from rp_lib import * # Bibliothèque Ropy ############################################################################### # rp_store.py # @title: Magasin pour le Rover Ropy # @project: Ropy (Blender-EduTech) # @lang: fr # @authors: Philippe Roy # @copyright: Copyright (C) 2022 Philippe Roy # @license: GNU GPL # # Ropy est destiné à la découverte de la programmation procédurale et du language Python. # A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algorithmiques de base et à les coder en Python. # ############################################################################### scene = bge.logic.getCurrentScene() # Colors color_store_fct = (0, 1, 0.857,1) # Turquoise color_store_hl = (0.799, 0.617, 0.021, 1) # Jaune color_store_activate = (0.936, 0.033, 1, 1) # Rose color_store_upgraded = (1, 0.192, 0.03, 1) # Orange # UPBGE constants JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED ACTIVATE = bge.logic.KX_INPUT_ACTIVE # JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED ################################################################################ # Documentation ################################################################################ # Cards description pour le magasin storecard_description ={} # Speed - Vitesse sc_speed_title="Vitesse" sc_speed_text="Permet de modifier\nla vitesse des \ndéplacements." storecard_description.update({"Store-speed-card" : [sc_speed_title, sc_speed_text]}) # Paint - Peinture sc_paint_title="Peinture" sc_paint_text="On refait la déco ?" storecard_description.update({"Store-paint-card" : [sc_paint_title, sc_paint_text]}) # Battery + - Batterie + sc_battery_title="Batterie +" sc_battery_text="Augmente la capacité \nde la batterie à 200 \nmouvements (contre \n20, plutôt faible ...)." storecard_description.update({"Store-battery-card" : [sc_battery_title, sc_battery_text]}) # Beacon + - Balise + sc_beacon_title="Balise +" sc_beacon_text="Porte le nombre de \nbalises transportées\nà 200 (contre 20)." storecard_description.update({"Store-beacon-card" : [sc_beacon_title, sc_beacon_text]}) ################################################################################ # Init, open et close ################################################################################ ## # Initialisation de la tablette ## def init(): # Mémorisation de la position de la tablette du store scene.objects["Store"]['init_lx']=scene.objects["Store"].worldPosition.x scene.objects["Store"]['init_ly']=scene.objects["Store"].worldPosition.y scene.objects["Store"]['init_lz']=scene.objects["Store"].worldPosition.z # Placement de la position de la tablette du store scene.objects['Store'].worldScale = [0.01, 0.01, 0.01] # applyRotationTo(scene.objects['Store'], None, (-0.2*math.pi)/180, (115*math.pi)/180, False) applyRotationTo(scene.objects['Store'], None, (-2.38*math.pi)/180, (100*math.pi)/180, False) # scene.objects['Store'].applyRotation((math.pi/2+(0.59189*math.pi)/180, 0, 0), True) # scene.objects['Store'].applyRotation((math.pi/2+(3*math.pi)/180, 0, 0), True) scene.objects['Store'].applyRotation((math.pi/4+(2*math.pi)/180, 0, 0), True) ## # Ouverture du store ## def open (): scene.objects['Rover']['store-anim_end']=False scene.objects['Rover']['stop']=False thread_gostore_start(rover_go_store) # Aller au store ## # Arrivée au store ## def open2 (cont): obj=scene.objects['Rover'] thread_gostore_stop() obj['store-anim_end']=False # Pas arrivé au store, dommage ! if obj['stop']: return False # Affinage de la position obj.worldPosition.x = -9.75 obj.worldPosition.y = -4 obj.worldPosition.z = 0.19 # Overlay scene.objects['Terrain']['manip_mode']=8 # Fenêtre modale type Doc scene.removeOverlayCollection(bpy.data.collections['Hud']) scene.objects['Points'].setVisible(False,True) scene.objects['Commands'].setVisible(False,True) scene.active_camera = scene.objects["Camera-Store"] scene.objects['Camera'].setVisible(False,True) # Animation de la bulle start = 1 end = 20 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 speed = 0.5 scene.objects['Bubble-1'].setVisible(True,True) # scene.objects['Bubble-1-line'].playAction('Bubble-1-line-ShaderAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # scene.objects['Bubble-1-text'].setVisible(True,True) scene.objects['Bubble-1-text'].playAction('Bubble-1-text-ShaderAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # Mise en couleurs scene.objects['Store_close'].color= color_store_fct scene.objects['Store_upgrade'].color= color_store_fct scene.objects['Store_upgrade'].setVisible(False, True) scene.objects['Store_upgrade-colbox'].suspendPhysics (True) 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["Store-"+upgrade_card[i]+"-card"].color = color_store_upgraded scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_upgraded scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_upgraded else: scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_fct scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_fct scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_fct scene.objects['Store']['page_fct'] ="" scene.objects['Store_text']['Text'] = " " scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit']) # Animation de la tablette scene.objects['Store'].setVisible(True,True) scene.objects['Store'].worldPosition = [-12.25, -2.7, 0.4] scene.objects['Store']['timer'] = 0 scene.objects['Store']['anim'] = True scene.objects['Store_upgrade'].setVisible(False, True) scene.objects['Store_upgrade-colbox'].suspendPhysics (True) scene.objects['Store_text'].setVisible(False,True) ## # Animation du store ## def open_anim(): resol=100 x0 = -10.1722 y0 = -2.68957 z0 =0.42148 x1 = -9.05968 y1 = -5.01656 z1= 0.521224 xi = x0+((x1-x0)/resol)*scene.objects['Store']['timer'] yi = y0+((y1-y0)/resol)*scene.objects['Store']['timer'] zi = z0+((z1-z0)/resol)*scene.objects['Store']['timer'] scale0=0.01 # scale1=0.169 scale1=0.2 scalei = scale0+((scale1-scale0)/resol)*scene.objects['Store']['timer'] scene.objects['Store'].worldPosition = [xi, yi, zi] scene.objects['Store'].worldScale = [scalei, scalei, scalei] scene.objects['Store']['timer']+=1 # print ("Store : timer", scene.objects['Store']['timer'], xi, yi, zi, scalei) if scene.objects['Store']['timer']== resol: scene.objects['Store']['anim'] = False ## # Fermeture ## def close (): scene.objects["Store"].worldPosition.x=scene.objects["Store"]['init_lx'] scene.objects["Store"].worldPosition.y=scene.objects["Store"]['init_ly'] scene.objects["Store"].worldPosition.z=scene.objects["Store"]['init_lz'] scene.objects['Store'].setVisible(False,True) scene.objects['Bubble-1'].setVisible(False,True) # scene.objects['Bubble-1-text'].setVisible(False,True) ############################################################################### # Interface ############################################################################### ## # Highlight du store ## def hl (cont): # Activation if cont.sensors['MO'].status == JUST_ACTIVATED : obj = cont.owner name=obj.name[:-7] name_text=name+"-text" name_icon=name+"-icon" scene.objects[name].color = color_store_hl # Close et button if name == "Store_close" or name == "Store_upgrade": scene.objects[name].color = color_store_hl else: scene.objects[name].color = color_store_hl scene.objects[name_text].color = color_store_hl scene.objects[name_icon].color = color_store_hl # Désactivation if cont.sensors['MO'].status == JUST_RELEASED : obj = cont.owner name=obj.name[:-7] name_text=obj.name[:-7]+"-text" name_icon=obj.name[:-7]+"-icon" # Close et button if name == "Store_close" or name == "Store_upgrade": scene.objects[name].color = color_store_fct else: if name == scene.objects['Store']['page_fct'] : scene.objects[name].color = color_store_activate scene.objects[name_text].color = color_store_activate scene.objects[name_icon].color = color_store_activate else: if scene.objects[name]['upgraded'] == True: scene.objects[name].color = color_store_upgraded scene.objects[name_text].color = color_store_upgraded scene.objects[name_icon].color = color_store_upgraded else: scene.objects[name].color = color_store_fct scene.objects[name_text].color = color_store_fct scene.objects[name_icon].color = color_store_fct ## # Afficher les details de la fonction à partir d'une carte ## def card (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : obj = cont.owner name_fct= obj.name[:-7] scene.objects['Store_text']['Text'] = " " # Enlever l'ancienne carte if scene.objects['Store']['page_fct'] !="": if scene.objects[scene.objects['Store']['page_fct']]['upgraded'] == True: scene.objects[scene.objects['Store']['page_fct']].color = color_store_upgraded scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_upgraded scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_upgraded else: scene.objects[scene.objects['Store']['page_fct']].color = color_store_fct scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_fct scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_fct # Afficher le texte de la carte scene.objects['Store']['page_fct'] = name_fct scene.objects[name_fct].color = color_store_activate scene.objects[name_fct+'-icon'].color = color_store_activate scene.objects[name_fct+'-text'].color = color_store_activate scene.objects['Store_text']['Text'] = storecard_description[name_fct][1] scene.objects['Store_text'].setVisible(True, False) # Upgrade if scene.objects[name_fct]['upgraded'] == True or scene.objects['Points']['upgrade_credit'] ==0: scene.objects['Store_upgrade'].setVisible(False, False) scene.objects['Store_upgrade-colbox'].suspendPhysics (True) else: scene.objects['Store_upgrade'].setVisible(True, False) scene.objects['Store_upgrade-colbox']. restorePhysics() ## # Selectionner l'upgrade ## def upgrade (cont): if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive : # sound_play (sndbuff_book_flip) obj = cont.owner name_fct = scene.objects['Store']['page_fct'] if name_fct !="": scene.objects[name_fct]['upgraded'] = True scene.objects[scene.objects['Store']['page_fct']].color = color_store_upgraded scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_upgraded scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_upgraded scene.objects['Points']['upgrade_nb'] +=1 scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb'] scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit']) scene.objects['Store_upgrade'].setVisible(False, False) scene.objects['Store_upgrade'].suspendPhysics (True) ############################################################################### # Rover ############################################################################### ## # Direction ## def rover_dir (direction): obj=scene.objects['Rover'] step=math.pi/2 # Pas angulaire # print ("rover_dir : ",direction) # Nord if direction=="n": if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud rp_gauche() rp_gauche() elif round(obj.worldOrientation.to_euler().z, 2) == round(math.pi,2) or round(obj.worldOrientation.to_euler().z, 2) == - round(math.pi,2) : # Nord pass elif 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_gauche() elif 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_droite() # Sud if direction=="s": if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud pass elif 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() elif 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() elif 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() # Est if direction=="e": if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud rp_gauche() elif 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_droite() elif 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 pass elif 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() rp_gauche() # Ouest if direction=="o": if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud rp_droite() elif 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() elif 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_gauche() rp_gauche() elif 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 pass ## # Avancer pas ## def rover_avancer_nbpas(pas): for i in range (int(pas)): rp_avancer() def rover_dir_nbpas(direction, pas): if pas>0: rover_dir (direction) rover_avancer_nbpas(pas) ## # Pathfinder pour le store ## def rover_go_store(): obj=scene.objects['Rover'] scene.objects['Points']['step'] =0 # Position de départ pour le debug # obj.worldPosition.x=12 # obj.worldPosition.y=9 x0 = obj.worldPosition.x y0 = obj.worldPosition.y z0 = obj.worldPosition.z print ("Position actuelle :", x0, y0) # Pathfinder : zone 1 if x0<=-10 and (y0==2 or y0==3): # print ("Store : zone 1 -> -8;4") rover_dir_nbpas("n",4-y0) rover_dir_nbpas("e",-x0-8) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 2 if x0<=-9 and y0>=4: # print ("Store : zone 2 -> -8;4") rover_dir_nbpas("e",-x0-8) rover_dir_nbpas("s",y0-4) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 3 if x0==-9 and y0==1: # print ("Store : zone 3 -> -8;4") rover_dir_nbpas("e",1) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 4 if x0>=14 and y0<=-1: # print ("Store : zone 4 -> x;0") rover_dir_nbpas("n",-y0) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 5 if x0>=-8 and y0>=0: # print ("Store : zone 5 -> -8;0 puis -8;-1") rover_dir_nbpas("s",y0) rover_dir_nbpas("o",8+x0) rover_dir_nbpas("s",1) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 6 if y0>=-4: # print ("Store : zone 6 -> -10;-4") rover_dir_nbpas("s",y0+4) rover_dir_nbpas("o",10+x0) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 7 if x0<=-11 and y0<=-5: # print ("Store : zone 7 -> -10;y") rover_dir_nbpas("e",-x0-10) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) # Pathfinder : zone 8 if y0<=-5: # print ("Store : zone 8 -> -10;-4") rover_dir_nbpas("n",-y0-4) rover_dir_nbpas("o",10+x0) x0 = obj.worldPosition.x y0 = obj.worldPosition.y # print ("Position actuelle :", x0, y0) rover_dir ("o") obj['store-anim_end']=True