ropy/rp_doc.py

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import bge # Bibliothèque Blender Game Engine (UPBGE)
import rp_map1 # Map definition
import webbrowser
###############################################################################
# rp_doc.py
# @title: Documentation du Rover 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.
###############################################################################
scene = bge.logic.getCurrentScene()
# Colors
color_doc_chap = (0, 1, 0.857,1) # Turquoise
color_doc_fct = (0, 1, 0.857,1) # Turquoise
color_doc_hl = (0.799, 0.617, 0.021, 1) # Jaune
color_doc_activate = (0.936, 0.033, 1, 1) # Rose
color_doc_mission = (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
# Cards description
card_description ={}
# Missions
card_description.update(rp_map1.get_missions_description())
missions_card=rp_map1.get_missions_card()
################################################################################
# Documentation Rover
################################################################################
rover_card=["forward-card", "turn-card", "delineate-card", "detect-card", "radar-card", "twins-card"]
rover_card=rover_card+["speed-card", "paint-card", "battery-card", "beacon-card"]
# Avancer et reculer
rp_forward_title="Avancer et reculer"
rp_forward_text=" rp_avancer() \n -> Avance d'un pas en avant. \n \n rp_reculer() \n -> Recule d'un pas."
rp_forward_type="standard"
card_description.update({"forward-card" : [rp_forward_title, rp_forward_text, rp_forward_type]})
# Tourner
rp_turn_title="Tourner"
rp_turn_text=" rp_gauche() \n -> Tourne à gauche (90°).\n \n rp_droite() \n -> Tourne à droite (90°)."
rp_turn_type="standard"
card_description.update({"turn-card" : [rp_turn_title, rp_turn_text, rp_turn_type]})
# Baliser
rp_delineate_title="Baliser"
rp_delineate_text=" rp_marquer() \n -> Place une balise sur la case. \n \n Ropy possède que 20 balises, il ne \n peut pas en poser une de plus.\n\n Avec l'amélioration \"Balise +\", le \n nombre de balise transportées est \n étendu à 200."
rp_delineate_type="standard"
card_description.update({"delineate-card" : [rp_delineate_title, rp_delineate_text, rp_delineate_type]})
# Détecter
rp_detect_title="Détecter"
rp_detect_text=" rp_detect() \n -> Détecte un obstacle.\n \n La fonction retourne : \n - \"True\" si il a un obstacle, \n - \"False\" si il n'y a pas d'obstacle."
rp_detect_type="standard"
card_description.update({"detect-card" : [rp_detect_title, rp_detect_text, rp_detect_type]})
# Radar
rp_radar_title="Radar"
rp_radar_text=" Le radar n'est toujours pas \n opérationnel ! \n \n Mais où est donc encore passé Thomas !"
rp_radar_type="mission"
card_description.update({"radar-card" : [rp_radar_title, rp_radar_text, rp_radar_type]})
# Jumeau numérique
rp_twins_title="Jumeau numérique"
rp_twins_text=""" Via une liaison série, Ropy peut être \n le jumeau numérique d'un robot réel. \n
rp_jumeau(port, vitesse) \n -> Active le jumeau réel par la liaison \n série (port et vitesse en baud) \n
rp_serie_msg(texte) \n -> Envoi un message \n \n texte=rp_serie_rcpt() \n -> Reçoit un message"""
# Message envoyé (asynchrone) : \n avancer : a, reculer : r, droite : d, \n gauche g, marquer : m et forer : f \n\n\n """
rp_twins_type="standard"
card_description.update({"twins-card" : [rp_twins_title, rp_twins_text, rp_twins_type]})
# Cards description pour le magasin
storecard_description ={}
# Speed - Vitesse
rp_speed_title="Vitesse"
rp_speed_text=" L'amélioration \"Vitesse\" permet de \n changer la vitesse des déplacements \n par l'interface (en bas à gauche).\n\n"
rp_speed_text=rp_speed_text + " La vitesse est modifiable par codage : \n"
rp_speed_text=rp_speed_text + " rp_vitesse(nouvelle_vitesse), où \n la vitesse est une valeur de 0,1 à 10.\n\n La fonction rp_vitesse() retourne la \n vitesse actuelle."
rp_speed_store="Permet de modifier\nla vitesse des \ndéplacements."
rp_speed_purchased="Je vois ... \n l'efficacité, hein ! \n Vous verrez avec \n ces moteurs,\n c'est autre vie."
rp_speed_type="upgrade"
card_description.update({"speed-card" : [rp_speed_title, rp_speed_text, rp_speed_store, rp_speed_purchased, rp_speed_type]})
# Paint - Peinture
rp_paint_title="Peinture"
rp_paint_text=" rp_couleur(objets, couleur) \n -> Change la couleur du groupe \n d'objets 3d. \n"
rp_paint_text=rp_paint_text + " - La couleur est un tuple au format \n (R,V,B,Alpha) avec des valeurs de 0 à 1.\n"
rp_paint_text=rp_paint_text + " - objets peut être : \"Rover 1\",\n \"Rover 2\", \"Rover 3\", \"Station 1\", \n \"Station 2\", \"Station 3\", \"Station 4\", \n \"Balises\" ou \"Balise 1\" à \"Balise 200\".\n\n"
rp_paint_text=rp_paint_text + " rp_couleur_init(objets) \n -> Réinitialise la couleur des objets.\n rp_couleur_init() réinitialise tout !"
rp_paint_store="On refait la déco ?"
rp_paint_purchased="Rien de tel qu'un \n peu de couleur \n dans ce monde \n de brute !"
rp_paint_type="upgrade"
card_description.update({"paint-card" : [rp_paint_title, rp_paint_text, rp_paint_store, rp_paint_purchased, rp_paint_type]})
# Battery + - Batterie +
rp_battery_title="Batterie +"
rp_battery_text=" L'amélioration \"Batterie +\" permet \n d'augmenter la capacité de la batterie \n du Rover à 200 pas (contre 20 pas). \n\n"
rp_battery_text=rp_battery_text + " La fonction rp_batterie() retourne \n la charge actuelle de la batterie \n (valeur de 0 à 100 %)."
rp_battery_store="Augmente la capacité \nde la batterie à 200 \nmouvements (contre \n20, plutôt faible ...).\n\n"
rp_battery_purchased="Très bon choix ! \n Cette batterie \n vous va comme \n un gant."
rp_battery_type="upgrade"
card_description.update({"battery-card" : [rp_battery_title, rp_battery_text, rp_battery_store, rp_battery_purchased, rp_battery_type]})
# Beacon + - Balise +
rp_beacon_title="Balise +"
rp_beacon_text=" L'amélioration \"Balise +\" permet \n d'augmenter le nombre de balises \n pouvant être posées à 200 (contre 20). \n\n"
rp_beacon_text=rp_beacon_text + " La fonction rp_balise() retourne \n le nombre de balises dejà posées \n lors du trajet."
rp_beacon_store="Porte le nombre de \nbalises transportées\nà 200 (contre 20)."
rp_beacon_purchased="Les colis viennent \n tout juste d'être \n livrés. Un vrai sapin de Noël, \nce terrain !"
rp_beacon_type="upgrade"
card_description.update({"beacon-card" : [rp_beacon_title, rp_beacon_text, rp_beacon_store, rp_beacon_purchased, rp_beacon_type]})
###############################################################################
# Documentation Python
###############################################################################
# python_card=["function-card", "alternative-card", "loop-card", "flow-card", "text-card", "list-card", "dict-card", "oop-card", "console-card", "sleep-card"]
python_card=["function-card", "alternative-card", "loop-card", "flow-card", "console-card", "sleep-card"]
# Fonction
rp_function_title="Fonction"
rp_function_text=" La définition d'une fonction se fait \n avec \"def\". La fonction peut \n renvoyer une valeur avec \"return\". \n\n"
rp_function_text=rp_function_text + " def fonction_1 (arguments) : \n instruction_1 \n instruction_2 \n ....\n return valeurs_renvoyées \n\n"
rp_function_text=rp_function_text + " Les arguments sont des données \n transmises à la fonction."
rp_function_url=[["w3schools.com : functions","https://www.w3schools.com/python/python_functions.asp"]]
card_description.update({"function-card" : [rp_function_title, rp_function_text, rp_function_url]})
# Alternative
rp_alternative_title="Alternative"
rp_alternative_text=" L'alternative permet d'éxécuter des \n instructions en fonction d'un test. \n"
rp_alternative_text=rp_alternative_text + " Elle se programme en suivant la \n suite : si ... alors ... sinon ... où \n"
rp_alternative_text=rp_alternative_text + " \"si\" est \"if \" et \"sinon\" est \"else\". \n\n"
rp_alternative_text=rp_alternative_text + " if condition :\n"
rp_alternative_text=rp_alternative_text + " instruction_1\n"
rp_alternative_text=rp_alternative_text + " else : \n"
rp_alternative_text=rp_alternative_text + " instruction_2\n\n"
rp_alternative_text=rp_alternative_text + "Le sinon (\"else\") est facultatif."
rp_alternative_url=[["w3schools.com : if ... else","https://www.w3schools.com/python/python_conditions.asp"]]
card_description.update({"alternative-card" : [rp_alternative_title, rp_alternative_text, rp_alternative_url]})
# Boucles
rp_loop_title="Boucles"
rp_loop_text=" Il y a deux types de boucle : \n - avec \"for\" pour définir un nombre \n de répétition (ici N), \n - avec \"while\" (tant que) pour \n prendre en compte une condition. \n \n"
rp_loop_text=rp_loop_text + " for i in range (n) : \n instruction \n \n"
rp_loop_text=rp_loop_text + " while condition : \n instruction"
rp_loop_url=[["w3schools.com : for","https://www.w3schools.com/python/python_for_loops.asp"],
["w3schools.com : while","https://www.w3schools.com/python/python_while_loops.asp"]]
card_description.update({"loop-card" : [rp_loop_title, rp_loop_text, rp_loop_url]})
# Flux
rp_flow_title="Contrôle du flux"
rp_flow_text=" Les structures (if, while, for) peuvent \n être gérées plus finement par les \n fonctions \"break\", \"continue\" et \"pass\". \n\n"
rp_flow_text= rp_flow_text + "- \"break\" : Termine l'itération en cours \n et arrête la boucle.\n"
rp_flow_text= rp_flow_text + "- \"continue\" : Termine l'itération en \n cours et reprend la boucle.\n"
rp_flow_text= rp_flow_text + "- \"pass\" : Instruction vide."
rp_flow_url=[["w3schools.com : break","https://www.w3schools.com/python/ref_keyword_break.asp"],
["w3schools.com : continue","https://www.w3schools.com/python/ref_keyword_break.asp"],
["w3schools.com : pass","https://www.w3schools.com/python/ref_keyword_pass.asp"]]
card_description.update({"flow-card" : [rp_flow_title, rp_flow_text, rp_flow_url]})
# Chaine de caractère
rp_text_title="Chaîne de caractères\n(texte)"
rp_text_text="\nFIXME"
rp_text_url=[["w3schools.com : strings","https://www.w3schools.com/python/python_strings.asp"]]
card_description.update({"text-card" : [rp_text_title, rp_text_text, rp_text_url]})
# Liste
rp_list_title="Liste"
rp_list_text="FIXME"
rp_list_url=[["w3schools.com : lists","https://www.w3schools.com/python/python_lists.asp"]]
card_description.update({"list-card" : [rp_list_title, rp_list_text, rp_list_url]})
# Dictionnaire
rp_dict_title="Dictionnaire"
rp_dict_text="FIXME"
rp_dict_url=[["w3schools.com : dictionaries","https://www.w3schools.com/python/python_dictionaries.asp"]]
card_description.update({"dict-card" : [rp_dict_title, rp_dict_text, rp_dict_url]})
# Objet (POO)
rp_oop_title="Programmation\norientée objet (POO)"
rp_oop_text="\nFIXME"
rp_oop_url=[["w3schools.com : classes & objects","https://www.w3schools.com/python/python_classes.asp"]]
card_description.update({"oop-card" : [rp_oop_title, rp_oop_text, rp_oop_url]})
# Console
rp_console_title="Console"
rp_console_text=" Si vous avez executé Ropy dans un \n terminal avec l'option \"-con\", vous \n pouvez utiliser le terminal comme \n console de debuggage.\n\n"
rp_console_text= rp_console_text + " print(\"Bonjour !\") \n -> Affiche le texte dans la console.\n\n"
rp_console_text= rp_console_text + " variable = input () \n -> Permet la saisie, par exemple : \n"
rp_console_text= rp_console_text + " entree = \"\"\n while entree == \"\" :\n entree = input ()"
rp_console_url=[["w3schools.com : print","https://www.w3schools.com/python/ref_func_print.asp"],
["w3schools.com : input","https://www.w3schools.com/python/ref_func_input.asp"]]
card_description.update({"console-card" : [rp_console_title, rp_console_text, rp_console_url]})
# Temps
rp_sleep_title="Gestion du temps"
rp_sleep_text=" Vous pouvez créer des temporisations \n dans le déroulement du script.\n\n"
rp_sleep_text= rp_sleep_text + " time.sleep(x) \n -> Marque d'un temps d'arrêt de \n x secondes.\n\n"
rp_sleep_text= rp_sleep_text + " Il faudra préalablement importer la \n bibliothèque \"time\" avec \"import time\"."
rp_sleep_url=[["docs.python.org : sleep","https://docs.python.org/fr/3/library/time.html#time.sleep"]]
card_description.update({"sleep-card" : [rp_sleep_title, rp_sleep_text, rp_sleep_url]})
###############################################################################
# Interface
###############################################################################
##
# Initialisation de la tablette
##
def init():
# Mettre les couleurs sur les icones (chapitres et cartes)
chap=("general", "missions", "rover", "python")
for page in chap:
scene.objects["Doc-"+page].color = color_doc_chap
scene.objects["Doc-"+page+"-text"].color = color_doc_chap
for i in range(len(missions_card)):
scene.objects[missions_card[i]].color = color_doc_fct
scene.objects[missions_card[i]+"-icon"].color = color_doc_fct
scene.objects[missions_card[i]+"-text"].color = color_doc_fct
for i in range(len(rover_card)):
scene.objects[rover_card[i]].color = color_doc_fct
scene.objects[rover_card[i]+"-icon"].color = color_doc_fct
scene.objects[rover_card[i]+"-text"].color = color_doc_fct
for i in range(len(python_card)):
scene.objects[python_card[i]].color = color_doc_fct
scene.objects[python_card[i]+"-icon"].color = color_doc_fct
scene.objects[python_card[i]+"-text"].color = color_doc_fct
scene.objects['Book_level_button'].color = color_doc_chap
scene.objects['Book_level_button'].setVisible(False,True)
scene.objects['Book_python_url_title'].setVisible(False,True)
scene.objects['Book_python_url0'].color = color_doc_chap
scene.objects['Book_python_url0'].setVisible(False,True)
scene.objects['Book_python_url1'].color = color_doc_chap
scene.objects['Book_python_url1'].setVisible(False,True)
scene.objects['Book_python_url2'].color = color_doc_chap
scene.objects['Book_python_url2'].setVisible(False,True)
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card"].color = color_doc_mission
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-icon"].color = color_doc_mission
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-text"].color = color_doc_mission
# Chargement du texte
text_load()
# Mémorisation de la position des pages
chap=("general", "missions", "rover", "python")
for page in chap:
scene.objects["Doc_chap-"+page]['init_lx']=scene.objects["Doc_chap-"+page].worldPosition.x
scene.objects["Doc_chap-"+page]['init_ly']=scene.objects["Doc_chap-"+page].worldPosition.y
scene.objects["Doc_chap-"+page]['init_lz']=scene.objects["Doc_chap-"+page].worldPosition.z
# Page par défaut
scene.objects['Doc']['page_chap'] = "general"
##
# Ouvrir la tablette
##
def open():
# Placer la tablette
# scene.objects['Doc'].worldPosition = [0, -21, 15.75]
scene.objects['Doc'].worldPosition = [0, -21, 15.8]
scene.objects['Doc_close'].color = color_doc_chap
scene.objects['Doc'].setVisible(True,True)
text_hide()
# Placer le nouveau chapitre
name_chap = scene.objects['Doc']['page_chap']
scene.objects['Doc-'+name_chap].color = color_doc_activate
scene.objects['Doc-'+name_chap+'-text'].color = color_doc_activate
scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition
scene.objects['Doc_chap-'+name_chap].setVisible(True,True)
# Affichage ou pas du bouton de selection de la mission
if name_chap == "missions":
name_fct = scene.objects['Doc_chap-missions']['page_fct']
if name_fct !="":
if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']:
scene.objects['Book_level_button'].setVisible(True,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
# Upgrade
if name_chap == "rover":
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']['upgrade_'+upgrade_card[i]]==True:
scene.objects[upgrade_card[i]+'-card'].setVisible(True,True)
scene.objects[upgrade_card[i]+'-card-colbox'].restorePhysics()
else:
scene.objects[upgrade_card[i]+'-card'].setVisible(False,True)
scene.objects[upgrade_card[i]+'-card-colbox'].suspendPhysics()
# URL Python
if name_chap == "python":
name_fct = scene.objects['Doc_chap-python']['page_fct']
scene.objects['Book_python_url_title'].setVisible(False,True)
scene.objects['Book_python_url0'].setVisible(False,True)
scene.objects['Book_python_url1'].setVisible(False,True)
scene.objects['Book_python_url2'].setVisible(False,True)
if name_fct !="":
scene.objects['Book_python_url_title'].setVisible(True,True)
for i in range(len(card_description[name_fct][2])):
scene.objects['Book_python_url'+str(i)]['Text'] = card_description[name_fct][2][i][0]
scene.objects['Book_python_url'+str(i)].setVisible(True,True)
# Afficher le texte de la carte active
if name_chap != "general" and scene.objects['Doc_chap-'+name_chap]['page_fct'] !="":
name_fct = scene.objects['Doc_chap-'+name_chap]['page_fct']
scene.objects['Doc_title']['Text'] = card_description[name_fct][0]
scene.objects['Doc_title'].setVisible(True, False)
text_show(name_fct)
else:
scene.objects['Doc_title']['Text'] = " "
scene.objects['Doc_title'].setVisible(False,True)
text_hide()
##
# Fermeture du livre
##
def close():
# sound_play (sndbuff_book_close)
chap=("general", "missions", "rover", "python")
for page in chap:
scene.objects["Doc_chap-"+page].setVisible(False,True)
scene.objects["Doc_chap-"+page].worldPosition.x = scene.objects["Doc_chap-"+page]['init_lx']
scene.objects["Doc_chap-"+page].worldPosition.y = scene.objects["Doc_chap-"+page]['init_ly']
scene.objects["Doc_chap-"+page].worldPosition.z = scene.objects["Doc_chap-"+page]['init_lz']
scene.objects['Doc'].setVisible(False,True)
scene.objects['Doc'].worldPosition = [35, -2, 2]
##
# Highlight du livre
##
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"
# Close
if name == "Doc_close" or name == "Book_level_button":
scene.objects[name].color = color_doc_hl
elif name == "Book_python_url0" or name == "Book_python_url1" or name == "Book_python_url2":
scene.objects[name].color = color_doc_hl
else:
if "Doc-" in name : # Chapitre
if name[4:] == scene.objects['Doc']['page_chap']:
scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
else:
scene.objects[name].color = color_doc_hl
scene.objects[name_text].color = color_doc_hl
else: # Carte
name_chap = scene.objects['Doc']['page_chap']
if name == scene.objects['Doc_chap-'+name_chap]['page_fct'] :
scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
scene.objects[name_icon].color = color_doc_activate
else:
scene.objects[name].color = color_doc_hl
scene.objects[name_text].color = color_doc_hl
scene.objects[name_icon].color = color_doc_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
if name == "Doc_close" or name == "Book_level_button":
scene.objects[name].color = color_doc_fct
elif name == "Book_python_url0" or name == "Book_python_url1" or name == "Book_python_url2":
scene.objects[name].color = color_doc_fct
else:
if "Doc-" in name : # Chapitre
if name[4:] == scene.objects['Doc']['page_chap']:
scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
else:
scene.objects[name].color = color_doc_fct
scene.objects[name_text].color = color_doc_fct
else: # Carte
name_chap = scene.objects['Doc']['page_chap']
if name == scene.objects['Doc_chap-'+name_chap]['page_fct'] :
scene.objects[name].color = color_doc_activate
scene.objects[name_text].color = color_doc_activate
scene.objects[name_icon].color = color_doc_activate
else:
if name == "mission_"+str(scene.objects['Points']['mission'])+"-card":
scene.objects[name].color = color_doc_mission
scene.objects[name_text].color = color_doc_mission
scene.objects[name_icon].color = color_doc_mission
else:
scene.objects[name].color = color_doc_fct
scene.objects[name_text].color = color_doc_fct
scene.objects[name_icon].color = color_doc_fct
##
# Afficher le chapitre
##
def chapter(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and cont.sensors['Click'].positive:
# sound_play (sndbuff_book_flip)
obj = cont.owner
scene.objects['Doc_title']['Text'] = " "
# Enlever l'ancien chapitre
scene.objects['Doc-'+scene.objects['Doc']['page_chap']].color = color_doc_chap
scene.objects['Doc-'+scene.objects['Doc']['page_chap']+'-text'].color = color_doc_chap
scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.x = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_lx']
scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.y = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_ly']
scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']].worldPosition.z = scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['init_lz']
if scene.objects['Doc']['page_chap'] != "general" and scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['page_fct'] !="":
text_hide(scene.objects["Doc_chap-"+scene.objects['Doc']['page_chap']]['page_fct'])
# Placer le nouveau chapitre
name_chap= obj.name[4:-7]
scene.objects['Doc-'+name_chap].color = color_doc_activate
scene.objects['Doc-'+name_chap+'-text'].color = color_doc_activate
scene.objects['Doc']['page_chap'] = name_chap
scene.objects['Doc_chap-'+name_chap].worldPosition = scene.objects['Doc'].worldPosition
scene.objects['Doc_chap-'+name_chap].setVisible(True,True)
# Bouton de selection de la mission
if name_chap == "missions":
name_fct = scene.objects['Doc_chap-missions']['page_fct']
if name_fct !="":
if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']:
scene.objects['Book_level_button'].setVisible(True,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
# Upgrade
if name_chap == "rover":
upgrade_card=("battery", "beacon", "paint", "speed")
for i in range(len(upgrade_card)):
if scene.objects['Points']['upgrade_'+upgrade_card[i]]==True:
scene.objects[upgrade_card[i]+'-card'].setVisible(True,True)
scene.objects[upgrade_card[i]+'-card-colbox'].restorePhysics()
else:
scene.objects[upgrade_card[i]+'-card'].setVisible(False,True)
scene.objects[upgrade_card[i]+'-card-colbox'].suspendPhysics()
# URL Python
if name_chap == "python":
name_fct = scene.objects['Doc_chap-python']['page_fct']
scene.objects['Book_python_url_title'].setVisible(False,True)
scene.objects['Book_python_url0'].setVisible(False,True)
scene.objects['Book_python_url1'].setVisible(False,True)
scene.objects['Book_python_url2'].setVisible(False,True)
if name_fct !="":
scene.objects['Book_python_url_title'].setVisible(True,True)
for i in range(len(card_description[name_fct][2])):
scene.objects['Book_python_url'+str(i)]['Text'] = card_description[name_fct][2][i][0]
scene.objects['Book_python_url'+str(i)].setVisible(True,True)
# Afficher le texte de la carte active
if name_chap != "general" and scene.objects['Doc_chap-'+name_chap]['page_fct'] !="":
name_fct = scene.objects['Doc_chap-'+name_chap]['page_fct']
scene.objects['Doc_title']['Text'] = card_description[name_fct][0]
scene.objects['Doc_title'].setVisible(True, False)
text_show(name_fct)
else:
scene.objects['Doc_title']['Text'] = " "
scene.objects['Doc_title'].setVisible(False,True)
text_hide()
##
# Cacher le texte
##
def text_hide(card=None):
if card is None:
for card in card_description:
for i in range (13):
scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)].setVisible(False, False)
else:
for i in range (13):
scene.objects['Doc_text-l'+str(i+1)+'-'+card].setVisible(False, False)
##
# Afficher le texte
##
def text_show(card=None):
if card is None:
for card in card_description:
for i in range (13):
scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)].setVisible(True, False)
else:
for i in range (13):
scene.objects['Doc_text-l'+str(i+1)+'-'+card].setVisible(True, False)
##
# Préchargement des textes
##
def text_load():
for i in range (13):
scene.objects['Doc_text-l'+str(i+1)+'-ref']['Text'] = ""
# Création des objets 3D
for card in card_description:
lines = card_description[card][1].split("\n")
for i in range (13):
doc_text= scene.addObject('Doc_text-l'+str(i+1), None, 0.00, True)
# doc_text= scene.addObject('Doc_text-l'+str(i+1), scene.objects['Terrain'])
# doc_text= scene.addObject('Doc_text-l'+str(i+1), scene.objects['Doc'] )
doc_text.setParent(scene.objects['Doc'])
doc_text.name = 'Doc_text-l'+str(i+1)+'-'+str(card)
doc_text.worldPosition.x = scene.objects['Doc_text-l'+str(i+1)+'-ref'].worldPosition.x
doc_text.worldPosition.y = scene.objects['Doc_text-l'+str(i+1)+'-ref'].worldPosition.y
doc_text.worldPosition.z = scene.objects['Doc_text-l'+str(i+1)+'-ref'].worldPosition.z
doc_text.setVisible(False, False)
if i >= len(lines):
scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']=""
else:
if len(lines[i]) ==0:
scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']=""
else:
scene.objects['Doc_text-l'+str(i+1)+'-'+str(card)]['Text']=lines[i]
##
# 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 :
# sound_play (sndbuff_book_flip)
obj = cont.owner
name_chap = scene.objects['Doc']['page_chap']
name_fct= obj.name[:-7]
scene.objects['Doc_title']['Text'] = " "
# Enlever l'ancienne carte
if scene.objects['Doc_chap-'+name_chap]['page_fct'] !="":
text_hide(scene.objects['Doc_chap-'+name_chap]['page_fct'])
# Placer la carte de la mission active
if scene.objects['Doc_chap-'+name_chap]['page_fct'] == "mission_"+str(scene.objects['Points']['mission'])+"-card":
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']].color = color_doc_mission
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-text'].color = color_doc_mission
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-icon'].color = color_doc_mission
else:
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']].color = color_doc_fct
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-text'].color = color_doc_fct
scene.objects[scene.objects['Doc_chap-'+name_chap]['page_fct']+'-icon'].color = color_doc_fct
# Afficher le texte de la carte
scene.objects['Doc_chap-'+name_chap]['page_fct'] = name_fct
scene.objects[name_fct].color = color_doc_activate
scene.objects[name_fct+'-icon'].color = color_doc_activate
scene.objects[name_fct+'-text'].color = color_doc_activate
scene.objects['Doc_title']['Text'] = card_description[name_fct][0]
scene.objects['Doc_title'].setVisible(True, False)
text_show(name_fct)
# URL Python
if name_chap == "python":
scene.objects['Book_python_url_title'].setVisible(False,True)
scene.objects['Book_python_url0'].setVisible(False,True)
scene.objects['Book_python_url1'].setVisible(False,True)
scene.objects['Book_python_url2'].setVisible(False,True)
if name_fct !="":
scene.objects['Book_python_url_title'].setVisible(True,True)
for i in range(len(card_description[name_fct][2])):
scene.objects['Book_python_url'+str(i)]['Text'] = card_description[name_fct][2][i][0]
scene.objects['Book_python_url'+str(i)].setVisible(True,True)
# Sélection de la mission
if "mission_" in name_fct :
if scene.objects[name_fct]['mission'] <= scene.objects['Points']['level'] and scene.objects[name_fct]['mission'] != scene.objects['Points']['mission']:
scene.objects['Book_level_button'].setVisible(True,True)
else:
scene.objects['Book_level_button'].setVisible(False,True)
##
# Sélectionner le niveau
##
def level_button (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['Doc_chap-missions']['page_fct']
if name_fct !="":
mission_select=scene.objects[name_fct]['mission']
if mission_select <= scene.objects['Points']['level'] and mission_select != scene.objects['Points']['mission']:
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card"].color = color_doc_fct
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-icon"].color = color_doc_fct
scene.objects["mission_"+str(scene.objects['Points']['mission'])+"-card-text"].color = color_doc_fct
scene.objects['Points']['mission'] = mission_select
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_button'].setVisible(False,True)
##
# Aller à la page Python externe
##
def python_link (cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
# sound_play (snd_click)
name_fct = scene.objects['Doc_chap-python']['page_fct']
if name_fct !="":
i= cont.owner.name[15:-7]
webbrowser.open(card_description[name_fct][2][int(i)][1])
##
# Texte pour le store
##
def upgrade_description (card):
name_fct =card[6:]
if name_fct in card_description:
return card_description[name_fct][2]
else:
return ""
def upgrade_talk (card):
name_fct =card[6:]
if name_fct in card_description:
return card_description[name_fct][3]
else:
return ""
###############################################################################
# Sounds
###############################################################################
def sound_play (sound):
pass # FIXME
# if scene.objects['Commands']['sound']:
# audiodev.play(sound)