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Nettoyage du fichier Blender venant d'Armory3D
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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
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@ -0,0 +1,36 @@
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A node of type LNArrayIntegerNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMathNode in tree "TrackCamera" failed to be updated, because the node's update procedure itself failed.
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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
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A node of type LNArrayObjectNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node whose class doesn't exist was found in node tree "Intro_cam2"
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A node of type LNArrayVectorNode in tree "Intro" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNArrayObjectNode in tree "Moving" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMergeNode in tree "Moving" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNFunctionNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNFunctionNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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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
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A node of type LNMergeNode in tree "General" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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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
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A node of type LNCallFunctionNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNConcatenateStringNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMathNode in tree "Platform_mvt" failed to be updated, because the node's update procedure itself failed.
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A node whose class doesn't exist was found in node tree "Spawn"
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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
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A node of type LNCallFunctionNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMergeNode in tree "TrackCamera2" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMathNode in tree "Intro" failed to be updated, because the node's update procedure itself failed.
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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
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A node of type LNMergeNode in tree "Scatter" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMathNode in tree "Sound_ambiance" failed to be updated, because the node's update procedure itself failed.
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A node of type LNMathNode in tree "Spawn" failed to be updated, because the node's update procedure itself failed.
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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
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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
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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
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A node of type LNMathNode in tree "Scatter" failed to be updated, because the node's update procedure itself failed.
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A node of type LNMergeNode in tree "Spawn" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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A node of type LNMathNode in tree "Moving" failed to be updated, because the node's update procedure itself failed.
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A node of type LNMathNode in tree "TrackCamera2" failed to be updated, because the node's update procedure itself failed.
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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
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A node of type LNCompareNode in tree "Intro" failed to be updated, because update isn't implemented (anymore?) for this version of the node
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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
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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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BIN
fop-03.blend
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fop-03.blend
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fop-04.blend
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fop-04.blend
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183
fop.py
183
fop.py
@ -24,7 +24,7 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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# Gestion du clavier
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###############################################################################
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# Flèches pour tourner le plateau
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# Flèches pour avancer, reculer et tourner
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def clavier(cont):
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obj = cont.owner
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keyboard = bge.logic.keyboard
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@ -32,19 +32,23 @@ def clavier(cont):
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# Flèche haut - Up arrow
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
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obj.applyRotation((-resolution,0,-obj.worldOrientation.to_euler().z), False)
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print ("Avancer")
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# obj.applyRotation((-resolution,0,-obj.worldOrientation.to_euler().z), False)
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# Flèche bas - Down arrow
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if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
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obj.applyRotation((resolution,0,-obj.worldOrientation.to_euler().z), False)
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print ("Reculer")
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# obj.applyRotation((resolution,0,-obj.worldOrientation.to_euler().z), False)
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# Flèche gauche - Left arrow
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if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
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obj.applyRotation((0, -resolution,-obj.worldOrientation.to_euler().z), False)
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print ("Gauche")
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# obj.applyRotation((0, -resolution,-obj.worldOrientation.to_euler().z), False)
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# Flèche droit - Right arrow
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if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
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obj.applyRotation((0, resolution, -obj.worldOrientation.to_euler().z), False)
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print ("Droite")
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# obj.applyRotation((0, resolution, -obj.worldOrientation.to_euler().z), False)
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###############################################################################
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# Gameplay
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@ -52,115 +56,116 @@ def clavier(cont):
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# Initialisation de la scène
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def init(cont):
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obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille'
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obj = cont.owner
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# Mémorisation de la position de départ de la bille
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obj['init_x']=obj.worldPosition.x
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obj['init_y']=obj.worldPosition.y
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obj['init_z']=obj.worldPosition.z
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# # Mémorisation de la position de départ de la bille
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# obj['init_x']=obj.worldPosition.x
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# obj['init_y']=obj.worldPosition.y
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# obj['init_z']=obj.worldPosition.z
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# Cacher le panneau de la victoire et suspendre la physique du panneau cliquable
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scene.objects['Panneau victoire'].setVisible(False,True)
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scene.objects['Panneau victoire - plan'].suspendPhysics (True)
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scene.objects['Bouton fermer'].color = (0, 0, 0, 1) # Noir
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# # Cacher le panneau de la victoire et suspendre la physique du panneau cliquable
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# scene.objects['Panneau victoire'].setVisible(False,True)
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# scene.objects['Panneau victoire - plan'].suspendPhysics (True)
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# scene.objects['Bouton fermer'].color = (0, 0, 0, 1) # Noir
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# Cycle (boucle de contrôle de la bille)
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def cycle(cont):
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obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille'
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obj['z']=obj.worldPosition.z # la propriété z est mis à jour avec la position globale en z de la bille
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# def cycle(cont):
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# obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille'
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# obj['z']=obj.worldPosition.z # la propriété z est mis à jour avec la position globale en z de la bille
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# Si l'altitude de bille < -10 et pas de victoire -> chute
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if obj['z'] < -10 and obj['victoire'] == False:
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print ("Chuuuu.....te")
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depart() # Replacer la bille au départ
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# # Si l'altitude de bille < -10 et pas de victoire -> chute
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# if obj['z'] < -10 and obj['victoire'] == False:
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# print ("Chuuuu.....te")
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# depart() # Replacer la bille au départ
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# Départ de la bille
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def depart():
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obj_bille = scene.objects['Bille']
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obj_plateau = scene.objects['Plateau']
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# def depart():
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# obj_bille = scene.objects['Bille']
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# obj_plateau = scene.objects['Plateau']
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# Replacement du plateau (tous les angles à 0 en plusieurs fois)
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while obj_plateau.worldOrientation.to_euler().x != 0 and obj_plateau.worldOrientation.to_euler().y !=0 and obj_plateau.worldOrientation.to_euler().z !=0 :
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obj_plateau.applyRotation((-obj_plateau.worldOrientation.to_euler().x, -obj_plateau.worldOrientation.to_euler().y, -obj_plateau.worldOrientation.to_euler().z), False)
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# # Replacement du plateau (tous les angles à 0 en plusieurs fois)
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# while obj_plateau.worldOrientation.to_euler().x != 0 and obj_plateau.worldOrientation.to_euler().y !=0 and obj_plateau.worldOrientation.to_euler().z !=0 :
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# obj_plateau.applyRotation((-obj_plateau.worldOrientation.to_euler().x, -obj_plateau.worldOrientation.to_euler().y, -obj_plateau.worldOrientation.to_euler().z), False)
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# Mettre la bille à la position de départ avec une vitesse nulle
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obj_bille = scene.objects['Bille']
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obj_bille.worldLinearVelocity=(0, 0, 0)
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obj_bille.worldAngularVelocity=(0, 0, 0)
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obj_bille.worldPosition.x = obj_bille['init_x']
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obj_bille.worldPosition.y = obj_bille['init_y']
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obj_bille.worldPosition.z = obj_bille['init_z']+0.5 # On repose la bille
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obj_bille['victoire']=False
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obj_bille['chute'] = False
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# # Mettre la bille à la position de départ avec une vitesse nulle
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# obj_bille = scene.objects['Bille']
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# obj_bille.worldLinearVelocity=(0, 0, 0)
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# obj_bille.worldAngularVelocity=(0, 0, 0)
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# obj_bille.worldPosition.x = obj_bille['init_x']
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# obj_bille.worldPosition.y = obj_bille['init_y']
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# obj_bille.worldPosition.z = obj_bille['init_z']+0.5 # On repose la bille
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# obj_bille['victoire']=False
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# obj_bille['chute'] = False
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# Victoire (collision de la bille avec l'arrivée)
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def victoire(cont):
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scene.objects['Bille']['victoire']=True
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scene.objects['Panneau victoire'].setVisible(True,True) # Afficher le panneau de la victoire
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scene.objects['Panneau victoire - plan'].restorePhysics() # Restaurer la physique du panneau cliquable
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start = 1
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end = 100
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layer = 0
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priority = 1
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blendin = 1.0
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mode = bge.logic.KX_ACTION_MODE_PLAY
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layerWeight = 0.0
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ipoFlags = 0
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speed = 1
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scene.objects['Panneau victoire'].playAction('Panneau victoireAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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obj = cont.owner
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# scene.objects['Bille']['victoire']=True
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# scene.objects['Panneau victoire'].setVisible(True,True) # Afficher le panneau de la victoire
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# scene.objects['Panneau victoire - plan'].restorePhysics() # Restaurer la physique du panneau cliquable
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# start = 1
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# end = 100
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# layer = 0
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# priority = 1
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# blendin = 1.0
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# mode = bge.logic.KX_ACTION_MODE_PLAY
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# layerWeight = 0.0
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# ipoFlags = 0
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# speed = 1
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# scene.objects['Panneau victoire'].playAction('Panneau victoireAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# Highlight du bouton Fermer
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def victoire_fermer_hl(cont):
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obj = cont.owner
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# def victoire_fermer_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:
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obj.color = (1, 1, 1, 1) # Blanc
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# # Activation
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# if cont.sensors['MO'].status == JUST_ACTIVATED:
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# obj.color = (1, 1, 1, 1) # Blanc
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# Désactivation
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if cont.sensors['MO'].status == JUST_RELEASED:
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obj.color = (0, 0, 0, 1) # Noir
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# # Désactivation
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# if cont.sensors['MO'].status == JUST_RELEASED:
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# obj.color = (0, 0, 0, 1) # Noir
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# Fermer le panneau de la victoire (clic)
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def victoire_fermer(cont):
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if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive:
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scene.objects['Panneau victoire'].setVisible(False,True) # Cacher le panneau de la victoire
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scene.objects['Panneau victoire - plan'].suspendPhysics (True) # Suspendre la physique du panneau cliquable
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depart() # Replacer la bille au départ
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# # Fermer le panneau de la victoire (clic)
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# def victoire_fermer(cont):
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# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive:
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# scene.objects['Panneau victoire'].setVisible(False,True) # Cacher le panneau de la victoire
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# scene.objects['Panneau victoire - plan'].suspendPhysics (True) # Suspendre la physique du panneau cliquable
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# depart() # Replacer la bille au départ
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###############################################################################
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# Gestion du Joystick (Joystick USB)
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###############################################################################
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def joystick(cont):
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obj = cont.owner
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joystickIndex = 0 #int from 0 to 6
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joy = bge.logic.joysticks[joystickIndex]
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events = joy.activeButtons
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axis = joy.axisValues[0:4]
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resolution = 0.01
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# def joystick(cont):
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# obj = cont.owner
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# joystickIndex = 0 #int from 0 to 6
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# joy = bge.logic.joysticks[joystickIndex]
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# events = joy.activeButtons
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# axis = joy.axisValues[0:4]
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# resolution = 0.01
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leftStick_x = axis[0]; leftStick_y = axis[1]
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rightStick_x = axis[2]; rightStick_y = axis[3]
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# leftStick_x = axis[0]; leftStick_y = axis[1]
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# rightStick_x = axis[2]; rightStick_y = axis[3]
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#if any button is pressed
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# if events:
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# print(events) #spit out integer index of pressed buttons
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# if 0 in events:
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# doSomething()
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# #if any button is pressed
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# # if events:
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# # print(events) #spit out integer index of pressed buttons
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# # if 0 in events:
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# # doSomething()
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# Up
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if leftStick_y <-0.1 :
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obj.applyRotation((-resolution,0,0), False)
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# # Up
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# if leftStick_y <-0.1 :
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# obj.applyRotation((-resolution,0,0), False)
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# Down
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if leftStick_y >0.1 :
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obj.applyRotation((resolution,0,0), False)
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# # Down
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# if leftStick_y >0.1 :
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# obj.applyRotation((resolution,0,0), False)
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# Left
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if leftStick_x <-0.1 :
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obj.applyRotation((0, -resolution,0), False)
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# # Left
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# if leftStick_x <-0.1 :
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# obj.applyRotation((0, -resolution,0), False)
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# Right
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if leftStick_x >0.1 :
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obj.applyRotation((0, resolution,0), False)
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# # Right
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# if leftStick_x >0.1 :
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# obj.applyRotation((0, resolution,0), False)
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