diff --git a/fop-05.blend b/fop-05.blend index 15da070..8c32a45 100644 Binary files a/fop-05.blend and b/fop-05.blend differ diff --git a/fop.py b/fop.py index 1f1667f..b6cc9e0 100644 --- a/fop.py +++ b/fop.py @@ -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):