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318 lines
13 KiB
Python
318 lines
13 KiB
Python
import bge # Bibliothèque Blender Game Engine (BGE)
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import math
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import time
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###############################################################################
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# ropy_lib.py
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# @title: Bibliothèque du Robot Ropy (rp_*)
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# @project: Blender-EduTech
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2020-2021 Philippe Roy
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# @license: GNU GPL
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#
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# Bibliothèque des actions du robot
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# Bibliothèque pour la construction des murs
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#
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# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
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# 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.
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#
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###############################################################################
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# Récupérer l'objet robot
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cont = bge.logic.getCurrentController()
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obj = cont.owner
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scene = bge.logic.getCurrentScene()
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nb_objets_fixes = len(scene.objects)
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# print ("Nombre d'objets fixes de la scene : ", nb_objets_fixes)
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print("Objets de la scene : ", scene.objects)
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# Configuration des mouvements
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pas=3 # Pas linéaire
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pas_rot=math.pi/2 # Pas angulaire
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###############################################################################
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# Initialisation de la position du robot
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###############################################################################
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# Position initiale du robot
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def rp_init_position():
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x = obj['x_init']
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y = obj['y_init']
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obj.worldPosition.x = -((y-4.5)*3)+3
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obj.worldPosition.y = (x-5.5)*3
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obj.worldPosition.z = 1.25
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print('\x1b[6;30;47m', "Placer le robot case (X,Y) :", x, y, '\x1b[0m')
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# Pile des mouvements
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# obj['mvts'] = ""
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# obj['mvt_i'] = 0
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# Répérer le robot détruit
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if obj['detruit']:
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start = 300
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end = start+75
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 3
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scene.objects['Armature'].playAction('ArmatureAction.Saut.001', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Body'].playAction('BodyAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Eyes_glass'].playAction('Eyes_glassAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Mouth'].playAction('MouthAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Jetpack'].playAction('JetpackAction.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee1'].playAction('poignee1Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee2'].playAction('poignee2Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee3'].playAction('poignee3Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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scene.objects['poignee4'].playAction('poignee4Action.Saut', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj['detruit']=False
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###############################################################################
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# Affichage
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###############################################################################
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#Afficher position
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def rp_print_position():
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print('\x1b[6;30;42m', "Position case (X,Y) : ", round(-obj.worldPosition.x/3+5.5), round(obj.worldPosition.y/3+5.5), '\x1b[0m')
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###############################################################################
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# Moteur physique
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# Détection des colisions aves les murs
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###############################################################################
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# Détection d'une colision
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# rpcore_ : fonction bas niveau
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def rpcore_detect_mur(debug_flag=False):
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# Vecteur du mouvement
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init_x = round(obj.worldPosition.y/3+5.5)
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init_y = round(-obj.worldPosition.x/3+5.5)
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obj.applyMovement((0, -pas, 0), True)
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final_x = round(obj.worldPosition.y/3+5.5)
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final_y = round(-obj.worldPosition.x/3+5.5)
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obj.applyMovement((0, pas, 0), True)
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# Calcul du centre du mouvement
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mov_xc =init_x + (final_x - init_x)/2-0.5
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mov_yc =init_y + (final_y - init_y)/2-0.5
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if debug_flag:
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print('\x1b[6;30;47m', "Mouvement (X_init,Y_init,X_final,Y_final) : ", init_x,init_y, final_x,final_y, '\x1b[0m')
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print('\x1b[6;30;47m', "Mouvement (xc,yc) : ", mov_xc, mov_yc, '\x1b[0m')
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# Test sur les murs exterieurs (10x10)
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if ((final_x <1) or (final_y <1) or (final_x >10) or (final_y >10)):
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if debug_flag:
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print ("Détection de mur : mur détecté")
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return True
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# Test sur les murs intéreurs
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else:
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i=0
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for mur in scene.objects:
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i +=1
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if mur.name=="Mur":
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# Mur en X : calcul du centre du mur
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if (round(mur.worldOrientation.to_euler().z,2) == round(math.pi,2)) or (round(mur.worldOrientation.to_euler().z,2) == round(-math.pi,2)):
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mur_xc =mur['x1']
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mur_yc =mur['y1']+0.5
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# Mur en Y : calcul du centre du mur
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elif (round(mur.worldOrientation.to_euler().z,2) == round(math.pi/2,2)) or (round(mur.worldOrientation.to_euler().z,2) == round(-math.pi/2,2)):
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mur_xc =mur['x1']+0.5
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mur_yc =mur['y1']
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# Trace de debug
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if debug_flag:
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print('\x1b[6;30;47m', "Mur",mur['murId'],"X (x1,y1,x2,y2) : ", mur['x1'], mur['y1'], mur['x2'], mur['y2'], '\x1b[0m')
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print('\x1b[6;30;47m', "Mur",mur['murId'],"Y (xc,yc) : ", mur_xc, mur_yc, '\x1b[0m')
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# Même centre -> mouvement pas possible
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if (mov_xc == mur_xc) and(mov_yc == mur_yc):
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if debug_flag:
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print ("Détection de mur : mur détecté")
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return True
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# Mouvement possible
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if debug_flag:
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print ("Détection de mur : pas de mur")
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return False
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# Fonction pour l'élève
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def rp_detect_mur():
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if rpcore_detect_mur() == True:
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print('\x1b[6;30;45m', "Détection de mur : mur devant ! : Position case (X,Y): ", round(-obj.worldPosition.x/3+5.5), round(obj.worldPosition.y/3+5.5), '\x1b[0m')
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return True
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else:
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print('\x1b[6;30;45m', "Détection de mur : voie libre : Position case (X,Y):", round(-obj.worldPosition.x/3+5.5), round(obj.worldPosition.y/3+5.5), '\x1b[0m')
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return False
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###############################################################################
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# Mouvements
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###############################################################################
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# Avancer
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def rp_avancer(debug_flag=False):
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obj.visible=False
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if obj['detruit']!=True:
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# Vecteur du mouvement
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init_x = round(obj.worldPosition.y/3+5.5)
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init_y = round(-obj.worldPosition.x/3+5.5)
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obj.applyMovement((0, -pas, 0), True)
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final_x = round(obj.worldPosition.y/3+5.5)
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final_y = round(-obj.worldPosition.x/3+5.5)
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obj.applyMovement((0, pas, 0), True)
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# Test des murs
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if rpcore_detect_mur(debug_flag) == True:
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print('\x1b[6;30;41m', "Avancer case (X,Y) -> case (X,Y) :", init_x,",",init_y,"->",final_x,",",final_y, '\x1b[0m')
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print('\x1b[6;30;41m', "Bling, blang ... L'aventure de Ropy s'arrête donc ici ...", '\x1b[0m')
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obj['mvts'] = obj['mvts']+"c"
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obj['detruit']=True
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else:
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obj.applyMovement((0, -pas, 0), True)
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obj['mvts'] = obj['mvts']+"a"
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print('\x1b[6;30;42m', "Avancer case (X,Y) -> case (X,Y) :", init_x,",",init_y,"->",final_x,",",final_y, '\x1b[0m')
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# Test de l'objectif
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i=0
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for objectif in scene.objects:
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i +=1
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if objectif.name=="Objectif":
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if objectif['x'] == final_x and objectif['y'] == final_y:
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print('\x1b[6;30;42m', "Objectif atteint", '\x1b[0m')
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obj['mvts'] = obj['mvts']+"o"
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# Tourner à droite
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def rp_droite():
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# obj.visible=False
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if obj['detruit']!=True:
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# scene.objects['Robot'].applyRotation((0, 0, -pas_rot), True)
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obj.applyRotation((0, 0, -pas_rot), True)
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obj['mvts'] = obj['mvts']+"d"
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print('\x1b[6;30;42m', "Tourner à droite", '\x1b[0m')
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# print("Orientation : ", obj.worldOrientation.to_euler().z)
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# Tourner à gauche
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def rp_gauche():
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# obj.visible=False
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if obj['detruit']!=True:
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# scene.objects['Robot'].applyRotation((0, 0, pas_rot), True)
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obj.applyRotation((0, 0, pas_rot), True)
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obj['mvts'] = obj['mvts']+"g"
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print('\x1b[6;30;42m', "Tourner à gauche", '\x1b[0m')
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# print("Orientation : ", obj.worldOrientation.to_euler().z)
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# Orienter
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def rp_orientation(orientation):
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if orientation=="nord":
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z-math.pi/2), True)
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if orientation=="sud":
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi/2), True)
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if orientation=="est":
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), True)
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if orientation=="ouest":
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z), True)
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# print("Orientation : ", obj.worldOrientation.to_euler().z)
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###############################################################################
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# Marquage du sol
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###############################################################################
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# Marquer une case
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def rp_marquer():
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if obj['detruit']!=True:
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obj['mvts'] = obj['mvts']+"m"
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if obj['mvts_start'] ==False : # à condition d'avoir terminé le mouvement
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marque1= scene.addObject("Marque", obj)
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marque1.worldPosition.x = obj.worldPosition.x
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marque1.worldPosition.y = obj.worldPosition.y
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marque1.worldPosition.z = 0.2
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# print('\x1b[6;30;43m', "Marquer case (X,Y) :", round(obj.worldPosition.y/3+5.5),",",round(-obj.worldPosition.x/3+5.5), '\x1b[0m')
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# Enlever l'ensemble des murs et des marques
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def rp_enlever_marques():
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print ("")
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print ("Table rase !")
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for i in range (nb_objets_fixes, len(scene.objects)):
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scene.objects[i].endObject()
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###############################################################################
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# Construction du niveau
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###############################################################################
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# Définition du niveau
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def rp_niveau (niveau=0):
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obj['level'] =niveau
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# Construire les murs
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# Longueur : fixe d' une case
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# Position des murs : liste imbriquée : [[mur1_x1,mur1_y1,mur1_x2,mur1_y2],[mur2_x1,mur2_y1,mur2_x2,mur2_y2], ...]
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# FIXME : verifier si les murs sont dans la zone 10x10
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# FIXME : intervertir l'ordre des coordonnéees
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# FIXME : verifier si le mur est d'une case
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def rp_construire_murs (def_murs):
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# print("Objets de la scene : ", scene.objects)
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i=0
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for def_mur in def_murs:
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i +=1
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# print (def_mur)
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# Mur en X
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if def_mur[0] == def_mur[2]:
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mur1= scene.addObject("Mur", obj)
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mur1['murId'] = i
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mur1['x1'] = def_mur[0]
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mur1['y1'] = def_mur[1]
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mur1['x2'] = def_mur[2]
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mur1['y2'] = def_mur[3]
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# print ("mur ", 0)
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# mur1.applyRotation((0, 0, -obj.worldOrientation.to_euler().z), True)
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# mur1.applyRotation((0, 0, -math.pi/2), True)
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# mur1.applyRotation((0, 0, -obj.worldOrientation.to_euler().z), True)
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# mur1.worldOrientation.to_euler().z = 0
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mur1.worldPosition.x = -((def_mur[1]-4.5)*3)
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mur1.worldPosition.y = ((def_mur[0]-5.5)*3)+1.5
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mur1.worldPosition.z = 1.5
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print('\x1b[6;30;47m', "Construire mur X",mur1['murId'],"coordonnées (x1,y1,x2,y2) :", def_mur[0], def_mur[1], def_mur[2], def_mur[3], '\x1b[0m')
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# Mur en Y
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elif def_mur[1] == def_mur[3]:
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mur2= scene.addObject("Mur", obj)
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mur2['murId'] = i
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mur2['x1'] = def_mur[0]
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mur2['y1'] = def_mur[1]
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mur2['x2'] = def_mur[2]
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mur2['y2'] = def_mur[3]
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# print ("mur ", -obj.worldOrientation.to_euler().z-math.pi/2)
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mur2.applyRotation((0, 0, -obj.worldOrientation.to_euler().z-math.pi/2), True)
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# print ("mur ", math.pi/2)
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# mur2.applyRotation((0, 0, -math.pi), True)
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# mur2.worldOrientation.to_euler().z = math.pi/2
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mur2.worldPosition.x = -((def_mur[1]-5.5)*3)-1.5
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mur2.worldPosition.y = ((def_mur[0]-4.5)*3)
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mur2.worldPosition.z = 1.5
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print('\x1b[6;30;47m', "Construire mur Y",mur2['murId'],"coordonnées (x1,y1,x2,y2) :", def_mur[0], def_mur[1], def_mur[2], def_mur[3], '\x1b[0m')
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else:
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print ('\x1b[6;30;41m', "Mur ni sur X ni sur Y !", '\x1b[0m')
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# Marquer l'objectif
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def rp_marquer_objectif (x,y):
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objectif1= scene.addObject("Objectif", obj)
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objectif1.worldPosition.x = -((y-4.5)*3)+3
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objectif1.worldPosition.y = (x-5.5)*3
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objectif1.worldPosition.z = 0.2
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objectif1['x'] = x
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objectif1['y'] = y
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print('\x1b[6;30;47m', "Marquer l'objectif case (X,Y) :", x,y, '\x1b[0m')
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