ropy/rp.py

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import bge # Blender Game Engine (UPBGE)
import bpy # Blender
import aud # Sounds
import math
import mathutils
import time
import sys
import os
import threading # Multithreading
import subprocess # Multiprocessus
import xml.etree.ElementTree as ET # Creating/parsing XML file
import runpy # Exécution de script Python légère (sans import)
from pylint import epylint as lint # Mesure de la qualité d'un code Python
import rp_map1 as rp_map # Map definition
import rp_doc # Documentation
import rp_store # Store
import rp_about # About
###############################################################################
# rp.py
# @title: Ropy
# @project: Ropy (Blender-EduTech)
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2020-2023 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_*
###############################################################################
# UPBGE scene
scene = bge.logic.getCurrentScene()
eevee = bpy.context.scene.eevee
scene.objects['Commands']['script'] = os.path.join(os.getcwd(), "rp_cmd.py") # Script par défaut
# Memory
sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
# FPS
fps_time=0.0
scene.objects['Commands']['debug_fps']=False
# 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) and scene.objects['Points']['level_new_flag']:
rp_config_tree[1][1].text=str(scene.objects['Points']['level'])
config_save()
scene.objects['Points']['level_new_flag']=False
# 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: # 1 seule fois
return False
# Configuration du moteur de rendu
eevee.use_eevee_smaa = True
# 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
# 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)
##
# Validation du code Python
##
def python_validation(file):
(pylint_stdout, pylint_stderr) = lint.py_run(file+' --disable=C --disable=W --disable=R', return_std=True)
stdout = pylint_stdout.read()
stderr = pylint_stderr.read()
if " error (" in stdout: # Présence d'erreur
# UI : information
scene.objects['Cmd-text']['modal']= True
scene.objects['Cmd-text']['Text']= "Erreur dans le script ... "
scene.objects['Cmd-text'].setVisible(True,False)
print(stdout) # Affichage console
return False
else:
scene.objects['Cmd-text']['modal']= False
scene.objects['Cmd-text']['Text']= ""
scene.objects['Cmd-text'].setVisible(False,False)
return True
##
# Exécuter le script
##
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
file = open(scene.objects['Commands']['script'], '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(scene.objects['Commands']['script']):
runpy.run_path(scene.objects['Commands']['script'], 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(scene.objects['Commands']['script']):
runpy.run_path(scene.objects['Commands']['script'], 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]
##
# 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)
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)
###############################################################################
# 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: # 1 seule fois
return False
# Configuration de l'écran
bge.render.setWindowSize(int(rp_config_tree[0][3][0].text),int(rp_config_tree[0][3][1].text))
quality_eevee=('NOSMAA', 'LOW', 'MEDIUM','HIGH','ULTRA')
scene.objects['About']['quality'] = int(rp_config_tree[0][3][2].text)
if quality_eevee[scene.objects['About']['quality']] == 'NOSMAA':
eevee.smaa_quality= 'LOW'
eevee.use_eevee_smaa = False
else:
eevee.use_eevee_smaa = True
eevee.smaa_quality= quality_eevee[scene.objects['About']['quality']]
# 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['Script-text']['Text']=scene.objects['Commands']['script']
# 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)
# 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
# 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']
upgrade_maj()
# 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]
# 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)",
"File": "Changer le fichier de commandes",
"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)",
# "File": "Change the commands file",
# "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=="File":
sound_play (snd_open)
file_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'])
# Ecran : data/config/screen/width, height, quality-> [0][3][0].text, [0][3][1].text, [0][3][2].text)
screen_width = bge.render.getWindowWidth()
screen_height = bge.render.getWindowHeight()
rp_config_tree[0][3][0].text=str(screen_width)
rp_config_tree[0][3][1].text=str(screen_height)
rp_config_tree[0][3][2].text=str(scene.objects['About']['quality'])
# Son : data/config/sound -> [0][1].text
rp_config_tree[0][1].text=str(scene.objects['Commands']['sound'])
# Vitesse du jeu : data/config/speed -> [0][0].text)
rp_config_tree[0][0].text=str(scene.objects['Commands']['speed'])
# Mission et level : data/mission/level -> [1][0].text, [1][1].text)
rp_config_tree[1][0].text=str(scene.objects['Points']['mission'])
rp_config_tree[1][1].text=str(scene.objects['Points']['level'])
config_save()
# Sortir
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'])
print ("tablet close")
config_save()
# 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():
print ("upgrade_maj")
print ("speed : ", scene.objects['Points']['upgrade_speed'])
# 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"
print ("store close")
config_save()
# 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()
###############################################################################
# Fichier
###############################################################################
##
# Sélectionner le fichier de commandes
##
def file_open():
# Terminer le processus file précédent
if ('file_proc' in scene.objects['Commands']):
if scene.objects['Commands']['file_proc'].poll()==None:
scene.objects['Commands']['file_proc'].terminate()
# Démarrer le processus file
if sys.platform=="linux": # wxPython ne s'installe pas bien sur GNU/linux -> Qt5
scene.objects['Commands']['file_proc'] = subprocess.Popen([sys.executable, os.path.join(os.getcwd(), "rp_file_qt.py")], stdout=subprocess.PIPE, encoding = 'utf8')
else: # Qt5 ne s'installe pas bien sur Windows -> wxPython
scene.objects['Commands']['file_proc'] = subprocess.Popen([sys.executable, os.path.join(os.getcwd(), "rp_file_wx.py")], stdout=subprocess.PIPE, encoding = 'utf8')
# Récupérer le nom du fchier
stout = scene.objects['Commands']['file_proc'].communicate()
if stout[0][:-1] != 'None':
scene.objects['Commands']['script'] = stout[0][:-1]
scene.objects['Script-text']['Text']=scene.objects['Commands']['script']
config_load()
##
# Sauvegarder la configuration
##
def config_save():
buffer_xml = ET.tostring(rp_config_tree)
fichier_xml=os.path.join(os.path.split((scene.objects['Commands']['script']))[0], "rp_config.xml")
with open(fichier_xml, "wb") as f:
f.write(buffer_xml)
##
# Chargement de la configuration
##
def config_load():
print ("config load")
fichier_xml=os.path.join(os.path.split((scene.objects['Commands']['script']))[0], "rp_config.xml")
rp_config2 = ET.parse(fichier_xml)
rp_config_tree2 = rp_config2.getroot()
print (rp_config_tree2[2][0].text)
print (rp_config_tree2[2][1].text)
print (rp_config_tree2[2][2].text)
print (rp_config_tree2[2][3].text)
# Configuration de l'écran
bge.render.setWindowSize(int(rp_config_tree2[0][3][0].text),int(rp_config_tree2[0][3][1].text))
quality_eevee=('NOSMAA', 'LOW', 'MEDIUM','HIGH','ULTRA')
scene.objects['About']['quality'] = int(rp_config_tree2[0][3][2].text)
if quality_eevee[scene.objects['About']['quality']] == 'NOSMAA':
eevee.smaa_quality= 'LOW'
eevee.use_eevee_smaa = False
else:
eevee.use_eevee_smaa = True
eevee.smaa_quality= quality_eevee[scene.objects['About']['quality']]
# Init de la carte
# Read config (mission actuelle : data/mission/current -> [1][0].text)
scene.objects['Points']['mission']=int(rp_config_tree2[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_tree2[0][2][0].text)
scene.objects['Camera']['current_ly'] = float(rp_config_tree2[0][2][1].text)
scene.objects['Camera']['current_lz'] = float(rp_config_tree2[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']
# UI : Sounds
# Read config (sound : data/config/sound -> [0][1].text)
if rp_config_tree2[0][1].text == "True":
sound_set ()
else:
sound_unset ()
# audiodev.unlock()
# 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_tree2[1][0].text)
scene.objects['Points']['mission_init']= scene.objects['Points']['mission']
scene.objects['Points']['level']=int(rp_config_tree2[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_card=("battery", "beacon", "paint", "speed")
scene.objects['Points']['upgrade_nb'] =0
for i in range(len(upgrade_card)):
if rp_config_tree2[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
else:
scene.objects['Points']['upgrade_'+upgrade_card[i]]=False
scene.objects["Store-"+upgrade_card[i]+"-card"]['upgraded'] = False
scene.objects['Points']['upgrade_credit']= scene.objects['Points']['level']- 1 - scene.objects['Points']['upgrade_nb']
upgrade_maj()
# 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_tree2[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]
###############################################################################
# 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']
print ("about close")
config_save()
##
# 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()