation start = 1 end = 100 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 obj.playAction('Rover-Droite', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw # scene.objects['Camera'].applyMovement((0, 0, 0), True) scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) return True ## # Marquer ## def rp_marquer (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_marquer() -> balise #"+ str(len(scene.objects['Terrain']['map_tile_beacon']))) rp_tempo (0.1) x = obj.worldPosition.x y = obj.worldPosition.y z = obj.worldPosition.z # Vérification de l'absence de balise sur la tuile if [x,y] in scene.objects['Terrain']['map_tile_beacon'] : print ("Case déjà marquée !") return False # Posage if scene.objects['Points']['upgrade_beacon']: beacon_max= 200 else: beacon_max= 20 for i in range (beacon_max): beacon = scene.objects["Beacon-"+str(i)] if beacon['activated']==False: beacon.worldPosition=[x,y,0.2] beacon['activated']=True beacon.setVisible(True, True) scene.objects['Terrain']['map_tile_beacon'].append([x,y]) break if i ==beacon_max-1 : print ("Plus de balise disponible !") rp_tempo (0.1) return True ## # Détecter ## def rp_detect (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return True # Points et console if (debug_mvt): print ("rp_detect") # Détection x0 = obj.worldPosition.x y0 = obj.worldPosition.y z0 = obj.worldPosition.z if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud x1 = x0 y1 = y0-1 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord x1 = x0 y1 = y0+1 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est x1 = x0+1 y1 = y0 if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest x1 = x0-1 y1 = y0 if [x1,y1] in scene.objects['Terrain']['map_tile_montain']: if (debug_mvt): print ("Présence de montage devant !") if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3 rover_goal () return True if [x1,y1] in scene.objects['Terrain']['map_tile_station']: if (debug_mvt): print ("Présence de la station devant !") if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3 rover_goal () return True if [x1,y1] in scene.objects['Terrain']['map_tile_station']: if (debug_mvt): print ("Sortie de carte devant !") if scene.objects['Points']['mission']==3: # Contrôle objectif mission 3 rover_goal () return True return False ## # Prendre ## def rp_prendre (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_prendre") # FIXME ## # Radar ## def rp_radar (): obj=scene.objects['Rover'] # Pas de mouvement si colision ou objectif if obj['stop']: return False # Points et console if (debug_mvt): print ("rp_radar") # FIXME ############################################################################### # Rover fonction avancées (upgrade) élèves ############################################################################### ## # Peindre : station, rover, balise ## # Couleurs par défaut color_yellow = (1, 0.503, 0.018, 1) color_black = (0.019794, 0.032076, 0.037408, 1) color_white = (0.799, 0.799, 0.799, 1) color_windows_red = (0.617, 0.037, 0.019, 1) color_light_red = (1, 0.003, 0.012, 1) # Balise color_stone = (0.191, 0.227, 0.246, 1) color_wooddark = (0.153, 0.117, 0.107, 1) color_metal = (0.401, 0.478, 0.518, 1) # Objets 3D par groupe paint_part ={} all_group_part = ("Rover 1", "Rover 2", "Rover 3", "Station 1", "Station 2", "Station 3", "Station 4", "Station cube 1", "Station cube 2", "Stone", "Metal", "Black", "Red windows") paint_part.update({"Stone" : [['Rv-Wheel-left-front', 'Rv-Wheel-right-front','Rv-Wheel-left-mid', 'Rv-Wheel-right-mid', 'Rv-Wheel-left-rear', 'Rv-Wheel-right-rear'],color_stone]}) # Stone paint_part.update({"Metal" : [['Rv-Power source', 'Rv-Mast-arm', 'Rv-Antenna-1', 'St-Sheath', 'Rv-Arm-Segment-1', 'Rv-Arm-Segment-2'],color_metal]}) # Metal paint_part.update({"Black" : [['St-Block1-foot1','St-Block1-foot2','St-Block1-foot3', 'St-Door-2', 'St-Stair-2','St-Cable1','St-Cable2'],color_black]}) # Black paint_part.update({"Red windows" : [['St-Block1-window','St-Block2-window'],color_windows_red]}) # Red windows # Rover rover_partlist =['Rover (Rv-Body-1)', 'Rv-Body-2', 'Rv-Body-3', 'Rv-Body-4', 'Rv-Body-5', 'Rv-Body-6', 'Rv-Body-7', 'Rv-Mast', 'Rv-Mast-2', 'Rv-Mast-3', 'Rv-Mast-4', 'Rv-Mast-cap', 'Rv-Mast-arm','Rv-Antenna-1','Rv-Antenna-2','Rv-Antenna-3', 'Rv-Arm-Head', 'Rv-Arm-Segment-1', 'Rv-Arm-Segment-2', 'Rv-Power source', 'Rv-Power source-2', 'Rv-Power source-3', 'Rv-Power source-4', 'Rv-Power source-5', 'Rv-Wheel-left-front', 'Rv-Wheel-right-front','Rv-Wheel-left-mid', 'Rv-Wheel-right-mid', 'Rv-Wheel-left-rear', 'Rv-Wheel-right-rear'] paint_part.update({"Rover 1" : [['Rv-Body-2', 'Rv-Body-7', 'Rv-Power source-2', 'Rv-Power source-5', 'Rv-Mast-3', 'Rv-Mast-4', 'Rv-Mast-cap', 'Rv-Antenna-2'],color_yellow]}) # Jaune paint_part.update({"Rover 2" : [['Rover', 'Rv-Body-6', 'Rv-Mast', 'Rv-Antenna-3', 'Rv-Arm-Head'],color_white]}) # Blanc paint_part.update({"Rover 3" : [['Rv-Body-3', 'Rv-Body-4', 'Rv-Power source-3', 'Rv-Power source-4','Rv-Mast-2'],color_wooddark]}) # WoodDark # Station station_partlist =['St-Block1', 'St-Block2', 'St-Block3', 'St-Block1-side1', 'St-Block1-side2', 'St-Block1-roof', 'St-Block1-foot1', 'St-Block1-foot2','St-Block1-foot3', 'St-Door', 'St-Door-2', 'St-Block1-window', 'St-Stair', 'St-Stair-2', 'St-Stair-3','St-Block1-panel-support', 'St-Block2-side', 'St-Block2-window', 'St-Block2-roof', 'St-Block3-side', 'St-Block3-greenhouse', 'St-Block3-greenhouse-base', 'St-Tunnel', 'St-Tube', 'St-Cable1', 'St-Cable2', 'St-Sheath'] paint_part.update({"Station 1" : [[ 'St-Door','St-Block1-side1','St-Block2-side','St-Block2-roof'],color_yellow]}) # Jaune paint_part.update({"Station 2" : [[ 'St-Block1','St-Block2','St-Block3','St-Block3-side2','St-Tunnel','St-Tube'],color_white]}) # Blanc paint_part.update({"Station 3" : [[ 'St-Block1-roof', 'St-Block1-side2', 'St-Block3-side1'],color_stone]}) # Stone paint_part.update({"Station 4" : [[ 'St-Stair'],color_metal]}) # Metal paint_part.update({"Station cube 1" : [[ 'St-Cube1-hole','St-Cube2-hole','St-Cube3-hole', 'St-Cube4-hole'],color_yellow]}) # Jaune paint_part.update({"Station cube 2" : [[ 'St-Cubes','St-Cube2','St-Cube3', 'St-Cube4'],color_white]}) # Blanc # Balise : Objet lors de l'initialisation # beacon_partlist =['Beacon_antenne', 'Beacon_sphere'] # paint_part.update({"Balise" : [['Beacon_antenne', 'Beacon_sphere'],color_light_red]}) # Rouge # Mise en couleur def rp_couleur (group_part, new_color): if scene.objects['Points']['upgrade_paint']: if (debug_mvt): print ("Nouvelle couleur :", str(new_color),"->", group_part) if "Balise" not in group_part : for i in range (len(paint_part[group_part][0])): scene.objects[paint_part[group_part][0][i]].color = new_color else: if group_part=="Balises": for i in range (200): beacon = scene.objects["Beacon-"+str(i)] beacon.children[0].color = new_color beacon.children[1].color = new_color elif "Balise " in group_part : beacon = scene.objects[group_part.replace("Balise ", "Beacon-")] beacon.children[0].color = new_color beacon.children[1].color = new_color def rp_couleur_detail (part, new_color): if scene.objects['Points']['upgrade_paint']: if (debug_mvt): print ("Nouvelle couleur :", str(new_color),"->", part) scene.objects[part].color = new_color # Initialisation de la couleur def rp_couleur_init (group_part=None): if group_part is not None: if scene.objects['Points']['upgrade_paint']: if (debug_mvt): print ("Réinitialisation couleur ->", group_part) for i in range (len(paint_part[group_part][0])): scene.objects[paint_part[group_part][0][i]].color = paint_part[group_part][1] return (paint_part[group_part][1]) else: for i in range (len(all_group_part)): for j in range (len(paint_part[all_group_part[i]][0])): scene.objects[paint_part[all_group_part[i]][0][j]].color = paint_part[all_group_part[i]][1] for i in range (200): beacon = scene.objects["Beacon-"+str(i)] beacon.children[0].color = color_light_red beacon.children[1].color = color_light_red # Affichage de la liste des composants 3D def rp_couleur_listedetail (element, new_color): if scene.objects['Points']['upgrade_paint']: if element=="Rover": print ("Mise en couleur : composants 3D du Rover :", rover_partlist) if element=="Station": print ("Mise en couleur : composants 3D de la Station :", station_partlist) if element=="Balise": print ("Mise en couleur : composants 3D des balises : Beacon-0.children[0|1] à Beacon-200.children[0|1].") ## # Changer la vitesse ## def rp_vitesse (new_speed): if scene.objects['Points']['upgrade_speed']: if new_speed is not None: if (debug_mvt): print ("Nouvelle vitesse :", new_speed) scene.objects['Text_speed']['Text']=str(new_speed) scene.objects['Commands']['speed']=new_speed return scene.objects['Commands']['speed'] ## # Connaitre le nombre de balise posées ## def rp_balise (): if scene.objects['Points']['upgrade_beacon']: for i in range (200): if scene.objects["Beacon-"+str(i)]['activated']==False: break if (debug_mvt): print ("Nombre de balises posées :", i) return i ## # Connaitre la charge de la batterie ## def rp_batterie (): if scene.objects['Points']['upgrade_battery']: if (debug_mvt): print ("Charge de la batterie :", scene.objects['Points']['battery']) return scene.objects['Points']['battery'] ############################################################################### # Colision ############################################################################### ## # Montagne ## def rover_colision_montain (back): obj=scene.objects['Rover'] # Animation start = 1 end = 120 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*2 if back==False: # Crash en avant if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-Crash-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-Crash-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-Crash-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-Crash-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) else: # Crash en arrière if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-Crash-Back-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-Crash-Back-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-Crash-Back-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-Crash-Back-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # Forçage du redraw while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) return True ## # Station ## def rover_colision_station (back): obj=scene.objects['Rover'] # Animation start = 1 end = 120 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*2 if back==False: # Crash en avant if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-CrashStation-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-CrashStation-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-CrashStation-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-CrashStation-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) else: if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-CrashStation-Back-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-CrashStation-Back-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-CrashStation-Back-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-CrashStation-Back-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # Forçage du redraw while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) return True ############################################################################### # Goal ############################################################################### ## # Fin de mission ## def rover_goal (): obj=scene.objects['Rover'] if (debug_mvt): print ("Goal !!") obj['stop'] = True # Animation start = 1 end = 160 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*4 if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord rp_gauche() rp_gauche() if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est rp_droite() if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest rp_gauche() speed = scene.objects['Commands']['speed'] scene.objects['Rover'].playAction('Rover-Aim1', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Mast'].playAction('Mast-Aim1', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Mast-cap'].playAction('Mast-cap-Aim1', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # Revenir à une position propre x0 = obj.worldPosition.x y0 = obj.worldPosition.y obj.worldPosition.x = round(x0) obj.worldPosition.y = round(y0) # Level if scene.objects['Points']['mission']==scene.objects['Points']['level']: scene.objects['Points']['level']+=1 ## # Forage ## def rover_drill (x,y): obj=scene.objects['Rover'] if (debug_mvt): print ("Goal : ", [x,y]) # Animation if scene.objects['Commands']['speed'] < 10: # Recul d'une 1/2 case start = 1 end = 50 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-Avancer-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-Avancer-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-Avancer-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-Avancer-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Reculer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # Forage start = 1 end = 300 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 scene.objects['Rv-Arm-Joint-1'].playAction('Arm-Joint-1-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Segment-1'].playAction('Arm-Segment-1-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Segment-2'].playAction('Arm-Segment-2-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Joint-2'].playAction('Arm-Joint-2-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Head'].playAction('Arm-Head-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Arm-Joint-1'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # Tuile for i in range (10): if scene.objects['Drill_tile-'+str(i)].visible==False: scene.objects['Drill_tile-'+str(i)].worldPosition.x = x scene.objects['Drill_tile-'+str(i)].worldPosition.y = y scene.objects['Drill_tile-'+str(i)].setVisible(True,True) break for obj_i in scene.objects: if "tile_dirtHigh" in obj_i.name: if round(obj_i.worldPosition.x) == x and round(obj_i.worldPosition.y) == y : obj_i.setVisible(False, True) if scene.objects['Commands']['speed'] < 10: # Fin de forage start = 300 end = 600 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 scene.objects['Rv-Arm-Joint-1'].playAction('Arm-Joint-1-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Segment-1'].playAction('Arm-Segment-1-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Segment-2'].playAction('Arm-Segment-2-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Joint-2'].playAction('Arm-Joint-2-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Arm-Head'].playAction('Arm-Head-Drill', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Arm-Joint-1'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # Avance d'une 1/2 case start = 1 end = 50 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = scene.objects['Commands']['speed']*8 if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud obj.playAction('Rover-Avancer-Y-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord obj.playAction('Rover-Avancer-Y+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == -round(3*(math.pi/2),2) : # Est obj.playAction('Rover-Avancer-X+', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) if round(obj.worldOrientation.to_euler().z, 2) == round(-math.pi/2,2) or round(obj.worldOrientation.to_euler().z, 2) == round(3*(math.pi/2),2) : # Ouest obj.playAction('Rover-Avancer-X-', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-right-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-front'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-mid'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Rv-Wheel-left-rear'].playAction('Wheel-Avancer', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) while scene.objects['Rv-Wheel-right-front'].isPlayingAction(): # Forçage du redraw scene.objects['Sun'].applyMovement((0, 0, 0), True) rp_tempo (0.1) # # Tuile # for i in range (10): # if scene.objects['Drill_tile-'+str(i)].visible==False: # scene.objects['Drill_tile-'+str(i)].worldPosition.x = x # scene.objects['Drill_tile-'+str(i)].worldPosition.y = y # scene.objects['Drill_tile-'+str(i)].setVisible(True,True) # break # for obj_i in scene.objects: # if "tile_dirtHigh" in obj_i.name: # if round(obj_i.worldPosition.x) == x and round(obj_i.worldPosition.y) == y : # obj_i.setVisible(False, True) ############################################################################### # Temporisation ############################################################################### # Temporisation basée sur l'horloge de l'OS def rp_sleep (duration): time.sleep(duration) # Temporisation basée par l'horloge de UPBGE def rp_tempo (duration): # time.sleep(duration*(1/scene.objects['Commands']['speed'])) scene.objects['Commands']['time']=0 while scene.objects['Commands']['time'] rres) : if obj.worldOrientation.to_euler().x-rx > rres: obj.applyRotation((-rres, 0, 0), Local) if rx-obj.worldOrientation.to_euler().x > rres: obj.applyRotation((rres, 0, 0), Local) # print ("delta x ",rx-obj.worldOrientation.to_euler().x) # y if ry is not None: while (abs(ry-obj.worldOrientation.to_euler().y) > rres) : if obj.worldOrientation.to_euler().y-ry > rres: obj.applyRotation((0, -rres, 0), Local) if ry-obj.worldOrientation.to_euler().y > rres: obj.applyRotation((0, rres, 0), Local) # print ("delta y ",ry-obj.worldOrientation.to_euler().y) # z if rz is not None: while (abs(rz-obj.worldOrientation.to_euler().z) > rres) : if obj.worldOrientation.to_euler().z-rz > rres: obj.applyRotation((0, 0, -rres), Local) if rz-obj.worldOrientation.to_euler().z > rres: obj.applyRotation((0, 0, rres), Local) # print ("delta z ",rz-obj.worldOrientation.to_euler().z)