mirror of
https://forge.apps.education.fr/phroy/codetower.git
synced 2024-01-27 11:35:17 +01:00
513 lines
23 KiB
Python
513 lines
23 KiB
Python
import importlib
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import math
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import time
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import sys
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import webbrowser
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import threading # Multithreading
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###############################################################################
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# ct.py
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# @title: Commandes pour le jeu codetower
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# @project: 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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# Ce simulateur est un jeu du type tower defense où les tours sont à piloter par la programmation Python.
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#
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###############################################################################
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# Import dynamique des fichiers Python élève et vagues
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sys.setrecursionlimit(10**5) # Limite sur la récursivité (valeur par défaut : 1000) -> segfault de Blender
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importlib.invalidate_caches()
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ct_vg = importlib.import_module('ct_vg')
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ct_cmd = importlib.import_module('ct_cmd')
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# Récupérer la scène UPBGE
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scene = bge.logic.getCurrentScene()
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# scene_non_contruct = [] # Liste des tuiles non constructibles
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# Couleurs
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couleur_magenta = [0.800, 0.005, 0.315,1] # bouton non activable : magenta
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couleur_orange = [0.799, 0.130, 0.063,1] # bouton activable : orange
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couleur_blanc = [0.8, 0.8, 0.8, 1] # bouton focus : blanc
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couleur_jaune = [0.8, 0.619, 0.021, 1] # bouton activé : jaune
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couleur_cmd = [0.8, 0.8, 0.8, 1] # blanc
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couleur_cmd_hl = [0.8, 0.619, 0.021, 1] # jaune
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couleur_lien = [0.024, 0.006, 0.8, 1] # bleu
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couleur_lien_hl = [0.8, 0.005, 0.315, 1] # majenta
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# Constantes UPBGE
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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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# Construction
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###############################################################################
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# Commande positionnement tour
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def cmd_construct_tour(cont):
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obj = cont.owner
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obj_Hl= scene.objects[obj.name+"-Hl"]
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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if scene.objects['Terrain']['construct_mode']==True:
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scene.objects['Terrain']['construct_mode']=False
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obj.worldScale=[1, 1, 1]
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obj.color = couleur_cmd
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obj_Hl.worldScale=[1, 1, 1]
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obj_Hl.color = couleur_cmd
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scene.objects['Tour_construc_mode'].setVisible(False,False)
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scene.objects['Tour_construc_mode'].color = couleur_cmd
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scene.objects['Texte_info'].setVisible(False,False)
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else:
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scene.objects['Terrain']['construct_mode']=True
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obj.worldScale=[1.25, 1.25, 1.25]
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obj.color = couleur_cmd_hl
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obj_Hl.worldScale=[1.25, 1.25, 1.25]
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obj_Hl.color = couleur_cmd_hl
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scene.objects['Tour_construc_mode'].setVisible(True,False)
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scene.objects['Tour_construc_mode'].color = couleur_cmd
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scene.objects['Texte_info'].setVisible(True,False)
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scene.objects['Texte_info']['Text']="Position tour : "
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# Affiche position
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def construct_tour_pos(cont):
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obj = cont.owner
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if scene.objects['Terrain']['construct_mode']==True:
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hitObject = cont.sensors['MO'].hitObject
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hitPosition = cont.sensors['MO'].hitPosition
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if hitObject is not None :
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if [round(hitPosition.x),round(hitPosition.y)] in scene.objects['Terrain']['scene_non_contruct']:
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pass
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else:
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scene.objects['Tour_construc_mode'].worldPosition.x=round(hitPosition.x)
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scene.objects['Tour_construc_mode'].worldPosition.y=round(hitPosition.y)
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scene.objects['Tour_construc_mode'].worldPosition.z=0.2
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scene.objects['Texte_info']['Text']="Position tour : "+str(round(hitPosition.x))+","+str(round(hitPosition.y))
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###############################################################################
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# Terrain
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###############################################################################
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# Mise à jour de l'affichage des compteurs
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def points_maj (cont):
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# Affichage
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scene.objects['Vies_texte']['Text']=str(scene.objects['Points']['vies'])+"/"+str(scene.objects['Points']['vies_max'])
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scene.objects['Pieces_texte']['Text']=str(scene.objects['Points']['pieces'])
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scene.objects['Level_texte']['Text']=str(scene.objects['Points']['level'])+"/"+str(scene.objects['Points']['level_max'])
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scene.objects['Minions_texte']['Text']=str(scene.objects['Points']['minions'])
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# Fin de la vague
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if scene.objects['Terrain']['thread_vague']==False:
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if scene.objects['Points']['minions']==0:
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terrain_fin ()
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# Initialisation lors du chargement du terrain
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def terrain_init (cont):
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# Mise à zéro des compteurs
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scene.objects['Points']['vies']=10
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scene.objects['Points']['vies_max']=10
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scene.objects['Points']['pieces']=0
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scene.objects['Points']['level']=0
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scene.objects['Points']['level_max']=1
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scene.objects['Points']['minions']=0
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# Initialisation lors du chargement du terrain
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def terrain_init (cont):
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# Mise à zéro des compteurs
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# scene.objects['Vies_texte']['Text']="10/10"
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# scene.objects['Pieces_texte']['Text']="0"
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# scene.objects['Level_texte']['Text']="1"
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# scene.objects['Minions_texte']['Text']="0"
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# Recherche les tuiles non constructibles
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scene.objects['Terrain']['scene_non_contruct'] = []
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for i in range (len(scene.objects)):
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if "tile_straight" in scene.objects[i].name:
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scene.objects['Terrain']['scene_non_contruct'].append([scene.objects[i].worldPosition.x, scene.objects[i].worldPosition.y])
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if "tile_cornerRound" in scene.objects[i].name:
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scene.objects['Terrain']['scene_non_contruct'].append([scene.objects[i].worldPosition.x, scene.objects[i].worldPosition.y])
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# Mise en route et pause du cycle
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def terrain_run (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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# Pause
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Terrain']['run']=False
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(True,False)
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else:
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# Run
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scene.objects['Terrain']['run']=True
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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if scene.objects['Terrain']['thread_run']==False: # Lancement du thread utilisateur
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# Supprimer les tours
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for i in range (len(scene.objects)):
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if scene.objects[i].name=="Tour":
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scene.objects[i].endObject()
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scene.objects['Stop'].setVisible(True,False)
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scene.objects['Terrain']['thread_run']=True
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# importlib.reload(ct_cmd) # Lecture dynamique du script python (risque de Segfault de Blender)
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# importlib.reload(ct_vg) # Lecture dynamique du script python (risque de Segfault de Blender)
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ct_cmd.start() # Execution des commandes
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ct_vg.start() # Lancement des vagues
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# Arrêt et réinitialisation du cycle
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def terrain_stop (cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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# Arrêt des threads utilisateurs
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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ct_cmd.stop() # Stop des commandes
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ct_vg.stop() # Stop des vagues
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# Supprimer les enemis
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for i in range (len(scene.objects)):
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if scene.objects[i].name=="Ufo":
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scene.objects[i].endObject()
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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# Fin naturelle du cycle
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def terrain_fin ():
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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###############################################################################
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# Commandes
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###############################################################################
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# Init
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def cmd_init():
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# scene.objects['Terrain']['run']=False
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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scene.objects['Construc-Hl'].setVisible(False,False)
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scene.objects['Tour_construc_mode'].setVisible(False,False)
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scene.objects['Texte_info'].setVisible(False,False)
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# scene.objects['Raz-vue-Hl'].setVisible(False,False)
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# scene.objects['Aide-cmd-Hl'].setVisible(False,False)
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# Le highlight des commandes
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def cmd_hl(cont):
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obj = cont.owner
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# Activation
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if cont.sensors['MO'].status == JUST_ACTIVATED and scene.objects['Terrain']['manip_mode']==0:
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl":
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obj.setVisible(False,True)
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scene.objects[obj.name+'-Hl'].setVisible(True,True)
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# Run et pause
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if obj.name=="Pause" or obj.name=="Run":
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Pause-Hl'].setVisible(True,False)
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else:
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Run-Hl'].setVisible(True,False)
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# Stop
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if obj.name=="Stop":
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if scene.objects['Terrain']['thread_run']==True:
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(True,False)
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED and scene.objects['Terrain']['manip_mode']==0:
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if obj.name!="Run" and obj.name!="Pause" and obj.name!="Run-Hl" and obj.name!="Pause-Hl" and obj.name!="Stop" and obj.name!="Stop-Hl":
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scene.objects[obj.name+'-Hl'].setVisible(False,True)
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obj.setVisible(True,True)
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# Run et pause
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if obj.name=="Pause" or obj.name=="Run":
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Pause-Hl'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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else:
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scene.objects['Run-Hl'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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# Stop
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if obj.name=="Stop":
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if scene.objects['Terrain']['thread_run']==True:
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scene.objects['Stop-Hl'].setVisible(False,False)
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scene.objects['Stop'].setVisible(True,False)
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###############################################################################
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# Gestion du clavier
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###############################################################################
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# Mode : Pan(1) avec Shift, Zoom (2) avec Ctrl
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def mode(cont):
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obj = cont.owner
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keyboard = bge.logic.keyboard
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# Shift -> mode 1 : Pan (clic milieu)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
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obj['manip_mode']=1
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if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
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obj['manip_mode']=1
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# Ctrl -> mode 2 : Zoom (clic milieu)
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if JUST_ACTIVATED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
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obj['manip_mode']=2
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if JUST_ACTIVATED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
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obj['manip_mode']=2
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# Pas de modificateur -> mode 0 : Pas de Orbit (mode 0) ici
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if JUST_RELEASED in keyboard.inputs[bge.events.LEFTSHIFTKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTSHIFTKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.LEFTCTRLKEY].queue:
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obj['manip_mode']=0
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if JUST_RELEASED in keyboard.inputs[bge.events.RIGHTCTRLKEY].queue:
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obj['manip_mode']=0
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# Touche Home -> Reset de la vue
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if JUST_ACTIVATED in keyboard.inputs[bge.events.HOMEKEY].queue:
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
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# Touche F5 -> Run et Pause
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if JUST_ACTIVATED in keyboard.inputs[bge.events.F5KEY].queue:
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if scene.objects['Terrain']['run'] == True:
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scene.objects['Terrain']['run']=False
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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else:
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scene.objects['Terrain']['run']=True
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scene.objects['Run'].setVisible(False,False)
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scene.objects['Pause'].setVisible(True,False)
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if scene.objects['Terrain']['thread_run']==False: # Lancement du thread du jeu
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# Supprimer les tours
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for i in range (len(scene.objects)):
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if scene.objects[i].name=="Tour":
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scene.objects[i].endObject()
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scene.objects['Stop'].setVisible(True,False)
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scene.objects['Terrain']['thread_run']=True
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# importlib.reload(ct_cmd) # Lecture dynamique du script python (risque de Segfault de Blender)
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# importlib.reload(ct_vg) # Lecture dynamique du script python (risque de Segfault de Blender)
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ct_cmd.start() # Execution des commandes
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ct_vg.start() # Lancement des vagues
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# Touche F6 -> Stop / Init
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if JUST_ACTIVATED in keyboard.inputs[bge.events.F6KEY].queue:
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if scene.objects['Terrain']['thread_run']==True:
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# Arrêt des threads utilisateurs
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scene.objects['Terrain']['run']=False
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scene.objects['Terrain']['thread_run']=False
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ct_cmd.stop() # Stop des commandes
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ct_vg.stop() # Stop des vagues
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# Supprimer les enemis
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for i in range (len(scene.objects)):
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if scene.objects[i].name=="Ufo":
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scene.objects[i].endObject()
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# Commandes
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scene.objects['Pause'].setVisible(False,False)
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scene.objects['Run'].setVisible(True,False)
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scene.objects['Stop'].setVisible(False,False)
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scene.objects['Stop-Hl'].setVisible(False,False)
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###############################################################################
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# Manipulation 3D du système
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###############################################################################
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# Mémorisation de la position et orientation initiales du modèle 3D et de la caméra
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def manip_init(cont):
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scene.objects['Camera']['init_lx']=scene.objects['Camera'].worldPosition.x
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scene.objects['Camera']['init_ly']=scene.objects['Camera'].worldPosition.y
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scene.objects['Camera']['init_lz']=scene.objects['Camera'].worldPosition.z
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scene.objects['Terrain']['init_lx']=scene.objects['Terrain'].worldPosition.x
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scene.objects['Terrain']['init_ly']=scene.objects['Terrain'].worldPosition.y
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scene.objects['Terrain']['init_lz']=scene.objects['Terrain'].worldPosition.z
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scene.objects['Terrain']['init_rx']=scene.objects['Terrain'].worldOrientation.to_euler().x
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scene.objects['Terrain']['init_ry']=scene.objects['Terrain'].worldOrientation.to_euler().y
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scene.objects['Terrain']['init_rz']=scene.objects['Terrain'].worldOrientation.to_euler().z
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# Atteindre une orientation (bas niveau)
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def applyRotationTo(obj, rx=None, ry=None, rz=None, Local=True):
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rres=0.001 # resolution rotation
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# x
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if rx is not None:
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while (abs(rx-obj.worldOrientation.to_euler().x) > rres) :
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if obj.worldOrientation.to_euler().x-rx > rres:
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obj.applyRotation((-rres, 0, 0), Local)
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if rx-obj.worldOrientation.to_euler().x > rres:
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obj.applyRotation((rres, 0, 0), Local)
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# print ("delta x ",rx-obj.worldOrientation.to_euler().x)
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# y
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if ry is not None:
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while (abs(ry-obj.worldOrientation.to_euler().y) > rres) :
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if obj.worldOrientation.to_euler().y-ry > rres:
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obj.applyRotation((0, -rres, 0), Local)
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if ry-obj.worldOrientation.to_euler().y > rres:
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obj.applyRotation((0, rres, 0), Local)
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# print ("delta y ",ry-obj.worldOrientation.to_euler().y)
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# z
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if rz is not None:
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while (abs(rz-obj.worldOrientation.to_euler().z) > rres) :
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if obj.worldOrientation.to_euler().z-rz > rres:
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obj.applyRotation((0, 0, -rres), Local)
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if rz-obj.worldOrientation.to_euler().z > rres:
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obj.applyRotation((0, 0, rres), Local)
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# print ("delta z ",rz-obj.worldOrientation.to_euler().z)
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# Reset de la manipulation de la vue
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def manip_reset(cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive and scene.objects['Terrain']['manip_mode']==0:
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scene.objects['Camera'].worldPosition.x = scene.objects['Camera']['init_lx']
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scene.objects['Camera'].worldPosition.y = scene.objects['Camera']['init_ly']
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scene.objects['Camera'].worldPosition.z = scene.objects['Camera']['init_lz']
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applyRotationTo(scene.objects['Terrain'], 0, 0, 0)
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# Position de départ pour la manipulation de la vue
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def manip_start(cont):
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obj = cont.owner
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obj['click_x']=cont.sensors['ClickM'].position[0]
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obj['click_y']=cont.sensors['ClickM'].position[1]
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# Cacher le cercle de la manipulation Orbit
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def manip_stop(cont):
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# scene.objects['Orbit'].setVisible(False,False)
|
||
pass
|
||
|
||
# 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']
|
||
|
||
# Orbit (1280 * 720 px) Pas de Orbit ici
|
||
# if obj['manip_mode']==0:
|
||
# scene.objects['Orbit'].color=couleur_cmd
|
||
# scene.objects['Orbit'].setVisible(True,False)
|
||
# dist_orbit = math.sqrt(((1280/2)-obj['click_x'])**2+((720/2)-obj['click_y'])**2)
|
||
# if dist_orbit<235 : # Orbit sur x et z
|
||
# n=10
|
||
# pas_x=(delta_x*40*sensibilite_orbit)/n
|
||
# pas_y=(((1280/2)-cont.sensors['DownM'].position[0])+((720/2)-cont.sensors['DownM'].position[1]))*0.005
|
||
# pas_z=(delta_y*40*sensibilite_orbit)/n
|
||
# for i in range (n):
|
||
# bge.render.drawLine([scene.objects['Orbit'].worldPosition.x+pas_x*i, scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*i)/n)), scene.objects['Orbit'].worldPosition.z-pas_z*i],
|
||
# [scene.objects['Orbit'].worldPosition.x+pas_x*(i+1), scene.objects['Orbit'].worldPosition.y+abs(pas_y*math.sin((3.14*(i+1))/n)), scene.objects['Orbit'].worldPosition.z-pas_z*(i+1)],
|
||
# [0.8, 0.619, 0.021])
|
||
# scene.objects['Terrain'].applyRotation((delta_y*sensibilite_orbit, 0, delta_x*sensibilite_orbit), True)
|
||
# else: # Orbit sur y
|
||
# scene.objects['Orbit'].color=couleur_cmd_hl
|
||
# if abs(delta_x) >= abs(delta_y):
|
||
# scene.objects['Terrain'].applyRotation((0, delta_x*sensibilite_orbit, 0), True)
|
||
# else:
|
||
# scene.objects['Terrain'].applyRotation((0, delta_y*sensibilite_orbit, 0), True)
|
||
|
||
# Pan
|
||
if obj['manip_mode']==1: # Shift
|
||
scene.objects['Camera'].applyMovement((delta_x*-sensibilite_pan, delta_y*sensibilite_pan, 0), True)
|
||
|
||
# Zoom
|
||
if obj['manip_mode']==2: # Ctrl
|
||
scene.objects['Camera'].applyMovement((0, 0, (delta_x+delta_y)*sensibilite_zoom), True)
|
||
|
||
# Manipulation du modèle ou de la caméra
|
||
def manip_wheel(cont):
|
||
obj = cont.owner
|
||
sensibilite_wheel = 5 # Base : 20
|
||
if cont.sensors['WheelUp'].positive:
|
||
scene.objects['Camera'].applyMovement((0, 0, -sensibilite_wheel), True)
|
||
if cont.sensors['WheelDown'].positive:
|
||
scene.objects['Camera'].applyMovement((0, 0, sensibilite_wheel), True)
|
||
|
||
###############################################################################
|
||
# Aide
|
||
###############################################################################
|
||
|
||
# # Ouvrir la page d'aide
|
||
# def aide(cont):
|
||
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||
# # scene.replace('Scene-Aide') # Bug Eevee -> même scene mais camera différente
|
||
# scene.active_camera=scene.objects['Aide-Camera']
|
||
# scene.objects['Apropos-Lien_projet'].color= couleur_lien
|
||
# scene.objects['Apropos-Lien_maquette'].color= couleur_lien
|
||
# scene.objects['Apropos-Lien_a4'].color= couleur_lien
|
||
# scene.objects['Apropos-Lien_blender'].color= couleur_lien
|
||
# scene.objects['Apropos-Lien_upbge'].color= couleur_lien
|
||
# scene.objects['Apropos-Lien_cc'].color= couleur_lien
|
||
# scene.objects['Apropos-Lien_gpl'].color= couleur_lien
|
||
|
||
# # Fermer la page d'aide
|
||
# def aide_fermer(cont):
|
||
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||
# # bge.logic.addScene('Scene') # Bug Eevee -> même scene mais camera différente
|
||
# scene.active_camera=scene.objects['Camera']
|
||
|
||
# # Aller sur les liens
|
||
# def aide_apropos(cont):
|
||
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive :
|
||
# obj = cont.owner
|
||
# if obj.name == "Apropos-Lien_maquette" :
|
||
# webbrowser.open('https://www.a4.fr/wiki/')
|
||
# if obj.name == "Apropos-Lien_projet" :
|
||
# webbrowser.open('https://gitlab.com/blender-edutech')
|
||
# if obj.name == "Apropos-Lien_a4" :
|
||
# webbrowser.open('https://www.a4.fr')
|
||
# if obj.name == "Apropos-Lien_blender" :
|
||
# webbrowser.open('https://blender.org')
|
||
# if obj.name == "Apropos-Lien_upbge" :
|
||
# webbrowser.open('https://upbge.org')
|
||
# if obj.name == "Apropos-Lien_cc" :
|
||
# webbrowser.open('https://creativecommons.org/licenses/by-sa/4.0/')
|
||
# if obj.name == "Apropos-Lien_gpl" :
|
||
# webbrowser.open('https://www.gnu.org/licenses/gpl-3.0.html')
|
||
|
||
# # Le highlight des liens
|
||
# def aide_apropos_hl(cont):
|
||
# if cont.sensors['MO'].status == JUST_ACTIVATED :
|
||
# obj = cont.owner
|
||
# obj.color = couleur_lien_hl
|
||
# if cont.sensors['MO'].status == JUST_RELEASED :
|
||
# obj = cont.owner
|
||
# obj.color = couleur_lien
|