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447 lines
18 KiB
Python
447 lines
18 KiB
Python
from rp_lib import * # Bibliothèque Ropy
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import rp_doc # Documentation
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###############################################################################
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# rp_store.py
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# @title: Magasin pour le Rover Ropy
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# @project: Ropy (Blender-EduTech)
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2022 Philippe Roy
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# @license: GNU GPL
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#
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# Ropy est destiné à la découverte de la programmation procédurale et du language Python.
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# A travers plusieurs challenges, donc de manière graduée, les élèves vont apprendre à manipuler les structures algorithmiques de base et à les coder en Python.
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###############################################################################
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scene = bge.logic.getCurrentScene()
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# Colors
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color_store_fct = (0, 1, 0.857,1) # Turquoise
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color_store_hl = (0.799, 0.617, 0.021, 1) # Jaune
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color_store_activate = (0.936, 0.033, 1, 1) # Rose
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color_store_upgraded = (1, 0.192, 0.03, 1) # Orange
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# UPBGE constants
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# JUST_DEACTIVATED = bge.logic.KX_SENSOR_JUST_DEACTIVATED
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################################################################################
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# Init, open et close
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################################################################################
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##
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# Initialisation de la tablette
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##
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def init():
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# Mémorisation de la position de la tablette du store
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scene.objects["Store"]['init_lx']=scene.objects["Store"].worldPosition.x
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scene.objects["Store"]['init_ly']=scene.objects["Store"].worldPosition.y
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scene.objects["Store"]['init_lz']=scene.objects["Store"].worldPosition.z
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# Placement de la position de la tablette du store
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scene.objects['Store'].worldScale = [0.01, 0.01, 0.01]
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# applyRotationTo(scene.objects['Store'], None, (-0.2*math.pi)/180, (115*math.pi)/180, False)
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applyRotationTo(scene.objects['Store'], None, (-2.38*math.pi)/180, (100*math.pi)/180, False) # dernière version
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# scene.objects['Store'].applyRotation((math.pi/2+(0.59189*math.pi)/180, 0, 0), True)
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# scene.objects['Store'].applyRotation((math.pi/4+(2*math.pi)/180, 0, 0), True) # avant dernière version
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scene.objects['Store'].applyRotation((math.pi/2+(3*math.pi)/180, 0, 0), True) # dernière version
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##
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# Ouverture du store
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##
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def open ():
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scene.objects['Rover']['store-anim_end']=False
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scene.objects['Rover']['stop']=False
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thread_gostore_start(rover_go_store) # Aller au store
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##
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# Arrivée au store
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##
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def open2 (cont):
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obj=scene.objects['Rover']
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thread_gostore_stop()
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obj['store-anim_end']=False
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# Pas arrivé au store, dommage !
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if obj['stop']:
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return False
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# Affinage de la position
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obj.worldPosition.x = -9.75
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obj.worldPosition.y = -4
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obj.worldPosition.z = 0.19
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# Overlay
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scene.objects['Terrain']['manip_mode']=8 # Fenêtre modale type Doc
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scene.removeOverlayCollection(bpy.data.collections['Hud'])
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scene.objects['Points'].setVisible(False,True)
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scene.objects['Commands'].setVisible(False,True)
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scene.active_camera = scene.objects["Camera-Store"]
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scene.objects['Camera'].setVisible(False,True)
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# Animation de la bulle
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scene.objects['Bubble-1-text']['Text']="Salut mon ami !\n Souhaites tu\n acquerir des\n nouvelles\n ameliorations ?\n"
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if scene.objects['Points']['upgrade_nb'] == 4 :
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scene.objects['Bubble-1-text']['Text']="Resalut ! \n Rien de neuf \n pour le moment. \n Il fait beau \n aujourd'hui, non ?"
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if scene.objects['Points']['upgrade_nb'] < 4 and scene.objects['Points']['upgrade_credit']==0:
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scene.objects['Bubble-1-text']['Text']="Des missions \n tu passeras, \n des crédits \n tu auras !"
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start = 1
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end = 20
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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# speed = scene.objects['Commands']['speed']*4
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speed = 0.5
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scene.objects['Bubble-1'].setVisible(True,True)
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# scene.objects['Bubble-1-line'].playAction('Bubble-1-line-ShaderAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# scene.objects['Bubble-1-text'].setVisible(True,True)
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scene.objects['Bubble-1-text'].playAction('Bubble-1-text-ShaderAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# Mise en couleurs
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scene.objects['Store_close'].color= color_store_fct
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scene.objects['Store_upgrade'].color= color_store_fct
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scene.objects['Store_upgrade'].setVisible(False, True)
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scene.objects['Store_upgrade-colbox'].suspendPhysics (True)
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upgrade_card=("battery", "beacon", "paint", "speed")
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for i in range(len(upgrade_card)):
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if scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] == True:
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scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_upgraded
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scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_upgraded
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scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_upgraded
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else:
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scene.objects["Store-"+upgrade_card[i]+"-card"].color = color_store_fct
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scene.objects["Store-"+upgrade_card[i]+"-card-icon"].color = color_store_fct
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scene.objects["Store-"+upgrade_card[i]+"-card-text"].color = color_store_fct
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scene.objects['Store']['page_fct'] =""
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scene.objects['Store_text']['Text'] = " "
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scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit'])
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# Animation de la tablette
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scene.objects['Store'].setVisible(True,True)
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scene.objects['Store'].worldPosition = [-12.25, -2.7, 0.4]
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scene.objects['Store']['timer'] = 0
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scene.objects['Store']['anim'] = True
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scene.objects['Store_upgrade'].setVisible(False, True)
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scene.objects['Store_upgrade-colbox'].suspendPhysics (True)
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scene.objects['Store_text'].setVisible(False,True)
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##
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# Animation du store
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##
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def open_anim():
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resol=100
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x0 = -10.1722
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y0 = -2.68957
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z0 =0.42148
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x1 = -9.05968
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y1 = -5.01656
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z1= 0.521224
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xi = x0+((x1-x0)/resol)*scene.objects['Store']['timer']
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yi = y0+((y1-y0)/resol)*scene.objects['Store']['timer']
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zi = z0+((z1-z0)/resol)*scene.objects['Store']['timer']
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scale0=0.01
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# scale1=0.169
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scale1=0.2
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scalei = scale0+((scale1-scale0)/resol)*scene.objects['Store']['timer']
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scene.objects['Store'].worldPosition = [xi, yi, zi]
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scene.objects['Store'].worldScale = [scalei, scalei, scalei]
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scene.objects['Store']['timer']+=1
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if scene.objects['Store']['timer']== resol:
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scene.objects['Store']['anim'] = False
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##
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# Fermeture
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##
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def close ():
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scene.objects["Store"].worldPosition.x=scene.objects["Store"]['init_lx']
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scene.objects["Store"].worldPosition.y=scene.objects["Store"]['init_ly']
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scene.objects["Store"].worldPosition.z=scene.objects["Store"]['init_lz']
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scene.objects['Store'].setVisible(False,True)
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scene.objects['Bubble-1'].setVisible(False,True)
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# scene.objects['Bubble-1-text'].setVisible(False,True)
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###############################################################################
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# Interface
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###############################################################################
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##
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# Highlight du store
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##
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def hl (cont):
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED :
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obj = cont.owner
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name=obj.name[:-7]
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name_text=name+"-text"
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name_icon=name+"-icon"
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scene.objects[name].color = color_store_hl
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# Close et button
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if name == "Store_close" or name == "Store_upgrade":
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scene.objects[name].color = color_store_hl
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else:
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scene.objects[name].color = color_store_hl
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scene.objects[name_text].color = color_store_hl
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scene.objects[name_icon].color = color_store_hl
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED :
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obj = cont.owner
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name=obj.name[:-7]
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name_text=obj.name[:-7]+"-text"
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name_icon=obj.name[:-7]+"-icon"
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# Close et button
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if name == "Store_close" or name == "Store_upgrade":
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scene.objects[name].color = color_store_fct
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else:
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if name == scene.objects['Store']['page_fct'] :
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scene.objects[name].color = color_store_activate
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scene.objects[name_text].color = color_store_activate
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scene.objects[name_icon].color = color_store_activate
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else:
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if scene.objects[name]['upgraded'] == True:
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scene.objects[name].color = color_store_upgraded
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scene.objects[name_text].color = color_store_upgraded
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scene.objects[name_icon].color = color_store_upgraded
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else:
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scene.objects[name].color = color_store_fct
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scene.objects[name_text].color = color_store_fct
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scene.objects[name_icon].color = color_store_fct
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##
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# Afficher les details de la fonction à partir d'une carte
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##
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def card (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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obj = cont.owner
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name_fct= obj.name[:-7]
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scene.objects['Store_text']['Text'] = " "
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# Enlever l'ancienne carte
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if scene.objects['Store']['page_fct'] !="":
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if scene.objects[scene.objects['Store']['page_fct']]['upgraded'] == True:
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scene.objects[scene.objects['Store']['page_fct']].color = color_store_upgraded
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scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_upgraded
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scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_upgraded
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else:
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scene.objects[scene.objects['Store']['page_fct']].color = color_store_fct
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scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_fct
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scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_fct
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# Afficher le texte de la carte
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scene.objects['Store']['page_fct'] = name_fct
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scene.objects[name_fct].color = color_store_activate
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scene.objects[name_fct+'-icon'].color = color_store_activate
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scene.objects[name_fct+'-text'].color = color_store_activate
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scene.objects['Store_text']['Text'] = rp_doc.upgrade_description(name_fct)
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scene.objects['Store_text'].setVisible(True, False)
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# Upgrade
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if scene.objects[name_fct]['upgraded'] == True or scene.objects['Points']['upgrade_credit'] ==0:
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scene.objects['Store_upgrade'].setVisible(False, False)
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scene.objects['Store_upgrade-colbox'].suspendPhysics (True)
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else:
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scene.objects['Store_upgrade'].setVisible(True, False)
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scene.objects['Store_upgrade-colbox']. restorePhysics()
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##
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# Selectionner l'upgrade
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##
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def upgrade (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
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# sound_play (sndbuff_book_flip)
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obj = cont.owner
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name_fct = scene.objects['Store']['page_fct']
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if name_fct !="":
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scene.objects[name_fct]['upgraded'] = True
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scene.objects[scene.objects['Store']['page_fct']].color = color_store_upgraded
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scene.objects[scene.objects['Store']['page_fct']+'-text'].color = color_store_upgraded
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scene.objects[scene.objects['Store']['page_fct']+'-icon'].color = color_store_upgraded
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scene.objects['Points']['upgrade_nb'] +=1
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scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
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scene.objects['Store_credits']['Text'] = "Crédits : "+str(scene.objects['Points']['upgrade_credit'])
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scene.objects['Store_upgrade'].setVisible(False, False)
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scene.objects['Store_upgrade'].suspendPhysics (True)
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scene.objects['Bubble-1-text']['Text']=rp_doc.upgrade_talk(name_fct)
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###############################################################################
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# Rover
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###############################################################################
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##
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# Direction
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##
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def rover_dir (direction):
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obj=scene.objects['Rover']
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step=math.pi/2 # Pas angulaire
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# print ("rover_dir : ",direction)
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# Nord
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if direction=="n":
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if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
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rp_gauche()
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rp_gauche()
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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
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pass
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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
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rp_gauche()
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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
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rp_droite()
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# Sud
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if direction=="s":
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if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
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pass
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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
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rp_gauche()
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rp_gauche()
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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
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rp_droite()
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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
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rp_gauche()
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# Est
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if direction=="e":
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if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
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rp_gauche()
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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
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rp_droite()
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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
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pass
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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
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rp_gauche()
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rp_gauche()
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# Ouest
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if direction=="o":
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if round(obj.worldOrientation.to_euler().z, 2) == 0.00: # Sud
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rp_droite()
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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
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rp_gauche()
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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
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rp_gauche()
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rp_gauche()
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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
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pass
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##
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# Avancer pas
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##
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def rover_avancer_nbpas(pas):
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for i in range (int(pas)):
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rp_avancer()
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def rover_dir_nbpas(direction, pas):
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if pas>0:
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rover_dir (direction)
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rover_avancer_nbpas(pas)
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##
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# Pathfinder pour le store
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##
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def rover_go_store():
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obj=scene.objects['Rover']
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scene.objects['Points']['step'] =0
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# Position de départ pour le debug
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# obj.worldPosition.x=12
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# obj.worldPosition.y=9
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x0 = obj.worldPosition.x
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y0 = obj.worldPosition.y
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z0 = obj.worldPosition.z
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# print ("Position actuelle :", x0, y0)
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# Pathfinder : zone 1
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if x0<=-10 and (y0==2 or y0==3):
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# print ("Store : zone 1 -> -8;4")
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rover_dir_nbpas("n",4-y0)
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rover_dir_nbpas("e",-x0-8)
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x0 = obj.worldPosition.x
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y0 = obj.worldPosition.y
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# print ("Position actuelle :", x0, y0)
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# Pathfinder : zone 2
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if x0<=-9 and y0>=4:
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# print ("Store : zone 2 -> -8;4")
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rover_dir_nbpas("e",-x0-8)
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rover_dir_nbpas("s",y0-4)
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x0 = obj.worldPosition.x
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y0 = obj.worldPosition.y
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# print ("Position actuelle :", x0, y0)
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# Pathfinder : zone 3
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if x0==-9 and y0==1:
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# print ("Store : zone 3 -> -8;4")
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rover_dir_nbpas("e",1)
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x0 = obj.worldPosition.x
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y0 = obj.worldPosition.y
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# print ("Position actuelle :", x0, y0)
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# Pathfinder : zone 4
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if x0>=14 and y0<=-1:
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# print ("Store : zone 4 -> x;0")
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rover_dir_nbpas("n",-y0)
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x0 = obj.worldPosition.x
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y0 = obj.worldPosition.y
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# print ("Position actuelle :", x0, y0)
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# Pathfinder : zone 5
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if x0>=-8 and y0>=0:
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# print ("Store : zone 5 -> -8;0 puis -8;-1")
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rover_dir_nbpas("s",y0)
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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
|