mirror of
https://forge.apps.education.fr/phroy/frankie-on-platform.git
synced 2024-01-27 11:32:04 +01:00
Nettoyage du fichier Blender venant d'Armory3D
This commit is contained in:
parent
c1dd4a6c3f
commit
34e90e496e
36
armory3d/node_update_failure.2023-07-18T20-31-11+0200.txt
Normal file
36
armory3d/node_update_failure.2023-07-18T20-31-11+0200.txt
Normal file
@ -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
|
BIN
fop-03.blend
BIN
fop-03.blend
Binary file not shown.
BIN
fop-04.blend
Normal file
BIN
fop-04.blend
Normal file
Binary file not shown.
183
fop.py
183
fop.py
@ -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)
|
||||||
|
Loading…
Reference in New Issue
Block a user