import bge # Bibliothèque Blender Game Engine (BGE) import math import time from ropy_init import * # Bibliothèque Ropy import ropy_init # Initialisation du robot Ropy import ropy_cmd # Comnandes élèves du robot Ropy ############################################################################### # ropy_module.py # @title: Module pour UPBGE # @project: Blender-EduTech # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2020-2021 Philippe Roy # @license: GNU GPL # # Fonctions autres que ceux de la bibliothèque du Robot Ropy (rp_*) # # 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 algoritmiques de base et à les coder en Python. # ############################################################################### # Récupérer l'objet robot cont = bge.logic.getCurrentController() obj = cont.owner scene = bge.logic.getCurrentScene() nb_objets_fixes = len(scene.objects) # print ("Nombre d'objets fixes de la scene : ", nb_objets_fixes) # print("Objets de la scene : ", scene.objects) # Configuration des mouvements pas=3 # Pas linéaire pas_rot=math.pi/2 # Pas angulaire ############################################################################### # Rustines pour corriger des bugs de UPBGE EEVEE (version alpha) ############################################################################### # Mouvement # Problème : Les mouvements du robot ne sont pas vue # Solution : Dépilage de la liste des mouvements du robot def mvt(): if obj['mvts_start']: # print ("Mouvements : ", obj['mvts']) # print ("Nombre de mouvement : ", len(obj['mvts'])) # print ("Nombre actuel : ", obj['mvt_i']) # Au debut if obj['mvt_i'] == 0: rp_init_position() rp_orientation("est") # il y a nord, sud, est, ouest obj.visible=True # Tous les mouvements sont dépilés if obj['mvt_i'] >= len(obj['mvts']): # print ("Plus de mouvement") obj['mvts_start'] =False # Execution des mouvements # a : avancer, d : droite, g : gauche, m : marquer # c : crash, o : objectif atteint else: # print ("Mouvement actuel : ", obj['mvt_i'], " ", obj['mvts'][obj['mvt_i']]) # Avancer if obj['mvts'][obj['mvt_i']]=="a": obj.applyMovement((0, -pas, 0), True) # Droite if obj['mvts'][obj['mvt_i']]=="d": # scene.objects['Robot'].applyRotation((0, 0, -pas_rot), True) obj.applyRotation((0, 0, -pas_rot), True) # Gauche if obj['mvts'][obj['mvt_i']]=="g": # scene.objects['Robot'].applyRotation((0, 0, pas_rot), True) obj.applyRotation((0, 0, pas_rot), True) # Marquer if obj['mvts'][obj['mvt_i']]=="m": marque1= scene.addObject("Marque", obj) marque1.worldPosition.x = obj.worldPosition.x marque1.worldPosition.y = obj.worldPosition.y marque1.worldPosition.z = 0.2 # Objectif if obj['mvts'][obj['mvt_i']]=="o": if obj['level'] != 5: # Bug sur l'animation -> pas d'animation quand il y a plusieurs objectifs start = 1 end = 125 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = 3.0 scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # Crash if obj['mvts'][obj['mvt_i']]=="c": start = 150 end = start+75 layer = 0 priority = 1 blendin = 1.0 mode = bge.logic.KX_ACTION_MODE_PLAY layerWeight = 0.0 ipoFlags = 0 speed = 3 scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) obj['detruit']=True obj['mvt_i'] = len(obj['mvts']) # Annulation des mouvements suivants else: # Mouvement suivant if obj['mvts'][obj['mvt_i']]!="c": obj['mvt_i']+=1