ropy/rp_store.py

484 lines
20 KiB
Python

from rp_lib import * # Bibliothèque Ropy
import rp_doc # Documentation
###############################################################################
# rp_store.py
# @title: Magasin pour le Rover Ropy
# @project: Ropy (Blender-EduTech)
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2022-2024 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
################################################################################
# Init, open et close
################################################################################
##
# Initialisation de la tablette
##
def init():
# Mémorisation de la position de la tablette du store
scene.objects["Store-panel"]['init_lx']=scene.objects["Store-panel"].worldPosition.x
scene.objects["Store-panel"]['init_ly']=scene.objects["Store-panel"].worldPosition.y
scene.objects["Store-panel"]['init_lz']=scene.objects["Store-panel"].worldPosition.z
# Placement de la position de la tablette du store
scene.objects['Store-panel'].worldScale = [0.01, 0.01, 0.01]
# applyRotationTo(scene.objects['Store-panel'], None, (-0.2*math.pi)/180, (115*math.pi)/180, False)
applyRotationTo(scene.objects['Store-panel'], None, (-2.38*math.pi)/180, (100*math.pi)/180, False) # dernière version
# scene.objects['Store-panel'].applyRotation((math.pi/2+(0.59189*math.pi)/180, 0, 0), True)
# scene.objects['Store-panel'].applyRotation((math.pi/4+(2*math.pi)/180, 0, 0), True) # avant dernière version
scene.objects['Store-panel'].applyRotation((math.pi/2+(3*math.pi)/180, 0, 0), True) # dernière version
##
# 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
# FIXME : bug sur l'Overlay ? pas d'explication -> incorporer tout le Hud dans la caméra
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)
# Calcul du crédit disponible
upgrade_nb = 0
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit
# Animation de la bulle
scene.objects['Bubble-1-text']['Text']="Salut mon ami !\n Souhaites tu\n acquerir des\n nouvelles\n améliorations ?\n"
if upgrade_nb == 4 :
scene.objects['Bubble-1-text']['Text']="Resalut ! \n Rien de neuf \n pour le moment. \n Il fait beau \n aujourd'hui, non ?"
if upgrade_nb < 4 and upgrade_credit ==0:
scene.objects['Bubble-1-text']['Text']="Des missions \n tu passeras, \n des crédits \n tu auras !"
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['Points']["upgrade_"+upgrade_card[i]]:
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = True
# 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-panel']['page_fct'] =""
scene.objects['Store_text']['Text'] = " "
scene.objects['Store_credits']['Text'] = "Crédits : "+str(upgrade_credit)
# Animation de la tablette
scene.objects['Store-panel'].setVisible(True,True)
scene.objects['Store-panel'].worldPosition = [-12.25, -2.7, 0.4]
scene.objects['Store-panel']['timer'] = 0
scene.objects['Store-panel']['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-panel']['timer']
yi = y0+((y1-y0)/resol)*scene.objects['Store-panel']['timer']
zi = z0+((z1-z0)/resol)*scene.objects['Store-panel']['timer']
scale0=0.01
# scale1=0.169
scale1=0.2
scalei = scale0+((scale1-scale0)/resol)*scene.objects['Store-panel']['timer']
scene.objects['Store-panel'].worldPosition = [xi, yi, zi]
scene.objects['Store-panel'].worldScale = [scalei, scalei, scalei]
scene.objects['Store-panel']['timer']+=1
if scene.objects['Store-panel']['timer']== resol:
scene.objects['Store-panel']['anim'] = False
##
# Fermeture
##
def close ():
scene.objects["Store-panel"].worldPosition.x=scene.objects["Store-panel"]['init_lx']
scene.objects["Store-panel"].worldPosition.y=scene.objects["Store-panel"]['init_ly']
scene.objects["Store-panel"].worldPosition.z=scene.objects["Store-panel"]['init_lz']
scene.objects['Store-panel'].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-panel']['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-panel']['page_fct'] !="":
if scene.objects[scene.objects['Store-panel']['page_fct']]['upgraded'] == True:
scene.objects[scene.objects['Store-panel']['page_fct']].color = color_store_upgraded
scene.objects[scene.objects['Store-panel']['page_fct']+'-text'].color = color_store_upgraded
scene.objects[scene.objects['Store-panel']['page_fct']+'-icon'].color = color_store_upgraded
else:
scene.objects[scene.objects['Store-panel']['page_fct']].color = color_store_fct
scene.objects[scene.objects['Store-panel']['page_fct']+'-text'].color = color_store_fct
scene.objects[scene.objects['Store-panel']['page_fct']+'-icon'].color = color_store_fct
# Afficher le texte de la carte
scene.objects['Store-panel']['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'] = rp_doc.upgrade_description(name_fct)
scene.objects['Store_text'].setVisible(True, False)
# Calcul du crédit disponible
upgrade_nb = 0
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit
# Upgrade
if scene.objects[name_fct]['upgraded'] == True or 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()
##
# Sélectionner 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-panel']['page_fct']
if name_fct !="":
# Cartes
scene.objects[name_fct]['upgraded'] = True
scene.objects[scene.objects['Store-panel']['page_fct']].color = color_store_upgraded
scene.objects[scene.objects['Store-panel']['page_fct']+'-text'].color = color_store_upgraded
scene.objects[scene.objects['Store-panel']['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)
scene.objects['Bubble-1-text']['Text']=rp_doc.upgrade_talk(name_fct)
# Mise à jour des améliorations
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True:
scene.objects['Points']["upgrade_"+upgrade_card[i]]=True
break
# Calcul du crédit disponible
upgrade_nb = 0
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']["upgrade_"+upgrade_card[i]]:
upgrade_nb +=1
upgrade_credit = scene.objects['Points']['level']- 1 - upgrade_nb # Le level 1 n'apporte pas de crédit
scene.objects['Store_credits']['Text'] = "Crédits : "+str(upgrade_nb)
###############################################################################
# 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