Nettoyage du fichier Blender venant d'Armory3D

This commit is contained in:
Philippe Roy 2023-07-18 21:36:01 +02:00
parent c1dd4a6c3f
commit 34e90e496e
4 changed files with 130 additions and 89 deletions

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@ -0,0 +1,36 @@
A node of type LNArrayIntegerNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMathNode in tree "TrackCamera" failed to be updated, because the node's update procedure itself failed.
A node of type LNArrayIntegerNode in tree "Sound_ambiance" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNArrayObjectNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node whose class doesn't exist was found in node tree "Intro_cam2"
A node of type LNArrayVectorNode in tree "Intro" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNArrayObjectNode in tree "Moving" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMergeNode in tree "Moving" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNFunctionNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNFunctionNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNFunctionNode in tree "Sound_ambiance" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMergeNode in tree "General" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNCallFunctionNode in tree "Sound_ambiance" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNCallFunctionNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNConcatenateStringNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMathNode in tree "Platform_mvt" failed to be updated, because the node's update procedure itself failed.
A node whose class doesn't exist was found in node tree "Spawn"
A node of type LNFunctionNode in tree "Platform_mvt" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNCallFunctionNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMergeNode in tree "TrackCamera2" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMathNode in tree "Intro" failed to be updated, because the node's update procedure itself failed.
A node of type LNMergeNode in tree "Platform_mvt" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMergeNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMathNode in tree "Sound_ambiance" failed to be updated, because the node's update procedure itself failed.
A node of type LNMathNode in tree "Spawn" failed to be updated, because the node's update procedure itself failed.
A node of type LNConcatenateStringNode in tree "Platform_mvt" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNCallFunctionNode in tree "Platform_mvt" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNCompareNode in tree "Platform_mvt" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMathNode in tree "Scatter" failed to be updated, because the node's update procedure itself failed.
A node of type LNMergeNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMathNode in tree "Moving" failed to be updated, because the node's update procedure itself failed.
A node of type LNMathNode in tree "TrackCamera2" failed to be updated, because the node's update procedure itself failed.
A node of type LNArrayObjectNode in tree "Sound_ambiance" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNCompareNode in tree "Intro" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNMergeNode in tree "Sound_ambiance" failed to be updated, because update isn't implemented (anymore?) for this version of the node
A node of type LNArrayFloatNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node

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fop-04.blend Normal file

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183
fop.py
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@ -24,7 +24,7 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
# Gestion du clavier # Gestion du clavier
############################################################################### ###############################################################################
# Flèches pour tourner le plateau # Flèches pour avancer, reculer et tourner
def clavier(cont): def clavier(cont):
obj = cont.owner obj = cont.owner
keyboard = bge.logic.keyboard keyboard = bge.logic.keyboard
@ -32,19 +32,23 @@ def clavier(cont):
# Flèche haut - Up arrow # Flèche haut - Up arrow
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE: if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
obj.applyRotation((-resolution,0,-obj.worldOrientation.to_euler().z), False) print ("Avancer")
# obj.applyRotation((-resolution,0,-obj.worldOrientation.to_euler().z), False)
# Flèche bas - Down arrow # Flèche bas - Down arrow
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE: if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
obj.applyRotation((resolution,0,-obj.worldOrientation.to_euler().z), False) print ("Reculer")
# obj.applyRotation((resolution,0,-obj.worldOrientation.to_euler().z), False)
# Flèche gauche - Left arrow # Flèche gauche - Left arrow
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE: if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
obj.applyRotation((0, -resolution,-obj.worldOrientation.to_euler().z), False) print ("Gauche")
# obj.applyRotation((0, -resolution,-obj.worldOrientation.to_euler().z), False)
# Flèche droit - Right arrow # Flèche droit - Right arrow
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE: if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
obj.applyRotation((0, resolution, -obj.worldOrientation.to_euler().z), False) print ("Droite")
# obj.applyRotation((0, resolution, -obj.worldOrientation.to_euler().z), False)
############################################################################### ###############################################################################
# Gameplay # Gameplay
@ -52,115 +56,116 @@ def clavier(cont):
# Initialisation de la scène # Initialisation de la scène
def init(cont): def init(cont):
obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille' obj = cont.owner
# Mémorisation de la position de départ de la bille # # Mémorisation de la position de départ de la bille
obj['init_x']=obj.worldPosition.x # obj['init_x']=obj.worldPosition.x
obj['init_y']=obj.worldPosition.y # obj['init_y']=obj.worldPosition.y
obj['init_z']=obj.worldPosition.z # obj['init_z']=obj.worldPosition.z
# Cacher le panneau de la victoire et suspendre la physique du panneau cliquable # # Cacher le panneau de la victoire et suspendre la physique du panneau cliquable
scene.objects['Panneau victoire'].setVisible(False,True) # scene.objects['Panneau victoire'].setVisible(False,True)
scene.objects['Panneau victoire - plan'].suspendPhysics (True) # scene.objects['Panneau victoire - plan'].suspendPhysics (True)
scene.objects['Bouton fermer'].color = (0, 0, 0, 1) # Noir # scene.objects['Bouton fermer'].color = (0, 0, 0, 1) # Noir
# Cycle (boucle de contrôle de la bille) # Cycle (boucle de contrôle de la bille)
def cycle(cont): # def cycle(cont):
obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille' # obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille'
obj['z']=obj.worldPosition.z # la propriété z est mis à jour avec la position globale en z de la bille # obj['z']=obj.worldPosition.z # la propriété z est mis à jour avec la position globale en z de la bille
# Si l'altitude de bille < -10 et pas de victoire -> chute # # Si l'altitude de bille < -10 et pas de victoire -> chute
if obj['z'] < -10 and obj['victoire'] == False: # if obj['z'] < -10 and obj['victoire'] == False:
print ("Chuuuu.....te") # print ("Chuuuu.....te")
depart() # Replacer la bille au départ # depart() # Replacer la bille au départ
# Départ de la bille # Départ de la bille
def depart(): # def depart():
obj_bille = scene.objects['Bille'] # obj_bille = scene.objects['Bille']
obj_plateau = scene.objects['Plateau'] # obj_plateau = scene.objects['Plateau']
# Replacement du plateau (tous les angles à 0 en plusieurs fois) # # Replacement du plateau (tous les angles à 0 en plusieurs fois)
while obj_plateau.worldOrientation.to_euler().x != 0 and obj_plateau.worldOrientation.to_euler().y !=0 and obj_plateau.worldOrientation.to_euler().z !=0 : # while obj_plateau.worldOrientation.to_euler().x != 0 and obj_plateau.worldOrientation.to_euler().y !=0 and obj_plateau.worldOrientation.to_euler().z !=0 :
obj_plateau.applyRotation((-obj_plateau.worldOrientation.to_euler().x, -obj_plateau.worldOrientation.to_euler().y, -obj_plateau.worldOrientation.to_euler().z), False) # obj_plateau.applyRotation((-obj_plateau.worldOrientation.to_euler().x, -obj_plateau.worldOrientation.to_euler().y, -obj_plateau.worldOrientation.to_euler().z), False)
# Mettre la bille à la position de départ avec une vitesse nulle # # Mettre la bille à la position de départ avec une vitesse nulle
obj_bille = scene.objects['Bille'] # obj_bille = scene.objects['Bille']
obj_bille.worldLinearVelocity=(0, 0, 0) # obj_bille.worldLinearVelocity=(0, 0, 0)
obj_bille.worldAngularVelocity=(0, 0, 0) # obj_bille.worldAngularVelocity=(0, 0, 0)
obj_bille.worldPosition.x = obj_bille['init_x'] # obj_bille.worldPosition.x = obj_bille['init_x']
obj_bille.worldPosition.y = obj_bille['init_y'] # obj_bille.worldPosition.y = obj_bille['init_y']
obj_bille.worldPosition.z = obj_bille['init_z']+0.5 # On repose la bille # obj_bille.worldPosition.z = obj_bille['init_z']+0.5 # On repose la bille
obj_bille['victoire']=False # obj_bille['victoire']=False
obj_bille['chute'] = False # obj_bille['chute'] = False
# Victoire (collision de la bille avec l'arrivée) # Victoire (collision de la bille avec l'arrivée)
def victoire(cont): def victoire(cont):
scene.objects['Bille']['victoire']=True obj = cont.owner
scene.objects['Panneau victoire'].setVisible(True,True) # Afficher le panneau de la victoire # scene.objects['Bille']['victoire']=True
scene.objects['Panneau victoire - plan'].restorePhysics() # Restaurer la physique du panneau cliquable # scene.objects['Panneau victoire'].setVisible(True,True) # Afficher le panneau de la victoire
start = 1 # scene.objects['Panneau victoire - plan'].restorePhysics() # Restaurer la physique du panneau cliquable
end = 100 # start = 1
layer = 0 # end = 100
priority = 1 # layer = 0
blendin = 1.0 # priority = 1
mode = bge.logic.KX_ACTION_MODE_PLAY # blendin = 1.0
layerWeight = 0.0 # mode = bge.logic.KX_ACTION_MODE_PLAY
ipoFlags = 0 # layerWeight = 0.0
speed = 1 # ipoFlags = 0
scene.objects['Panneau victoire'].playAction('Panneau victoireAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed) # speed = 1
# scene.objects['Panneau victoire'].playAction('Panneau victoireAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
# Highlight du bouton Fermer # Highlight du bouton Fermer
def victoire_fermer_hl(cont): # def victoire_fermer_hl(cont):
obj = cont.owner # obj = cont.owner
# Activation # # Activation
if cont.sensors['MO'].status == JUST_ACTIVATED: # if cont.sensors['MO'].status == JUST_ACTIVATED:
obj.color = (1, 1, 1, 1) # Blanc # obj.color = (1, 1, 1, 1) # Blanc
# Désactivation # # Désactivation
if cont.sensors['MO'].status == JUST_RELEASED: # if cont.sensors['MO'].status == JUST_RELEASED:
obj.color = (0, 0, 0, 1) # Noir # obj.color = (0, 0, 0, 1) # Noir
# Fermer le panneau de la victoire (clic) # # Fermer le panneau de la victoire (clic)
def victoire_fermer(cont): # def victoire_fermer(cont):
if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive: # if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive:
scene.objects['Panneau victoire'].setVisible(False,True) # Cacher le panneau de la victoire # scene.objects['Panneau victoire'].setVisible(False,True) # Cacher le panneau de la victoire
scene.objects['Panneau victoire - plan'].suspendPhysics (True) # Suspendre la physique du panneau cliquable # scene.objects['Panneau victoire - plan'].suspendPhysics (True) # Suspendre la physique du panneau cliquable
depart() # Replacer la bille au départ # depart() # Replacer la bille au départ
############################################################################### ###############################################################################
# Gestion du Joystick (Joystick USB) # Gestion du Joystick (Joystick USB)
############################################################################### ###############################################################################
def joystick(cont): # def joystick(cont):
obj = cont.owner # obj = cont.owner
joystickIndex = 0 #int from 0 to 6 # joystickIndex = 0 #int from 0 to 6
joy = bge.logic.joysticks[joystickIndex] # joy = bge.logic.joysticks[joystickIndex]
events = joy.activeButtons # events = joy.activeButtons
axis = joy.axisValues[0:4] # axis = joy.axisValues[0:4]
resolution = 0.01 # resolution = 0.01
leftStick_x = axis[0]; leftStick_y = axis[1] # leftStick_x = axis[0]; leftStick_y = axis[1]
rightStick_x = axis[2]; rightStick_y = axis[3] # rightStick_x = axis[2]; rightStick_y = axis[3]
#if any button is pressed # #if any button is pressed
# if events: # # if events:
# print(events) #spit out integer index of pressed buttons # # print(events) #spit out integer index of pressed buttons
# if 0 in events: # # if 0 in events:
# doSomething() # # doSomething()
# Up # # Up
if leftStick_y <-0.1 : # if leftStick_y <-0.1 :
obj.applyRotation((-resolution,0,0), False) # obj.applyRotation((-resolution,0,0), False)
# Down # # Down
if leftStick_y >0.1 : # if leftStick_y >0.1 :
obj.applyRotation((resolution,0,0), False) # obj.applyRotation((resolution,0,0), False)
# Left # # Left
if leftStick_x <-0.1 : # if leftStick_x <-0.1 :
obj.applyRotation((0, -resolution,0), False) # obj.applyRotation((0, -resolution,0), False)
# Right # # Right
if leftStick_x >0.1 : # if leftStick_x >0.1 :
obj.applyRotation((0, resolution,0), False) # obj.applyRotation((0, resolution,0), False)