Ajout de la chute et du saut

This commit is contained in:
Philippe Roy 2023-07-22 00:27:19 +02:00
parent 8eb468e390
commit 266c52a19f
2 changed files with 72 additions and 63 deletions

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135
fop.py
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@ -46,33 +46,48 @@ def clavier(cont):
idle=True
# Avancer : Flèche haut - Up arrow
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
idle=False
obj['chute']=0
if obj['courrir']<40: # 40 : nombre de pas pour courrir
# Planer
if obj['saut']:
obj.applyMovement((0,-pas_lineaire,0), True)
start, end, speed, layer = 1, 18, 2, 0
obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
obj['courrir']+=1
start, end, speed, layer = 1, 13, 2, 0
obj_rig.playAction('Frankie-planer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
obj['courrir_tics']=0
obj['courrir']=False
else:
obj.applyMovement((0,-pas_courrir,0), True)
start, end, speed, layer = 1, 18, 2, 0
obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0:
obj['courrir']=0
# Avancer normalement
if obj['courrir_tics']<40: # 40 : nombre de tics pour courrir
obj.applyMovement((0,-pas_lineaire,0), True)
obj['courrir_tics']+=1
start, end, speed, layer = 1, 18, 2, 0
obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# Courrir
else:
obj.applyMovement((0,-pas_courrir,0), True)
obj['courrir']=True
start, end, speed, layer = 1, 18, 2, 0
obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Arrêt de la course
if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir_tics']>0: # Arrêt de la course
obj['courrir_tics']=0
obj['courrir']=False
# Reculer : Flèche bas - Down arrow
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE and obj['saut']==False and obj['chute']==False:
idle=False
obj['chute']=0
obj.applyMovement((0,pas_lineaire,0), True)
start, end, speed, layer = 1, 20, 2, 0
obj_rig.playAction('Frankie-reculer', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Tourner gauche : Flèche gauche - Left arrow
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
idle=False
obj['chute']=0
if obj_cam['fps']:
obj.applyRotation((0, 0,pas_angulaire_fps), True)
else:
@ -81,9 +96,8 @@ def clavier(cont):
obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# Tourner droite : Flèche droit - Right arrow
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
idle=False
obj['chute']=0
if obj_cam['fps']:
obj.applyRotation((0, 0,-pas_angulaire_fps), True)
else:
@ -92,54 +106,41 @@ def clavier(cont):
obj_rig.playAction('Frankie-droite', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Saut
# obj['dist_terrain']= obj.getDistanceTo(scene.objects['Terrain'])
# obj['dist_terrain']= obj.getVectTo(scene.objects['Terrain'])[0]
# obj['dist_terrain']= obj.getVectTo((0,0,-1))[0]
# print (obj.rayCast((0,0,1), None, -10))
if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE:
if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE and obj['chute']==False:
idle=False
obj['chute']=0
# print (obj.rayCast((0,0,1), None, 100))
# # print (obj.getDistanceTo(scene.objects['Terrain']))
# if obj.rayCast((0,0,1), None, 100)[0] is not None :
# obj.applyForce((0, 0,force_saut), True)
# start, end, speed, = 1, 34, 2
# obj_rig.playAction('Frankie-sauter', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol:
for obj_sol in objs_sol: # Ne peut que sauter si Frankie touche le sol
if obj.collide(scene.objects[obj_sol])[0]:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
obj.applyForce((0, 0,force_saut), True)
start, end, speed, layer = 1, 34, 2, 1
obj_rig.playAction('Frankie-sauter', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
break
if obj.collide(scene.objects[obj_sol])[1] is not None:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
obj['saut']=True
obj.applyForce((0, 0,force_saut), True)
start, end, speed, layer = 1, 34, 2, 1
obj_rig.playAction('Frankie-sauter', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
break
print (obj_rig.isPlayingAction(1))
# Chute
if obj.worldPosition.z == obj['chute_z']:
obj['chute']=0
if obj.worldPosition.z < obj['chute_z'] :
obj['chute']+=1
# Touche le sol -> plus de saut ni de chute
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol:
# print (obj.collide(scene.objects[obj_sol]))
if obj.collide(scene.objects[obj_sol])[0]:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
obj['chute']=0
break
if obj.collide(scene.objects[obj_sol])[1] is not None:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
if obj['saut']:
obj['sol_tics']+=1
if obj['sol_tics']>3: # 3 : nombre de tics sur le sol pour annuler le saut
obj['saut']=False
obj['sol_tics']=0
obj['chute_tics']=0
obj['chute']=False
break
# objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
# chute_flag=True
# for obj_sol in objs_sol:
# if obj.collide(scene.objects[obj_sol])[0]:
# chute_flag=False
# break
# if chute_flag:
# obj['chute']+=1
# Chute
if obj.worldPosition.z < obj['chute_z'] and obj['saut']==False:
obj['chute_tics']+=1
obj['chute_z'] = obj.worldPosition.z
if obj['chute']>50:
if obj['chute_tics']>50: # 50 : nombre de tics pour déclarer la chute
idle=False
obj['chute']=True
start, end, speed, layer = 1, 33, 2, 0
obj_rig.playAction('Frankie-tomber', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
@ -168,8 +169,11 @@ def clavier(cont):
# Saut sur les téléportes (mode debug) : avancer
if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8 and obj['debugg']:
obj['spawn'] +=1
obj['chute'] = 0
obj['courrir'] = 0
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
@ -177,8 +181,11 @@ def clavier(cont):
# Saut sur les téléportes (mode debug) : reculer
if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0 and obj['debugg']:
obj['spawn'] -=1
obj['chute'] = 0
obj['courrir'] = 0
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
@ -212,10 +219,9 @@ def init(cont):
eevee.shadow_cube_size='512'
# Mode debug
scene.objects['Frankie']['debugg']=True
scene.objects['Frankie']['debugg']=True # 'debug' est réservé
# Init de Frankie
scene.objects['Frankie']['chute']=0
scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
scene.objects['Frankie']['spawn']=0
@ -234,8 +240,11 @@ def chute(cont):
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
obj['chute'] = 0
obj['courrir'] = 0
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
# Checkpoint
def checkpoint(cont):