Mouvement par module Python suite

This commit is contained in:
Philippe Roy 2023-07-21 15:02:39 +02:00
parent ec9c006599
commit 41ddc9b212
2 changed files with 108 additions and 25 deletions

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133
fop.py
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@ -12,16 +12,17 @@ import math
# @license: GNU GPL
###############################################################################
# UPBGE scene
# Scène UPBGE
scene = bge.logic.getCurrentScene()
eevee = bpy.context.scene.eevee
# print("Objets de la scene : ", scene.objects) # Lister les objets de la scène
# Constantes
# print("Objets de la scène : ", scene.objects) # Lister les objets de la scène
# Constantes UPBGE
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
PLAY = bge.logic.KX_ACTION_MODE_PLAY
LOOP = bge.logic.KX_ACTION_MODE_LOOP
###############################################################################
# Mouvements
@ -33,52 +34,129 @@ ACTIVATE = bge.logic.KX_INPUT_ACTIVE
def clavier(cont):
obj = cont.owner
obj_rig = scene.objects['Frankie-rig']
obj_cam = scene.objects['Camera']
keyboard = bge.logic.keyboard
pas_lineaire = 0.1
pas_courrir = 0.2
pas_angulaire = 0.05
pas_angulaire_fps = 0.025
force_saut = 300
force_saut = 200
recul_camera = 40
idle=True
# Avancer : Flèche haut - Up arrow
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
if obj['courrir']<20:
idle=False
obj['chute']=0
if obj['courrir']<40: # 40 : nombre de pas pour courrir
obj.applyMovement((0,-pas_lineaire,0), True)
start, end, speed, = 1, 18, 2
obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
obj['courrir']+=1
else:
obj.applyMovement((0,-pas_courrir,0), True)
start, end, speed, = 1, 18, 2
obj_rig.playAction('Frankie-courrir', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0:
obj['courrir']=0
# Reculer : Flèche bas - Down arrow
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
idle=False
obj['chute']=0
obj.applyMovement((0,pas_lineaire,0), True)
start, end, speed, = 1, 20, 2
obj_rig.playAction('Frankie-reculer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# Tourner gauche : Flèche gauche - Left arrow
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
idle=False
obj['chute']=0
if obj_cam['fps']:
obj.applyRotation((0, 0,pas_angulaire_fps), True)
else:
obj.applyRotation((0, 0,pas_angulaire), True)
start, end, speed, = 1, 12, 2
obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# start = 1
# end = 100
# layer = 0
# priority = 1
# blendin = 1.0
# mode = bge.logic.KX_ACTION_MODE_PLAY
# layerWeight = 0.0
# ipoFlags = 0
# speed = scene.objects['Commands']['speed']*8
# Tourner droite : Flèche droit - Right arrow
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
idle=False
obj['chute']=0
if obj_cam['fps']:
obj.applyRotation((0, 0,-pas_angulaire_fps), True)
else:
obj.applyRotation((0, 0,-pas_angulaire), True)
start, end, speed, = 1, 12, 2
obj_rig.playAction('Frankie-droite', start, end, 0, 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:
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:
# 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.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)
break
# Chute
if obj.worldPosition.z == obj['chute_z']:
obj['chute']=0
if obj.worldPosition.z < obj['chute_z'] :
obj['chute']+=1
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
# 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
obj['chute_z'] = obj.worldPosition.z
if obj['chute']>50:
idle=False
start, end, speed, = 1, 33, 2
obj_rig.playAction('Frankie-tomber', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed)
# Attente
if idle:
start, end, speed, = 1, 268, 2
obj_rig.playAction('Frankie-attente', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed)
# Caméra FPS
if JUST_ACTIVATED in keyboard.inputs[bge.events.FKEY].queue:
if obj_cam['fps']==False:
@ -96,19 +174,21 @@ def clavier(cont):
obj_cam.applyMovement((0,0,-recul_camera), True)
obj_cam['macro'] = False
# Saut sur les téléporte (mode debug) : avancer
if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8:
# 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_spawn = scene.objects['Spawn '+str(obj['spawn'])]
print (obj_spawn['sens'])
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
# Saut sur les téléportes(mode debug) : reculer
if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0:
# 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_spawn = scene.objects['Spawn '+str(obj['spawn'])]
print (obj_spawn['sens'])
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
@ -140,17 +220,21 @@ def init(cont):
eevee.shadow_cascade_size='1024'
eevee.shadow_cube_size='512'
# Pancartes
# Mode debug
scene.objects['Frankie']['debugg']=True
# Init de Frankie
scene.objects['Frankie']['chute']=0
scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
scene.objects['Frankie']['spawn']=0
# Cacher les pancartes
for i in range (1, 7):
scene.objects['Pancarte '+str(i)].setVisible(False,True)
# Animation plateforme
start = 1
end = 200
mode = bge.logic.KX_ACTION_MODE_LOOP
speed = 0.5
scene.objects['Platforme'].playAction('Platforme-action', start, end, 0, 1, 1.0, mode, 0.0, 0, speed)
# Mise en route de la plateforme
start, end, speed, = 1, 200, 0.5
scene.objects['Platforme'].playAction('Platforme-action', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed)
# Chute
def chute(cont):
@ -158,7 +242,9 @@ def chute(cont):
if obj.worldPosition.z<=-9 :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), False)
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
obj['chute'] = 0
obj['courrir'] = 0
# Checkpoint
def checkpoint(cont):
@ -177,11 +263,8 @@ def ressort(cont):
obj_ressort=scene.objects[obj.name[:-7]]
obj_frankie = scene.objects['Frankie']
if sensor.positive:
start = 1,
end = 16,
mode = bge.logic.KX_ACTION_MODE_PLAY,
speed = 0.5
obj_ressort.playAction(obj_ressort.name+'-action', start, end, 0, 1, 1.0, mode, 0.0, 0, speed)
start, end, speed, = 1, 16, 0.5
obj_ressort.playAction(obj_ressort.name+'-action', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
obj_frankie.applyForce((0, 0,force_saut), True)