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Mouvement par module Python suite
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fop-05.blend
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133
fop.py
133
fop.py
@ -12,16 +12,17 @@ import math
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# @license: GNU GPL
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###############################################################################
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# UPBGE scene
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# Scène UPBGE
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scene = bge.logic.getCurrentScene()
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eevee = bpy.context.scene.eevee
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# print("Objets de la scene : ", scene.objects) # Lister les objets de la scène
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# Constantes
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# print("Objets de la scène : ", scene.objects) # Lister les objets de la scène
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# Constantes UPBGE
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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PLAY = bge.logic.KX_ACTION_MODE_PLAY
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LOOP = bge.logic.KX_ACTION_MODE_LOOP
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###############################################################################
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# Mouvements
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@ -33,52 +34,129 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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def clavier(cont):
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obj = cont.owner
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obj_rig = scene.objects['Frankie-rig']
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obj_cam = scene.objects['Camera']
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keyboard = bge.logic.keyboard
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pas_lineaire = 0.1
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pas_courrir = 0.2
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pas_angulaire = 0.05
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pas_angulaire_fps = 0.025
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force_saut = 300
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force_saut = 200
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recul_camera = 40
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idle=True
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# Avancer : Flèche haut - Up arrow
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
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if obj['courrir']<20:
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idle=False
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obj['chute']=0
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if obj['courrir']<40: # 40 : nombre de pas pour courrir
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obj.applyMovement((0,-pas_lineaire,0), True)
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start, end, speed, = 1, 18, 2
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obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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obj['courrir']+=1
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else:
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obj.applyMovement((0,-pas_courrir,0), True)
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start, end, speed, = 1, 18, 2
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obj_rig.playAction('Frankie-courrir', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0:
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obj['courrir']=0
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# Reculer : Flèche bas - Down arrow
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if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
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idle=False
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obj['chute']=0
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obj.applyMovement((0,pas_lineaire,0), True)
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start, end, speed, = 1, 20, 2
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obj_rig.playAction('Frankie-reculer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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# Tourner gauche : Flèche gauche - Left arrow
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if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
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idle=False
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obj['chute']=0
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if obj_cam['fps']:
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obj.applyRotation((0, 0,pas_angulaire_fps), True)
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else:
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obj.applyRotation((0, 0,pas_angulaire), True)
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start, end, speed, = 1, 12, 2
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obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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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 = scene.objects['Commands']['speed']*8
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# Tourner droite : Flèche droit - Right arrow
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if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
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idle=False
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obj['chute']=0
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if obj_cam['fps']:
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obj.applyRotation((0, 0,-pas_angulaire_fps), True)
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else:
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obj.applyRotation((0, 0,-pas_angulaire), True)
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start, end, speed, = 1, 12, 2
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obj_rig.playAction('Frankie-droite', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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# Saut
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# obj['dist_terrain']= obj.getDistanceTo(scene.objects['Terrain'])
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# obj['dist_terrain']= obj.getVectTo(scene.objects['Terrain'])[0]
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# obj['dist_terrain']= obj.getVectTo((0,0,-1))[0]
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# print (obj.rayCast((0,0,1), None, -10))
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if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE:
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idle=False
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obj['chute']=0
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# print (obj.rayCast((0,0,1), None, 100))
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# # print (obj.getDistanceTo(scene.objects['Terrain']))
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# if obj.rayCast((0,0,1), None, 100)[0] is not None :
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# obj.applyForce((0, 0,force_saut), True)
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# start, end, speed, = 1, 34, 2
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# obj_rig.playAction('Frankie-sauter', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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for obj_sol in objs_sol:
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# print (obj.collide(scene.objects[obj_sol]))
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if obj.collide(scene.objects[obj_sol])[0]:
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if len(obj.collide(scene.objects[obj_sol])[1])>0:
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obj.applyForce((0, 0,force_saut), True)
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start, end, speed, = 1, 34, 2
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obj_rig.playAction('Frankie-sauter', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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break
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# Chute
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if obj.worldPosition.z == obj['chute_z']:
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obj['chute']=0
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if obj.worldPosition.z < obj['chute_z'] :
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obj['chute']+=1
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objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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for obj_sol in objs_sol:
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print (obj.collide(scene.objects[obj_sol]))
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if obj.collide(scene.objects[obj_sol])[0]:
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if len(obj.collide(scene.objects[obj_sol])[1])>0:
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obj['chute']=0
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break
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# objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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# chute_flag=True
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# for obj_sol in objs_sol:
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# if obj.collide(scene.objects[obj_sol])[0]:
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# chute_flag=False
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# break
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# if chute_flag:
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# obj['chute']+=1
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obj['chute_z'] = obj.worldPosition.z
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if obj['chute']>50:
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idle=False
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start, end, speed, = 1, 33, 2
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obj_rig.playAction('Frankie-tomber', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed)
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# Attente
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if idle:
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start, end, speed, = 1, 268, 2
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obj_rig.playAction('Frankie-attente', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed)
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# Caméra FPS
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if JUST_ACTIVATED in keyboard.inputs[bge.events.FKEY].queue:
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if obj_cam['fps']==False:
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@ -96,19 +174,21 @@ def clavier(cont):
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obj_cam.applyMovement((0,0,-recul_camera), True)
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obj_cam['macro'] = False
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# Saut sur les téléporte (mode debug) : avancer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8:
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# Saut sur les téléportes (mode debug) : avancer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8 and obj['debugg']:
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obj['spawn'] +=1
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obj['chute'] = 0
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obj['courrir'] = 0
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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print (obj_spawn['sens'])
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obj.worldPosition = obj_spawn.worldPosition
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
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# Saut sur les téléportes(mode debug) : reculer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0:
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# Saut sur les téléportes (mode debug) : reculer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0 and obj['debugg']:
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obj['spawn'] -=1
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obj['chute'] = 0
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obj['courrir'] = 0
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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print (obj_spawn['sens'])
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obj.worldPosition = obj_spawn.worldPosition
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
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@ -140,17 +220,21 @@ def init(cont):
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eevee.shadow_cascade_size='1024'
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eevee.shadow_cube_size='512'
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# Pancartes
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# Mode debug
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scene.objects['Frankie']['debugg']=True
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# Init de Frankie
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scene.objects['Frankie']['chute']=0
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scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
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scene.objects['Frankie']['spawn']=0
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# Cacher les pancartes
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for i in range (1, 7):
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scene.objects['Pancarte '+str(i)].setVisible(False,True)
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# Animation plateforme
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start = 1
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end = 200
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mode = bge.logic.KX_ACTION_MODE_LOOP
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speed = 0.5
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scene.objects['Platforme'].playAction('Platforme-action', start, end, 0, 1, 1.0, mode, 0.0, 0, speed)
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# Mise en route de la plateforme
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start, end, speed, = 1, 200, 0.5
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scene.objects['Platforme'].playAction('Platforme-action', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed)
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# Chute
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def chute(cont):
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@ -158,7 +242,9 @@ def chute(cont):
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if obj.worldPosition.z<=-9 :
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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obj.worldPosition = obj_spawn.worldPosition
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), False)
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
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obj['chute'] = 0
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obj['courrir'] = 0
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# Checkpoint
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def checkpoint(cont):
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@ -177,11 +263,8 @@ def ressort(cont):
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obj_ressort=scene.objects[obj.name[:-7]]
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obj_frankie = scene.objects['Frankie']
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if sensor.positive:
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start = 1,
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end = 16,
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mode = bge.logic.KX_ACTION_MODE_PLAY,
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speed = 0.5
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obj_ressort.playAction(obj_ressort.name+'-action', start, end, 0, 1, 1.0, mode, 0.0, 0, speed)
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start, end, speed, = 1, 16, 0.5
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obj_ressort.playAction(obj_ressort.name+'-action', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_frankie.applyForce((0, 0,force_saut), True)
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