ropy/rp.py

1464 lines
61 KiB
Python
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import aud # Sounds
import math
import mathutils
import numpy as np
import time
import sys
import os
import webbrowser # Lien internet
import threading # Multithreading
import xml.etree.ElementTree as ET # Creating/parsing XML file
import runpy # Execution de script Python légère (sans import)
import ast # Parser de code Python
from pylint import epylint as lint # Controle de code Python
import rp_map1 as rp_map # Map definition
import rp_doc # Documentation
import rp_store # Store
import rp_about # About
# import ct_cmd # user script (commands)
###############################################################################
# rp.py
# @title: Ropy
# @project: Ropy (Blender-EduTech)
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2022 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.
#
# 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_*
###############################################################################
# Debug flag
scene = bge.logic.getCurrentScene()
scene.objects['Commands']['debug_fps']=False
# Memory
sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
# Dynamic import user file
# importlib.invalidate_caches()
# ct_map = importlib.import_module('ct_map1') # Waves script
# ct_cmd = importlib.import_module('ct_cmd') # User script (commands) -> segfault de Blender
# UPBGE scene
eevee = bpy.context.scene.eevee
fps_time=0.0
# 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):
rp_config_tree[1][1].text=str(scene.objects['Points']['level'])
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
# 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:
return False
# 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
# <worldPosition.x>0.0057830810546875</worldPosition.x>
# <worldPosition.y>-26.440298080444336</worldPosition.y>
# <worldPosition.z>20.22315788269043</worldPosition.z>
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
# Configuration du moteur de rendu
eevee.use_eevee_smaa = True
# 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)
##
# Mise en route et pause du cycle
##
def python_validation():
lint.py_run('rp_cmd.py --disable=C --disable=W --disable=R')
with open('rp_cmd.py') as f:
contents = f.read()
try:
ast.parse(contents)
# or compile(contents, fname, 'exec', ast.PyCF_ONLY_AST)
return True
except SyntaxError:
return False
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
# print (os.getcwd())
file = open('rp_cmd.py', '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
if python_validation():
runpy.run_module('rp_cmd', 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():
runpy.run_module('rp_cmd', 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]
# Maj du fichier de config (vitesse du jeu : data/config/speed -> [0][0].text)
rp_config_tree[0][0].text=str(scene.objects['Commands']['speed'])
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
##
# 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)
# Maj du fichier de config (sound : data/config/sound -> [0][1].text)
rp_config_tree[0][1].text=str(scene.objects['Commands']['sound'])
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
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)
# Maj du fichier de config (sound : data/config/sound -> [0][1].text)
rp_config_tree[0][1].text=str(scene.objects['Commands']['sound'])
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
###############################################################################
# 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:
return False
# Taille de la fenêtre
# Read config (screen size : data/config/screen/width-> [0][3][0].text)
bge.render.setWindowSize(int(rp_config_tree[0][3][0].text),int(rp_config_tree[0][3][1].text))
# 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['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)
# 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]
# 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
upgrade_maj()
# Windows
windows=("Doc", "Doc_chap-general", "Doc_chap-missions", "Doc_chap-rover", "Doc_chap-python", "About", "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)",
"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)",
# "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=="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'])
# print ("Fin :", scene.objects['Camera'].worldPosition.x, scene.objects['Camera'].worldPosition.y, scene.objects['Camera'].worldPosition.z)
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
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'])
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
# 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():
# 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']
# 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:
rp_config_tree[2][i].text="True"
else:
rp_config_tree[2][i].text="False"
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
# 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()
###############################################################################
# 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']
##
# 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()
##
# Configuration de l'écran
##
def get_near_pos(array,value):
array = np.asarray(array)
idx = (np.abs(array-value)).argmin()
return idx
def about_screen_up(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
screen_width_mode=[640, 960, 1280, 1920]
screen_height_mode=[360, 540, 720,1080]
screen_mode_txt=["640x360", "960x540", "1280x720", "1920x1080"]
i = get_near_pos(screen_width_mode, bge.render.getWindowWidth())
if i>=0 and i<3 :
screen_width=screen_width_mode[i+1]
screen_height=screen_height_mode[i+1]
scene.objects['About_screen']['Text']= "SCREEN SIZE : "+str(screen_width) +" x "+str(screen_height)
bge.render.setWindowSize(screen_width,screen_height)
# Boutons < et >
if screen_width <=640:
scene.objects['About_screen-down'].setVisible(False,True)
scene.objects['About_screen-down-colbox'].suspendPhysics (True)
else:
scene.objects['About_screen-down'].setVisible(True,True)
scene.objects['About_screen-down-colbox'].restorePhysics()
if screen_width >= 1920:
scene.objects['About_screen-up'].setVisible(False,True)
scene.objects['About_screen-up-colbox'].suspendPhysics (True)
else:
scene.objects['About_screen-up'].setVisible(True,True)
scene.objects['About_screen-up-colbox'].restorePhysics()
# Maj du fichier de config (screen size : data/config/screen/width-> [0][3][0].text)
rp_config_tree[0][3][0].text=str(screen_width)
rp_config_tree[0][3][1].text=str(screen_height)
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)
def about_screen_down(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
screen_width_mode=[640, 960, 1280, 1920]
screen_height_mode=[360, 540, 720,1080]
screen_mode_txt=["640x360", "960x540", "1280x720", "1920x1080"]
i = get_near_pos(screen_width_mode, bge.render.getWindowWidth())
if i>0 and i<=3 :
screen_width=screen_width_mode[i-1]
screen_height=screen_height_mode[i-1]
scene.objects['About_screen']['Text']= "SCREEN SIZE : "+str(screen_width) +" x "+str(screen_height)
bge.render.setWindowSize(screen_width,screen_height)
# Boutons < et >
if screen_width <=640:
scene.objects['About_screen-down'].setVisible(False,True)
scene.objects['About_screen-down-colbox'].suspendPhysics (True)
else:
scene.objects['About_screen-down'].setVisible(True,True)
scene.objects['About_screen-down-colbox'].restorePhysics()
if screen_width >= 1920:
scene.objects['About_screen-up'].setVisible(False,True)
scene.objects['About_screen-up-colbox'].suspendPhysics (True)
else:
scene.objects['About_screen-up'].setVisible(True,True)
scene.objects['About_screen-up-colbox'].restorePhysics()
# Maj du fichier de config (screen size : data/config/screen/width-> [0][3][0].text)
rp_config_tree[0][3][0].text=str(screen_width)
rp_config_tree[0][3][1].text=str(screen_height)
buffer_xml = ET.tostring(rp_config_tree)
with open("rp_config.xml", "wb") as f:
f.write(buffer_xml)