import bge # Blender Game Engine (UPBGE) import bpy # Blender import aud # Sounds import math import mathutils import time import sys import os import threading # Multithreading import subprocess # Multiprocessus import xml.etree.ElementTree as ET # Creating/parsing XML file import runpy # Exécution de script Python légère (sans import) from pylint import epylint as lint # Mesure de la qualité d'un code Python import rp_map1 as rp_map # Map definition import rp_doc # Documentation import rp_store # Store import rp_about # About ############################################################################### # rp.py # @title: Ropy # @project: Ropy (Blender-EduTech) # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2020-2023 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. # # Commands trigged by button : cmd_* # Commands trigged by 3D scene objects : scn_* # Commands trigged by user (student or map designer) : rp_* # 3D scene manipulation : manip_* ############################################################################### # UPBGE scene scene = bge.logic.getCurrentScene() eevee = bpy.context.scene.eevee scene.objects['Commands']['script'] = os.path.join(os.getcwd(), "rp_cmd.py") # Script par défaut # Memory sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender # FPS fps_time=0.0 scene.objects['Commands']['debug_fps']=False # Config file rp_config = ET.parse('rp_config.xml') rp_config_tree = rp_config.getroot() # Sounds audiodev = aud.Device() snd_click = aud.Sound('asset/sounds/rp_click.ogg') # sndbuff_click = aud.Sound.cache(snd_click) snd_open = aud.Sound('asset/sounds/rp_open.ogg') # sndbuff_open = aud.Sound.cache(snd_open) snd_close = aud.Sound('asset/sounds/rp_close.ogg') # sndbuff_close = aud.Sound.cache(snd_close) snd_grid = aud.Sound('asset/sounds/rp_grid.ogg') # sndbuff_grid = aud.Sound.cache(snd_grid) # 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 ############################################################################### # User interface : texte info et compteurs ############################################################################### color_text = (0, 0, 0, 1) # Noir color_text_red = (0.799, 0.031, 0.038, 1) color_text_orange = (0.799, 0.176, 0.054, 1) color_text_yellow = (0.799, 0.617, 0.021, 1) ## # Mise à jour de l'affichage des compteurs ## def points_maj (cont): # Step if scene.objects['Points-Step-text']['Text']!= str(scene.objects['Points']['step']): scene.objects['Points-Step-text']['Text']=str(scene.objects['Points']['step']) if scene.objects['Points']['upgrade_battery']: scene.objects['Points']['battery'] = round(100*(1 - (scene.objects['Points']['step']/200))) else: scene.objects['Points']['battery'] = round(100*(1 - (scene.objects['Points']['step']/20))) if scene.objects['Points']['battery'] <=10: scene.objects['Points-Battery'].color = color_text_red scene.objects['Points-Battery-text'].color = color_text_red if scene.objects['Points']['battery'] <=0: scene.objects['Points-Battery-text']['Text']="0%" print ("Plus de batterie !") scene.objects['Rover']['stop'] = True else: scene.objects['Points-Battery-text']['Text']=str(scene.objects['Points']['battery'])+"%" # Level if scene.objects['Points-Level-text']['Text']!=str(scene.objects['Points']['level']): scene.objects['Points-Level-text']['Text']=str(scene.objects['Points']['level']) scene.objects['Book_level']['Text'] = "Niveau actuel : "+str(scene.objects['Points']['level']) # Maj du fichier de config (sound : data/mission/level -> [1][1].text) lors d'une augmentation de niveau if scene.objects['Points']['level']>int(rp_config_tree[1][1].text) and scene.objects['Points']['level_new_flag']: rp_config_tree[1][1].text=str(scene.objects['Points']['level']) config_save() scene.objects['Points']['level_new_flag']=False # Nbligne if scene.objects['Points-Nbligne-text']['Text']!=str(scene.objects['Points']['nbligne']): scene.objects['Points-Nbligne-text']['Text']=str(scene.objects['Points']['nbligne']) # Position du Rover obj=scene.objects['Rover'] obj['w_position']=str(round(obj.worldPosition.x,3))+","+str(round(obj.worldPosition.y,3))+","+str(round(obj.worldPosition.z,3)) ############################################################################### # Terrain ############################################################################### ## # Initialisation lors du chargement du terrain ## def terrain_init (cont): if cont.sensors['Init'].positive == False: # 1 seule fois return False # Configuration du moteur de rendu eevee.use_eevee_smaa = True # Ajout du Hud scene.active_camera = scene.objects["Camera"] scene.objects['Sun'].setVisible(True,True) scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) # Mémorisation des positions par défaut # 0.0057830810546875 # -26.440298080444336 # 20.22315788269043 scene.objects['Camera']['init_lx']=0.0057830810546875 scene.objects['Camera']['init_ly']=-26.440298080444336 scene.objects['Camera']['init_lz']=20.22315788269043 # scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x # scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y # scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z scene.objects['Camera']['past_lx']=scene.objects['Camera'].worldPosition.x scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y scene.objects['Camera']['past_lz']=scene.objects['Camera'].worldPosition.z scene.objects['Terrain']['init_lx']=scene.objects['Terrain'].worldPosition.x scene.objects['Terrain']['init_ly']=scene.objects['Terrain'].worldPosition.y scene.objects['Terrain']['init_lz']=scene.objects['Terrain'].worldPosition.z scene.objects['Terrain']['init_rx']=scene.objects['Terrain'].worldOrientation.to_euler().x scene.objects['Terrain']['init_ry']=scene.objects['Terrain'].worldOrientation.to_euler().y scene.objects['Terrain']['init_rz']=scene.objects['Terrain'].worldOrientation.to_euler().z # Création des balises scene.objects['Terrain']['map_tile_beacon']= [] for i in range (200): beacon= scene.addObject("Beacon", scene.objects['Terrain']) beacon.worldPosition=[29,1+i,0.2] beacon.setVisible(False,True) beacon.name="Beacon-"+str(i) beacon.suspendPhysics (True) beacon['activated']=False # Création des lieux de forage (mission 6) scene.objects['Terrain']['map_tile_aim-mission6']= [] for i in range (10): drill_aim= scene.addObject("Drill_aim", scene.objects['Terrain']) applyRotationTo(drill_aim, 40*2*math.pi*(1/360), 0, 0, False) drill_aim.name="Drill_aim-"+str(i) drill_aim.setVisible(False,True) drill_tile= scene.addObject("Drill_tile", scene.objects['Terrain']) drill_tile.name="Drill_tile-"+str(i) drill_tile.setVisible(False,True) # Init de la carte # Read config (mission actuelle : data/mission/current -> [1][0].text) scene.objects['Points']['mission']=int(rp_config_tree[1][0].text) rp_map.map_init() scene.objects['Terrain']['thread_cmd']=False rp_map.map_reset() # Récupération de la position de la caméra scene.objects['Camera']['current_lx'] = float(rp_config_tree[0][2][0].text) scene.objects['Camera']['current_ly'] = float(rp_config_tree[0][2][1].text) scene.objects['Camera']['current_lz'] = float(rp_config_tree[0][2][2].text) scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz'] # Camera embarquée # scene.objects['Camera-Rover'].setViewport(100,100,150,150) # scene.objects['Camera-Rover'].useViewport = True # width = bge.render.getWindowWidth() # height = bge.render.getWindowHeight() # cam1 = scene.objects["Camera"] # cam2 = scene.objects["Camera-Rover"] # cam1.useViewport = True # cam2.useViewport = True # cam1.setViewport(0, 0, int(width / 2), height) # cam2.setViewport(int(width / 2), 0, width, height) ## # Validation du code Python ## def python_validation(file): (pylint_stdout, pylint_stderr) = lint.py_run(file+' --disable=C --disable=W --disable=R', return_std=True) stdout = pylint_stdout.read() stderr = pylint_stderr.read() if " error (" in stdout: # Présence d'erreur # UI : information scene.objects['Cmd-text']['modal']= True scene.objects['Cmd-text']['Text']= "Erreur dans le script ... " scene.objects['Cmd-text'].setVisible(True,False) print(stdout) # Affichage console return False else: scene.objects['Cmd-text']['modal']= False scene.objects['Cmd-text']['Text']= "" scene.objects['Cmd-text'].setVisible(False,False) return True ## # Exécuter le script ## def terrain_run (): # Pause if scene.objects['Terrain']['run'] == True: scene.objects['Terrain']['run']=False scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Run'].restorePhysics() scene.objects['Run-Hl'].setVisible(True,False) # Run else : scene.objects['Terrain']['run']=True scene.objects['Run'].setVisible(False,False) scene.objects['Run'].suspendPhysics() scene.objects['Run-Hl'].setVisible(False,False) # scene.objects['Pause']. restorePhysics() # FIXME pause pas implémenté # scene.objects['Pause'].setVisible(True,False) # FIXME pause pas implémenté # Démarrage de la map if scene.objects['Terrain']['thread_cmd']==False: time.sleep(0.125) scene.objects['Terrain']['thread_cmd']=True rp_map.map_reset() time.sleep(0.125) # Nombre de ligne du script Python file = open(scene.objects['Commands']['script'], 'r') file_txt = file.read() scene.objects['Points']['nbligne'] = len(file_txt.split("\n"))-28 # 28 lignes utilisées de base file.close() scene.objects['Rover']['stop'] = False scene.objects['Points-Twins-text']['Text'] = "Connection fermée." if python_validation(scene.objects['Commands']['script']): runpy.run_path(scene.objects['Commands']['script'], run_name='start') # Execution du script utilisateur # Arrêt de la pause else: # FIXME : Relancer Ropy pass ## # Arrêt et réinitialisation du cycle (forçage) ## def terrain_stop (): scene.objects['Terrain']['thread_cmd']=False rp_map.map_reset() ## # Fin naturelle du cycle ## def terrain_end (cont): if cont.sensors['End cycle'].positive: scene.objects['Terrain']['run']=False if python_validation(scene.objects['Commands']['script']): runpy.run_path(scene.objects['Commands']['script'], run_name='stop') # Fin du script utilisateur # Commandes scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) scene.objects['Run'].restorePhysics() ## # Vitesse du jeu ## def terrain_speed (obj): speed_mode=[0.25, 0.5, 1,2,4,10] speed_mode_txt=["1/4", "1/2", "1", "2","4","10"] i=speed_mode.index(scene.objects['Commands']['speed']) # Affichage if obj.name=="Speed_up" and i<5: scene.objects['Commands']['speed']=speed_mode[i+1] scene.objects['Text_speed']['Text']=speed_mode_txt[i+1] if obj.name=="Speed_down" and i>0: scene.objects['Commands']['speed']=speed_mode[i-1] scene.objects['Text_speed']['Text']=speed_mode_txt[i-1] ## # Grille ## def terrain_grid (): if scene.objects['Grid-u'].visible: scene.objects['Grid-u'].setVisible(False,True) scene.objects['Grid-v'].setVisible(False,True) rp_map.aim_hide() else: scene.objects['Grid-u']['timer'] = 0 bpy.data.materials["Grid"].node_tree.nodes["Shader de mélange"].inputs[0].default_value = 0 bpy.data.materials["Grid-Yellow"].node_tree.nodes["Shader de mélange"].inputs[0].default_value = 0 bpy.data.materials["Grid-Green"].node_tree.nodes["Shader de mélange"].inputs[0].default_value = 0 bpy.data.materials["Grid-Holo"].node_tree.nodes["Émission"].inputs[1].default_value = 0 bpy.data.materials["Grid-Holo-Yellow"].node_tree.nodes["Émission.003"].inputs[1].default_value = 0 bpy.data.materials["Grid-Holo-Green"].node_tree.nodes["Émission"].inputs[1].default_value = 0 scene.objects['Grid-u'].setVisible(True,True) scene.objects['Grid-v'].setVisible(True,True) rp_map.aim_show() scene.objects['Grid-u']['anim'] = True def terrain_grid_anim (): bpy.data.materials["Grid"].node_tree.nodes["Shader de mélange"].inputs[0].default_value=scene.objects['Grid-u']['timer'] bpy.data.materials["Grid-Yellow"].node_tree.nodes["Shader de mélange"].inputs[0].default_value=scene.objects['Grid-u']['timer'] bpy.data.materials["Grid-Green"].node_tree.nodes["Shader de mélange"].inputs[0].default_value=scene.objects['Grid-u']['timer'] bpy.data.materials["Grid-Holo"].node_tree.nodes["Émission"].inputs[1].default_value =scene.objects['Grid-u']['timer']*5 bpy.data.materials["Grid-Holo-Yellow"].node_tree.nodes["Émission.003"].inputs[1].default_value =scene.objects['Grid-u']['timer']*5 bpy.data.materials["Grid-Holo-Green"].node_tree.nodes["Émission"].inputs[1].default_value =scene.objects['Grid-u']['timer']*5 scene.objects['Grid-u']['timer']+=0.05 if scene.objects['Grid-u']['timer']>= 1: scene.objects['Grid-u']['anim'] = False ############################################################################### # Sons ############################################################################### def sound_play (sound): if scene.objects['Commands']['sound']: # playsound('rp_click.ogg') audiodev.play(sound) def sound_set (): scene.objects['NoSound-cmd'].suspendPhysics() scene.objects['NoSound-cmd'].setVisible(False,False) scene.objects['NoSound-cmd-Hl'].setVisible(False,False) scene.objects['Sound-cmd'].restorePhysics() scene.objects['Sound-cmd-Hl'].setVisible(True,False) scene.objects['Commands']['sound']=True # scene.objects['Cmd-text']['Text']= "Mute" scene.objects['Cmd-text']['Text']= "Muet" # scene.objects['Cmd-text'].setVisible(True,False) def sound_unset (): scene.objects['Sound-cmd'].suspendPhysics() scene.objects['Sound-cmd'].setVisible(False,False) scene.objects['Sound-cmd-Hl'].setVisible(False,False) scene.objects['NoSound-cmd'].restorePhysics() scene.objects['NoSound-cmd-Hl'].setVisible(True,False) scene.objects['Commands']['sound']=False # scene.objects['Cmd-text']['Text']= "Unmute" scene.objects['Cmd-text']['Text']= "Rétablir le son" # scene.objects['Cmd-text'].setVisible(True,False) ############################################################################### # Commandes ############################################################################### color_cmd = (0.8, 0.8, 0.8, 1) # Blanc color_cmd_hl = (0.8, 0.619, 0.021, 1) # Jaune ## # Init ## def cmd_init(cont): if cont.sensors['Init'].positive == False: # 1 seule fois return False # Configuration de l'écran bge.render.setWindowSize(int(rp_config_tree[0][3][0].text),int(rp_config_tree[0][3][1].text)) scene.objects['About']['quality'] = int(rp_config_tree[0][3][2].text) rp_about.quality_apply(scene.objects['About']['quality'], True) # UI : Commands scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Aim-cmd-Hl'].setVisible(False,False) scene.objects['Doc-cmd-Hl'].setVisible(False,False) scene.objects['Task-cmd-Hl'].setVisible(False,False) scene.objects['Task_close-cmd'].setVisible(False,False) scene.objects['Task_close-cmd'].suspendPhysics() scene.objects['Task_close-cmd-Hl'].setVisible(False,False) scene.objects['Store-cmd-Hl'].setVisible(False,False) scene.objects['ResetView-Hl'].setVisible(False,False) scene.objects['About-cmd-Hl'].setVisible(False,False) scene.objects['Speed_up-Hl'].setVisible(False,False) scene.objects['Speed_down-Hl'].setVisible(False,False) # UI : Sounds # Read config (sound : data/config/sound -> [0][1].text) if rp_config_tree[0][1].text == "True": sound_set () else: sound_unset () # audiodev.unlock() # UI : Text, ... scene.objects['Cmd-text']['Text']="" scene.objects['Cmd-text'].setVisible(True,False) scene.objects['Points-Map-text']['Text']="" scene.objects['Grid-u'].setVisible(False,True) scene.objects['Grid-v'].setVisible(False,True) scene.objects['Points-Map-text']['Text']="" scene.objects['Points-Map-text'].setVisible(True,False) scene.objects['Points-Twins'].setVisible(False,True) scene.objects['Points-Twins-text'].setVisible(False,False) scene.objects['Script-text']['Text']=scene.objects['Commands']['script'] # scene.objects['Info-1-text'].setVisible(False,False) # scene.objects['Info-2-text'].setVisible(False,False) # UI : Mouse # Window size : 738.5 415.5 if scene.objects['Mouse_main']['mouse_graphic']: bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2)) bge.render.showMouse(scene.objects['Commands']['debug_mouse']) scene.objects['Mouse_main'].worldPosition = [0.07, -8.11, 4.71035] # Vielle version : [0.118161, -8.24305, 4.71035] ; [0, -3.5, 2], [0, -8, 6] scene.objects['Mouse_main'].worldScale=[30, 30, 30] scene.objects['Mouse_main']['past_x']=0 scene.objects['Mouse_main']['past_y']=0 scene.objects['Mouse_main']['mouse_up']=0 else: scene.objects['Mouse_main'].setVisible(False,False) bge.render.showMouse(True) # Missions # Read config (mission actuelle : data/mission/current -> [1][0].text) # Read config (niveau atteint : data/mission/level -> [1][1].text) scene.objects['Points']['mission']=int(rp_config_tree[1][0].text) scene.objects['Points']['mission_init']= scene.objects['Points']['mission'] scene.objects['Points']['level']=int(rp_config_tree[1][1].text) scene.objects['Points-Map-text']['Text']="Mission "+str(scene.objects['Points']['mission']) scene.objects['Book_mission']['Text'] = "Mission en cours : "+str(scene.objects['Points']['mission']) scene.objects['Book_level']['Text'] = "Niveau actuel : "+str(scene.objects['Points']['level']) # Upgrade # Read config (upgrades choisis : data/upgrade/ -> [2][i].text) upgrade_card=("battery", "beacon", "paint", "speed") scene.objects['Points']['upgrade_nb'] =0 for i in range(len(upgrade_card)): if rp_config_tree[2][i].text == "True": scene.objects['Points']['upgrade_'+upgrade_card[i]]=True scene.objects['Points']['upgrade_nb'] +=1 scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb'] upgrade_maj() # Speed # Read config (game speed : data/config/speed -> [0][0].text) speed_mode=[0.25, 0.5, 1,2,4,10] speed_mode_txt=["1/4", "1/2", "1", "2","4","10"] if scene.objects['Points']['upgrade_speed'] : scene.objects['Commands']['speed']=float(rp_config_tree[0][0].text) else: scene.objects['Commands']['speed']=1.00 i=speed_mode.index(scene.objects['Commands']['speed']) scene.objects['Text_speed']['Text']=speed_mode_txt[i] # Windows windows=("Doc", "Doc_chap-general", "Doc_chap-missions", "Doc_chap-rover", "Doc_chap-python", "About", "Credits", "Task") for window in windows: scene.objects[window].setVisible(False,True) rp_doc.init() rp_store.init() scene.objects['Task'].worldPosition = [42.6047, -2.09252, 2.99685] # Panel task ## # Highlight des commandes ## def cmd_hl(cont): obj = cont.owner # Activation if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Terrain']['manip_mode']==0: if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" and obj.name!="Doc-cmd-colbox": obj.setVisible(False,True) scene.objects[obj.name+'-Hl'].setVisible(True,True) # Run et pause if obj.name=="Pause" or obj.name=="Run": if scene.objects['Terrain']['run'] == True: pass # scene.objects['Pause'].setVisible(False,False) FIXME pause pas implémenté # scene.objects['Pause-Hl'].setVisible(True,False) FIXME pause pas implémenté else: scene.objects['Run'].setVisible(False,False) scene.objects['Run-Hl'].setVisible(True,False) # Stop if obj.name=="Stop": scene.objects['Stop'].setVisible(False,False) scene.objects['Stop-Hl'].setVisible(True,False) # Doc if obj.name=="Doc-cmd-colbox": scene.objects['Doc-cmd'].setVisible(False,False) scene.objects['Doc-cmd-Hl'].setVisible(True,False) # Text text_hl ={"Run":"Exécuter (F5)", "Stop":"Stop et initialisation (F6)", "Pause":"Pause (F5)", "Aim-cmd":"Afficher/cacher l'objectif", "Doc-cmd-colbox":"Documentation", "Store-cmd":"Boutique", "Task-cmd":"Liste des tâches", "Task_close-cmd":"Fermer la liste des tâches", "ResetView": "Reset de la vue (Touche Début)", "File": "Changer le fichier de commandes", "About-cmd": "A propos", "Speed_down": "Moins vite (-)", "Speed_up": "Plus vite (+)", "Sound-cmd": "Muet", "NoSound-cmd": "Rétablir le son"} # text_hl ={"Run":"Run (F5)", # "Stop":"Stop (F6)", # "Pause":"Pause (F5)", # "Aim":"Show aim", # "Doc-cmd":"Documentation", # "ResetView": "Reset view (Home key)", # "File": "Change the commands file", # "About-cmd": "About", # "Speed_down": "Speed down (-)", # "Speed_up": "Speed up (+)", # "Sound-cmd": "Mute", # "NoSound-cmd": "Unmute"} scene.objects['Cmd-text']['Text']= text_hl[obj.name] scene.objects['Cmd-text'].setVisible(True,False) # Désactivation if cont.sensors['MO'].status == JUST_RELEASED and (scene.objects['Terrain']['manip_mode']==0 or scene.objects['Terrain']['manip_mode']==9): scene.objects['Cmd-text']['Text']= "" scene.objects['Cmd-text'].setVisible(False,False) if obj.name!="Run" and obj.name!="Pause" and obj.name!="Stop" and obj.name!="Sound-cmd" and obj.name!="NoSound-cmd" and obj.name!="Task-cmd" and obj.name!="Task_close-cmd" and obj.name!="Doc-cmd-colbox": scene.objects[obj.name+'-Hl'].setVisible(False,True) obj.setVisible(True,True) # Run et pause if obj.name=="Pause" or obj.name=="Run": if scene.objects['Terrain']['run'] == True: pass # scene.objects['Pause-Hl'].setVisible(False,False) FIXME pause pas implémenté # scene.objects['Pause'].setVisible(True,False) FIXME pause pas implémenté else: scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Run'].setVisible(True,False) # Stop if obj.name=="Stop": scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Stop'].setVisible(True,False) # Doc if obj.name=="Doc-cmd-colbox": scene.objects['Doc-cmd-Hl'].setVisible(False,False) scene.objects['Doc-cmd'].setVisible(True,False) # Sound if obj.name=="NoSound-cmd" and scene.objects['Commands']['sound']==False: scene.objects['NoSound-cmd-Hl'].setVisible(False,False) scene.objects['NoSound-cmd'].setVisible(True,False) if obj.name=="Sound-cmd" and scene.objects['Commands']['sound']==True: scene.objects['Sound-cmd-Hl'].setVisible(False,False) scene.objects['Sound-cmd'].setVisible(True,False) # Task panel if obj.name=="Task-cmd": scene.objects['Task-cmd-Hl'].setVisible(False,True) if scene.objects['Commands']['task']: scene.objects['Task-cmd'].setVisible(False,True) else: scene.objects['Task-cmd'].setVisible(True,False) if obj.name=="Task_close-cmd": scene.objects['Task_close-cmd-Hl'].setVisible(False,True) if scene.objects['Commands']['task']==False: scene.objects['Task_close-cmd'].setVisible(False,True) else: scene.objects['Task_close-cmd'].setVisible(True,False) ## # Click sur les commandes ## def cmd_click (cont): obj = cont.owner if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0: if obj.name=="Pause" or obj.name=="Run": sound_play (snd_click) terrain_run () if obj.name=="Stop": sound_play (snd_click) terrain_stop () if obj.name=="Aim-cmd": sound_play (snd_grid) terrain_grid () if obj.name=="Speed_up" or obj.name=="Speed_down": sound_play (snd_click) terrain_speed (obj) if obj.name=="ResetView": sound_play (snd_click) manip_reset() if obj.name=="Sound-cmd": sound_unset () if obj.name=="NoSound-cmd": sound_set () sound_play (snd_click) if obj.name=="Doc-cmd-colbox": sound_play (snd_open) tablet_open () if obj.name=="File": sound_play (snd_open) file_open () if obj.name=="About-cmd": sound_play (snd_open) about_open () if obj.name=="Store-cmd": sound_play (snd_open) store_open () if obj.name=="Task-cmd": sound_play (snd_open) task_open () if obj.name=="Task_close-cmd": task_close () ############################################################################### # Gestion du clavier ############################################################################### ## # Mode # # 0 : rien (par défaut) # 1 : Pan avec Shift # 2 : Zoom avec Ctrl # 8 : Fenêtre Documentation # 9 : Fenêtre About ## def mode(cont): obj = cont.owner keyboard = bge.logic.keyboard # Touche ESC if JUST_ACTIVATED in keyboard.inputs[bge.events.ESCKEY].queue: # Fenêtres modales if scene.objects['Terrain']['manip_mode']==9: # About if scene.objects['About'].visible: about_close() return elif scene.objects['Terrain']['manip_mode']==8: # Doc et store if scene.objects['Doc'].visible: tablet_close() return if scene.objects['Store'].visible: store_close() return else: # Sortir du jeu terrain_stop () # MAJ du fichier de config # Position de la camera : data/config/cam_x,y,z -> [0][2][0].text, [0][2][1].text, [0][2][2].text) rp_config_tree[0][2][0].text=str(scene.objects['Camera']['current_lx']) rp_config_tree[0][2][1].text=str(scene.objects['Camera']['current_ly']) rp_config_tree[0][2][2].text=str(scene.objects['Camera']['current_lz']) # Ecran : data/config/screen/width, height, quality-> [0][3][0].text, [0][3][1].text, [0][3][2].text) screen_width = bge.render.getWindowWidth() screen_height = bge.render.getWindowHeight() rp_config_tree[0][3][0].text=str(screen_width) rp_config_tree[0][3][1].text=str(screen_height) rp_config_tree[0][3][2].text=str(scene.objects['About']['quality']) # Son : data/config/sound -> [0][1].text rp_config_tree[0][1].text=str(scene.objects['Commands']['sound']) # Vitesse du jeu : data/config/speed -> [0][0].text) rp_config_tree[0][0].text=str(scene.objects['Commands']['speed']) # Mission et level : data/mission/level -> [1][0].text, [1][1].text) rp_config_tree[1][0].text=str(scene.objects['Points']['mission']) rp_config_tree[1][1].text=str(scene.objects['Points']['level']) # Upgrade : data/upgrade/i -> [2][i].text) upgrade_card=("battery", "beacon", "paint", "speed") for i in range(len(upgrade_card)): if scene.objects['Points']["upgrade_"+upgrade_card[i]] == True: rp_config_tree[2][i].text="True" else: rp_config_tree[2][i].text="False" config_save() # Sortir bge.logic.endGame() # Fenêtre modale (inhibition des touches hors ESC) if scene.objects['Terrain']['manip_mode']==9: return # Shift -> mode 1 : Pan (clic milieu) if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue: obj['manip_mode']=1 if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue: obj['manip_mode']=1 # Ctrl -> mode 2 : Zoom (clic milieu) if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue: obj['manip_mode']=2 if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue: obj['manip_mode']=2 # Pas de modificateur -> mode 0 : Pas de Orbit (mode 0) ici if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue: obj['manip_mode']=0 if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue: obj['manip_mode']=0 if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue: obj['manip_mode']=0 if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue: obj['manip_mode']=0 # Touche Home -> Reset de la vue if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue: manip_reset() # if scene.objects['Mouse_main']['mouse_graphic']: # bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2)) # scene.objects['Mouse_main'].worldPosition = [0.07, -8.11, 4.71035] # Vielle version : [0.118161, -8.24305, 4.71035] ; [0, -3.5, 2], [0, -8, 6] # scene.objects['Mouse_main'].worldScale=[30, 30, 30] # scene.objects['Mouse_main']['past_x']=0 # scene.objects['Mouse_main']['past_y']=0 # Touche F5 -> Run et Pause if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue: terrain_run () # Touche F6 -> Stop / Init if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue: terrain_stop () # if scene.objects['Terrain']['thread_cmd']==True: # FIXME : bien utile ? # terrain_stop () # Touche +/- du pad -> Vitesse + ou / if JUST_ACTIVATED in keyboard.inputs[bge.events.PADPLUSKEY].queue: if scene.objects['Points']['upgrade_speed'] : terrain_speed (scene.objects['Speed_up']) if JUST_ACTIVATED in keyboard.inputs[bge.events.PADMINUS].queue: if scene.objects['Points']['upgrade_speed'] : terrain_speed (scene.objects['Speed_down']) ############################################################################### # Manipulation 3D de la scène ############################################################################### ## # Atteindre une orientation (bas niveau) ## def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True): rres=0.001 # resolution rotation # x if rx is not None: while (abs(rx-obj.worldOrientation.to_euler().x) > 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) ## # Reset de la manipulation de la vue ## def manip_reset(): scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz'] scene.objects['Camera']['current_lx'] = scene.objects['Camera'].worldPosition.x scene.objects['Camera']['current_ly'] = scene.objects['Camera'].worldPosition.y scene.objects['Camera']['current_lz'] = scene.objects['Camera'].worldPosition.z applyRotationTo(scene.objects['Terrain'], 0, 0, 0) scene.objects['Cmd-text']['Text']= "" ## # Position de départ pour la manipulation de la vue ## def manip_start(cont): if scene.objects['Terrain']['manip_mode']!=9: obj = cont.owner obj['click_x']=cont.sensors['ClickM'].position[0] obj['click_y']=cont.sensors['ClickM'].position[1] ## # Cacher le cercle de la manipulation Orbit ## def manip_stop(cont): scene.objects['Camera']['current_lx'] = scene.objects['Camera'].worldPosition.x scene.objects['Camera']['current_ly'] = scene.objects['Camera'].worldPosition.y scene.objects['Camera']['current_lz'] = scene.objects['Camera'].worldPosition.z # scene.objects['Orbit'].setVisible(False,False) ## # Manipulation du modèle ou de la caméra ## def manip(cont): obj = cont.owner sensibilite_orbit=0.00005 # Base : 0.0005 sensibilite_pan=0.001 # Base : 0.005 sensibilite_zoom=0.005 # Base : 0.01 delta_x=cont.sensors['DownM'].position[0]-obj['click_x'] delta_y=cont.sensors['DownM'].position[1]-obj['click_y'] # Pan if obj['manip_mode']==1: # Shift scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True) # scene.objects['Commands-colbox'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True) # scene.objects['Commands-colbox'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan*math.cos(50*2*math.pi*(1/360)), delta_y*sensibilite_pan*math.sin(50*2*math.pi*(1/360))), True) # if scene.objects['Mouse_main']['mouse_graphic']: # scene.objects['Mouse_main'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True) # Zoom FIXME : marche pas au niveau de la souris if obj['manip_mode']==2: # Ctrl # if scene.objects['Mouse_main']['mouse_graphic']: # position_scale_x = 0.0005 # position_scale_y = position_scale_x # mouse_x=scene.objects['Mouse_main'].sensors["Mouse"].position[0]-int(bge.render.getWindowWidth() / 2) # mouse_y=scene.objects['Mouse_main'].sensors["Mouse"].position[1]-int(bge.render.getWindowHeight() / 2) # distance_cam_past= math.sqrt(scene.objects['Camera']['past_ly']**2+scene.objects['Camera']['past_lz']**2) # distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # size_scale = (distance_cam/distance_cam_past) * 0.23 if scene.objects['Camera'].worldPosition.z >0.5 and scene.objects['Camera'].worldPosition.z <57: scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True) if scene.objects['Camera'].worldPosition.z <=0.5 or scene.objects['Camera'].worldPosition.z >=57 : scene.objects['Camera'].applyMovement((0, 0, -(delta_x+delta_y)*sensibilite_zoom), True) # if scene.objects['Mouse_main']['mouse_graphic']: # scene.objects['Mouse_main'].applyMovement((mouse_x*(delta_x+delta_y)*sensibilite_zoom*position_scale_x, -mouse_y*(delta_x+delta_y)*sensibilite_zoom*position_scale_y, 0), True) # scene.objects['Mouse_main'].worldScale *= (delta_x+delta_y)*sensibilite_zoom*size_scale # scene.objects['Camera']['past_ly']=scene.objects['Camera'].worldPosition.y # scene.objects['Camera']['past_lz']=scene.objects['Camera'].worldPosition.z ## # Manipulation du modèle ou de la caméra ## def manip_wheel(cont): if scene.objects['Terrain']['manip_mode']!=9: # Fenêtre modale obj = cont.owner # sensibilite_wheel = 5 # Base : 20 sensibilite_wheel = scene.objects['Camera'].worldPosition.z/5 # Sensibilité progressive # if scene.objects['Mouse_main']['mouse_graphic']: # position_scale_x = 0.0005 # position_scale_y = position_scale_x # mouse_x=scene.objects['Mouse_main'].sensors["Mouse"].position[0]-int(bge.render.getWindowWidth() / 2) # mouse_y=scene.objects['Mouse_main'].sensors["Mouse"].position[1]-int(bge.render.getWindowHeight() / 2) # distance_cam_past = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # # size_scale = (distance_cam/distance_cam_past) * 0.23 # size_scale = 0.2 # # size_scale = 0.23 if cont.sensors['WheelUp'].positive : scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True) # if scene.objects['Mouse_main']['mouse_graphic']: # distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # scene.objects['Mouse_main'].applyMovement((-mouse_x*sensibilite_wheel*position_scale_x, mouse_y*sensibilite_wheel*position_scale_y, 0), True) # scene.objects['Mouse_main'].worldScale *= sensibilite_wheel* (distance_cam/distance_cam_past) *size_scale elif cont.sensors['WheelDown'].positive and scene.objects['Camera'].worldPosition.z<50: scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True) # if scene.objects['Mouse_main']['mouse_graphic']: # distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # scene.objects['Mouse_main'].applyMovement((mouse_x*sensibilite_wheel*position_scale_x, -mouse_y*sensibilite_wheel*position_scale_y, 0), True) # scene.objects['Mouse_main'].worldScale /= sensibilite_wheel* (distance_cam_past/distance_cam) *size_scale else: return manip_stop(cont) ## # Icone de la souris ## def mouse(cont): if scene.objects['Mouse_main']['mouse_graphic']==False: return obj = cont.owner # Ancienne version basée sur la position de la caméra # distance_cam_init= math.sqrt(scene.objects['Camera']['init_ly']**2+scene.objects['Camera']['init_lz']**2) # distance_cam = math.sqrt((scene.objects['Camera'].worldPosition.y**2+scene.objects['Camera'].worldPosition.z**2)) # ratio = ((distance_cam_init - distance_cam)/distance_cam_init)*1.39 # trop vite -> +, pas assez vite -> - # scale_x=0.0118-0.0118*ratio # scale_y=scale_x # delta_x=cont.sensors["Mouse"].position[0]-obj['past_x'] # delta_y=cont.sensors["Mouse"].position[1]-obj['past_y'] # if delta_x<500 and delta_y<500: # scene.objects['Mouse_main'].worldPosition.x += delta_x*scale_x # scene.objects['Mouse_main'].worldPosition.y -= delta_y*scale_y*math.cos(50*2*math.pi*(1/360)) # scene.objects['Mouse_main'].worldPosition.z -= delta_y*scale_y*math.sin(50*2*math.pi*(1/360)) # scene.objects['Mouse_main']['past_x']=cont.sensors["Mouse"].position[0] # scene.objects['Mouse_main']['past_y']=cont.sensors["Mouse"].position[1] # Version basée sur obj.getDistanceTo(scene.objects['Camera']) delta_x=cont.sensors["Mouse"].position[0]-obj['past_x'] delta_y=cont.sensors["Mouse"].position[1]-obj['past_y'] vect=mathutils.Vector((1,1,1))-obj.getVectTo(scene.objects['Camera'])[1] dist= obj.getDistanceTo(scene.objects['Camera']) # print ("delta_x, delta_y, vect, dist : ", delta_x, delta_y, vect, dist) if obj['past_dist']==0: obj['past_dist']=obj.getDistanceTo(scene.objects['Camera']) ratio = dist/obj['past_dist'] # print ("delta_x, delta_y, vect, dist : ", delta_x, delta_y, vect, dist) scale_x=ratio*0.016 scale_y=ratio*0.0162 # scale_xy=ratio*0.0005 scale_xy=ratio*0 if delta_x<500 and delta_y<500: # scene.objects['Mouse_main'].applyMovement((delta_x*scale_x, -vect[1]*delta_y*scale_y, -vect[1]*delta_y*scale_y), False) scene.objects['Mouse_main'].applyMovement((delta_x*scale_x+delta_x*delta_y*scale_xy, -delta_y*scale_y*math.cos(50*2*math.pi*(1/360)), -delta_y*scale_y*math.sin(50*2*math.pi*(1/360))), False) obj['past_x']=cont.sensors["Mouse"].position[0] obj['past_y']=cont.sensors["Mouse"].position[1] ## # Mise en avant de la souris ## def mouse_up(): scene.objects['Mouse_main']['mouse_up']+=1 if scene.objects['Mouse_main']['mouse_up'] == 1: decal = 18 size_scale = 0.2 # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]) vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1] dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].applyMovement((vect[0]*decal, vect[1]*decal, vect[2]*decal), False) dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].worldScale *= (dist/dist_past) *size_scale scene.objects['Mouse_main'].worldScale=[8, 8, 8] ## # Mise en arrière de la souris ## def mouse_down(): scene.objects['Mouse_main']['mouse_up']-=1 if scene.objects['Mouse_main']['mouse_up'] == 0: decal = 18 size_scale = 0.2 # print (scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1]) vect=scene.objects['Mouse_main'].getVectTo(scene.objects['Camera'])[1] dist_past= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].applyMovement((-vect[0]*decal, -vect[1]*decal, -vect[2]*decal), False) dist= scene.objects['Mouse_main'].getDistanceTo(scene.objects['Camera']) scene.objects['Mouse_main'].worldScale /= (dist_past/dist) *size_scale scene.objects['Mouse_main'].worldScale=[30, 30, 30] ############################################################################### # Documentation ############################################################################### ## # Allumer la tablette ## def tablet_open (): # Fenêtre scene.objects['Terrain']['manip_mode']=8 # Fenêtre modale Aide scene.objects['Camera']['current_lx'] = scene.objects['Camera'].worldPosition.x scene.objects['Camera']['current_ly'] = scene.objects['Camera'].worldPosition.y scene.objects['Camera']['current_lz'] = scene.objects['Camera'].worldPosition.z scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz'] applyRotationTo(scene.objects['Terrain'], 0, 0, 0) scene.objects['Cmd-text']['Text']= "" # Overlay scene.removeOverlayCollection(bpy.data.collections['Hud']) scene.objects['Points'].setVisible(False,True) scene.objects['Commands'].setVisible(False,True) scene.active_camera = scene.objects["Camera-Hud"] scene.objects['Camera'].setVisible(False,True) scene.objects['Doc-cmd-colbox'].suspendPhysics (True) # Ouvrir la tablette rp_doc.open() ## # Fermeture de la tablette ## def tablet_close (): rp_doc.close() scene.objects['Terrain']['manip_mode']=0 # Enlever la fenêtre modale # Maj du fichier de config (mission actuelle : data/mission/current -> [1][0].text) rp_config_tree[1][0].text=str(scene.objects['Points']['mission']) config_save() # Overlay scene.objects['Points'].setVisible(True,True) if scene.objects['Commands']['twins']: scene.objects['Points-Twins'].setVisible(True,True) scene.objects['Points-Twins-text'].setVisible(True,False) else: scene.objects['Points-Twins'].setVisible(False,True) scene.objects['Points-Twins-text'].setVisible(False,False) scene.objects['Commands'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True) scene.active_camera = scene.objects["Camera"] scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) # UI : Commands scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) # scene.objects['Stop'].setVisible(False,False) # scene.objects['Stop'].suspendPhysics() scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Aim-cmd-Hl'].setVisible(False,False) scene.objects['Doc-cmd-Hl'].setVisible(False,False) scene.objects['Doc-cmd-colbox'].restorePhysics() scene.objects['ResetView-Hl'].setVisible(False,False) scene.objects['About-cmd-Hl'].setVisible(False,False) scene.objects['Speed_up-Hl'].setVisible(False,False) scene.objects['Speed_down-Hl'].setVisible(False,False) scene.objects['Cmd-text'].setVisible(False,False) # Task panel if scene.objects['Commands']['task']: scene.objects['Task-cmd'].setVisible(False,True) scene.objects['Task-cmd'].suspendPhysics() scene.objects['Task-cmd-Hl'].setVisible(False,True) scene.objects['Task_close-cmd'].setVisible(True,True) scene.objects['Task_close-cmd'].restorePhysics() scene.objects['Task_close-cmd-Hl'].setVisible(False,True) else: scene.objects['Task_close-cmd'].setVisible(False,True) scene.objects['Task_close-cmd'].suspendPhysics() scene.objects['Task_close-cmd-Hl'].setVisible(False,True) scene.objects['Task-cmd'].setVisible(True,True) scene.objects['Task-cmd'].restorePhysics() scene.objects['Task-cmd-Hl'].setVisible(False,True) # Vitesse if scene.objects['Points']['upgrade_speed'] ==False: scene.objects['Text_speed'].setVisible(False,True) scene.objects['Text_speed_label-fr'].setVisible(False,True) scene.objects['Speed_down'].setVisible(False,True) scene.objects['Speed_up'].setVisible(False,True) # Camera scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz'] # Reset si changement de mission if scene.objects['Points']['mission_init']!= scene.objects['Points']['mission']: terrain_stop () rp_map.task() if scene.objects['Grid-u'].visible: rp_map.aim_show() scene.objects['Points']['mission_init'] = scene.objects['Points']['mission'] ## # Clic pour fermer la tablette ## def tablet_close_click(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : sound_play (snd_close) tablet_close() ############################################################################### # Liste des tâches ############################################################################### ## # Allumer la tablette des tâches ## def task_open (): scene.objects['Commands']['task']=True scene.objects['Task-cmd'].setVisible(False,True) scene.objects['Task-cmd'].suspendPhysics() scene.objects['Task-cmd-Hl'].setVisible(False,True) scene.objects['Task'].setVisible(True,True) scene.objects['Task']['timer'] = 0 scene.objects['Task']['anim_open'] = True rp_map.task() def task_open_anim(): x0_cam=0.005783 y0_cam=-26.4403 z0_cam=20.2232 x_cam=scene.objects['Camera'].worldPosition.x y_cam=scene.objects['Camera'].worldPosition.y z_cam=scene.objects['Camera'].worldPosition.z resol=50 x0=0.291678-x0_cam+x_cam y0 =-25.9416-y0_cam+y_cam z0 = 19.793-z0_cam+z_cam x1 = 0.201271-x0_cam+x_cam y1 =-25.9416-y0_cam+y_cam z1 = 19.793-z0_cam+z_cam xi = x0+((x1-x0)/resol)*scene.objects['Task']['timer'] yi = y0+((y1-y0)/resol)*scene.objects['Task']['timer'] zi = z0+((z1-z0)/resol)*scene.objects['Task']['timer'] scene.objects['Task'].worldPosition = [xi, yi, zi] scene.objects['Task']['timer']+=1 if scene.objects['Task']['timer']== resol: scene.objects['Task']['anim_open'] = False scene.objects['Task_close-cmd'].setVisible(True,True) scene.objects['Task_close-cmd-Hl'].setVisible(False,True) scene.objects['Task_close-cmd'].restorePhysics() ## # Allumer la tablette des tâches ## def task_close (): scene.objects['Commands']['task']=False scene.objects['Task_close-cmd'].setVisible(False,True) scene.objects['Task_close-cmd'].suspendPhysics() scene.objects['Task_close-cmd-Hl'].setVisible(False,True) scene.objects['Task']['timer'] = 0 scene.objects['Task']['anim_close'] = True def task_close_anim(): x0_cam=0.005783 y0_cam=-26.4403 z0_cam=20.2232 x_cam=scene.objects['Camera'].worldPosition.x y_cam=scene.objects['Camera'].worldPosition.y z_cam=scene.objects['Camera'].worldPosition.z resol=50 x0 = 0.201271-x0_cam+x_cam y0 =-25.9416-y0_cam+y_cam z0 = 19.793-z0_cam+z_cam x1=0.291678-x0_cam+x_cam y1 =-25.9416-y0_cam+y_cam z1 = 19.793-z0_cam+z_cam xi = x0+((x1-x0)/resol)*scene.objects['Task']['timer'] yi = y0+((y1-y0)/resol)*scene.objects['Task']['timer'] zi = z0+((z1-z0)/resol)*scene.objects['Task']['timer'] scene.objects['Task'].worldPosition = [xi, yi, zi] scene.objects['Task']['timer']+=1 if scene.objects['Task']['timer']== resol: scene.objects['Task']['anim_close'] = False scene.objects['Task'].setVisible(False,True) scene.objects['Task-cmd'].setVisible(True,True) scene.objects['Task-cmd-Hl'].setVisible(False,True) scene.objects['Task-cmd'].restorePhysics() ## # Clic pour fermer la tablette des tâches ## def task_close_click(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : sound_play (snd_close) task_close() ############################################################################### # Store ############################################################################### ## # Prendre en compte les upgrades ## def upgrade_maj(): # Batterie if scene.objects['Points']['upgrade_battery'] : scene.objects['St-Panels-3'].setVisible(True,True) else: scene.objects['St-Panels-3'].setVisible(False,True) # Balise, voir rp_marquer () if scene.objects['Points']['upgrade_beacon'] : scene.objects['St-Cubes'].setVisible(True,True) else: scene.objects['St-Cubes'].setVisible(False,True) # Peinture (uniquement sous forme de fonction) # Vitesse if scene.objects['Points']['upgrade_speed'] : scene.objects['Text_speed'].setVisible(True,True) scene.objects['Text_speed_label-fr'].setVisible(True,True) scene.objects['Speed_down'].setVisible(True,True) scene.objects['Speed_down']. restorePhysics() scene.objects['Speed_up'].setVisible(True,True) scene.objects['Speed_up']. restorePhysics() else: scene.objects['Text_speed'].setVisible(False,True) scene.objects['Text_speed_label-fr'].setVisible(False,True) scene.objects['Speed_down'].setVisible(False,True) scene.objects['Speed_down'].suspendPhysics() scene.objects['Speed_up'].setVisible(False,True) scene.objects['Speed_up'].suspendPhysics() ## # Ouvrir le store ## def store_open (): upgrade_maj() if scene.objects['Grid-u'].visible: scene.objects['Store']['Grid_visible'] = True terrain_grid() else: scene.objects['Store']['Grid_visible'] = False rp_store.open() ## # Fermer le store ## def store_close(): rp_store.close() scene.objects['Terrain']['manip_mode']=0 # Enlever la fenêtre modale # Maj du fichier de config (upgrade : data/upgrade/i -> [2][i].text) upgrade_card=("battery", "beacon", "paint", "speed") for i in range(len(upgrade_card)): if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True: scene.objects['Points']["upgrade_"+upgrade_card[i]]=True rp_config_tree[2][i].text="True" else: scene.objects['Points']["upgrade_"+upgrade_card[i]]=False rp_config_tree[2][i].text="False" config_save() # Overlay scene.objects['Points'].setVisible(True,True) if scene.objects['Commands']['twins']: scene.objects['Points-Twins'].setVisible(True,True) scene.objects['Points-Twins-text'].setVisible(True,False) else: scene.objects['Points-Twins'].setVisible(False,True) scene.objects['Points-Twins-text'].setVisible(False,False) scene.objects['Commands'].setVisible(True,True) scene.objects['Camera'].setVisible(True,True) scene.active_camera = scene.objects["Camera"] scene.addOverlayCollection(scene.cameras['Camera-Hud'], bpy.data.collections['Hud']) # UI : Commands scene.objects['Run-Hl'].setVisible(False,False) scene.objects['Pause'].setVisible(False,False) scene.objects['Pause'].suspendPhysics() scene.objects['Pause-Hl'].setVisible(False,False) # scene.objects['Stop'].setVisible(False,False) # scene.objects['Stop'].suspendPhysics() scene.objects['Stop-Hl'].setVisible(False,False) scene.objects['Aim-cmd-Hl'].setVisible(False,False) scene.objects['Doc-cmd-Hl'].setVisible(False,False) scene.objects['ResetView-Hl'].setVisible(False,False) scene.objects['About-cmd-Hl'].setVisible(False,False) scene.objects['Speed_up-Hl'].setVisible(False,False) scene.objects['Speed_down-Hl'].setVisible(False,False) scene.objects['Cmd-text'].setVisible(False,False) # Task panel if scene.objects['Commands']['task']: scene.objects['Task-cmd'].setVisible(False,True) scene.objects['Task-cmd'].suspendPhysics() scene.objects['Task-cmd-Hl'].setVisible(False,True) scene.objects['Task_close-cmd'].setVisible(True,True) scene.objects['Task_close-cmd'].restorePhysics() scene.objects['Task_close-cmd-Hl'].setVisible(False,True) else: scene.objects['Task_close-cmd'].setVisible(False,True) scene.objects['Task_close-cmd'].suspendPhysics() scene.objects['Task_close-cmd-Hl'].setVisible(False,True) scene.objects['Task-cmd'].setVisible(True,True) scene.objects['Task-cmd'].restorePhysics() scene.objects['Task-cmd-Hl'].setVisible(False,True) # Maj de l'interface upgrade_maj() # Affichage de la grille + mission if scene.objects['Store']['Grid_visible']: terrain_grid() ## # Clic pour fermer le store ## def store_close_click(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : sound_play (snd_close) store_close() ############################################################################### # Fichier ############################################################################### ## # Sélectionner le fichier de commandes ## def file_open(): # Terminer le processus file précédent if ('file_proc' in scene.objects['Commands']): if scene.objects['Commands']['file_proc'].poll()==None: scene.objects['Commands']['file_proc'].terminate() # Démarrer le processus file if sys.platform=="linux": # wxPython ne s'installe pas bien sur GNU/linux -> Qt5 scene.objects['Commands']['file_proc'] = subprocess.Popen([sys.executable, os.path.join(os.getcwd(), "rp_file_qt.py")], stdout=subprocess.PIPE, encoding = 'utf8') else: # Qt5 ne s'installe pas bien sur Windows -> wxPython scene.objects['Commands']['file_proc'] = subprocess.Popen([sys.executable, os.path.join(os.getcwd(), "rp_file_wx.py")], stdout=subprocess.PIPE, encoding = 'utf8') # Récupérer le nom du fchier stout = scene.objects['Commands']['file_proc'].communicate() if stout[0][:-1] != 'None' and len(stout[0][:-1])>0 : scene.objects['Commands']['script'] = stout[0][:-1] scene.objects['Script-text']['Text']=scene.objects['Commands']['script'] config_load() ## # Sauvegarder la configuration ## def config_save(): buffer_xml = ET.tostring(rp_config_tree) fichier_xml=os.path.join(os.path.split((scene.objects['Commands']['script']))[0], "rp_config.xml") with open(fichier_xml, "wb") as f: f.write(buffer_xml) ## # Chargement de la configuration ## def config_load(): fichier_xml=os.path.join(os.path.split((scene.objects['Commands']['script']))[0], "rp_config.xml") if os.path.exists(fichier_xml) ==False: return rp_config2 = ET.parse(fichier_xml) rp_config_tree2 = rp_config2.getroot() # Configuration de l'écran bge.render.setWindowSize(int(rp_config_tree2[0][3][0].text),int(rp_config_tree2[0][3][1].text)) scene.objects['About']['quality'] = int(rp_config_tree2[0][3][2].text) rp_about.quality_apply(scene.objects['About']['quality']) # Init de la carte # Read config (mission actuelle : data/mission/current -> [1][0].text) scene.objects['Points']['mission']=int(rp_config_tree2[1][0].text) rp_map.map_init() scene.objects['Terrain']['thread_cmd']=False rp_map.map_reset() # Récupération de la position de la caméra scene.objects['Camera']['current_lx'] = float(rp_config_tree2[0][2][0].text) scene.objects['Camera']['current_ly'] = float(rp_config_tree2[0][2][1].text) scene.objects['Camera']['current_lz'] = float(rp_config_tree2[0][2][2].text) scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz'] # UI : Sounds # Read config (sound : data/config/sound -> [0][1].text) if rp_config_tree2[0][1].text == "True": sound_set () else: sound_unset () # audiodev.unlock() # Missions # Read config (mission actuelle : data/mission/current -> [1][0].text) # Read config (niveau atteint : data/mission/level -> [1][1].text) scene.objects['Points']['mission']=int(rp_config_tree2[1][0].text) scene.objects['Points']['mission_init']= scene.objects['Points']['mission'] scene.objects['Points']['level']=int(rp_config_tree2[1][1].text) 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']['Text'] = "Niveau actuel : "+str(scene.objects['Points']['level']) # Upgrade upgrade_card=("battery", "beacon", "paint", "speed") scene.objects['Points']['upgrade_nb'] =0 for i in range(len(upgrade_card)): if rp_config_tree2[2][i].text == "True": scene.objects['Points']['upgrade_'+upgrade_card[i]]=True scene.objects['Points']['upgrade_nb'] +=1 scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True else: scene.objects['Points']['upgrade_'+upgrade_card[i]]=False scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = False scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb'] upgrade_maj() # Speed # Read config (game speed : data/config/speed -> [0][0].text) speed_mode=[0.25, 0.5, 1,2,4,10] speed_mode_txt=["1/4", "1/2", "1", "2","4","10"] if scene.objects['Points']['upgrade_speed'] : scene.objects['Commands']['speed']=float(rp_config_tree2[0][0].text) else: scene.objects['Commands']['speed']=1.00 i=speed_mode.index(scene.objects['Commands']['speed']) scene.objects['Text_speed']['Text']=speed_mode_txt[i] ############################################################################### # About ############################################################################### ## # Ouvrir le about ## def about_open(): scene.objects['Terrain']['manip_mode']=9 # Fenêtre modale About scene.objects['Camera']['current_lx'] = scene.objects['Camera'].worldPosition.x scene.objects['Camera']['current_ly'] = scene.objects['Camera'].worldPosition.y scene.objects['Camera']['current_lz'] = scene.objects['Camera'].worldPosition.z scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz'] applyRotationTo(scene.objects['Terrain'], 0, 0, 0) scene.objects['Cmd-text']['Text']= "" rp_about.open() ## # Fermer le about ## def about_close(): scene.objects['Terrain']['manip_mode']=0 scene.objects['About'].setVisible(False,True) scene.objects['About'].worldPosition = [42, -2, 3] scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['current_lx'] scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['current_ly'] scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['current_lz'] # Maj du fichier de config (écran : data/config/screen/width, height, quality-> [0][3][0].text, [0][3][1].text, [0][3][2].text) screen_width = bge.render.getWindowWidth() screen_height = bge.render.getWindowHeight() rp_config_tree[0][3][0].text=str(screen_width) rp_config_tree[0][3][1].text=str(screen_height) rp_config_tree[0][3][2].text=str(scene.objects['About']['quality']) config_save() ## # Click pour fermer le about ## def about_close_click(cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : sound_play (snd_close) about_close()