Ajout de la manette

This commit is contained in:
Philippe Roy 2023-07-22 02:06:25 +02:00
parent 266c52a19f
commit 4afd0d4efe
2 changed files with 56 additions and 18 deletions

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74
fop.py
View File

@ -1,6 +1,6 @@
import bge # Bibliothèque Blender Game Engine (UPBGE)
import bpy # Blender
import math
import math, time
###############################################################################
# fop.py
@ -32,11 +32,22 @@ LOOP = bge.logic.KX_ACTION_MODE_LOOP
# Flèches pour avancer, reculer et tourner
###
def clavier(cont):
def deplacement(cont):
obj = cont.owner
obj_rig = scene.objects['Frankie-rig']
obj_cam = scene.objects['Camera']
keyboard = bge.logic.keyboard
joy_index = 0 #int from 0 to 6
joy = bge.logic.joysticks[joy_index]
joy_events = joy.activeButtons
joy_axis = joy.axisValues[0:4]
joy_leftstick_x = joy_axis[0]
joy_leftstick_y = joy_axis[1]
joy_rightstick_x = joy_axis[2]
joy_rightstick_y = joy_axis[3]
pas_lineaire = 0.1
pas_courrir = 0.2
pas_angulaire = 0.05
@ -46,7 +57,14 @@ def clavier(cont):
idle=True
# Avancer : Flèche haut - Up arrow
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
# joy_leftstick_y < -0.5 -> avancer
# print ("leftstick : ", joy_leftstick_x , joy_leftstick_y)
# print ("rightstick : ", joy_rightstick_x , joy_rightstick_y)
if joy_events:
print(joy_events)
# Avancer : Flèche haut - Up arrow
if (keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE or joy_leftstick_y<-0.5) and obj['chute']==False:
idle=False
# Planer
@ -74,19 +92,19 @@ def clavier(cont):
obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Arrêt de la course
if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir_tics']>0: # Arrêt de la course
if (keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and joy_leftstick_y>-0.5) and obj['courrir_tics']>0: # Arrêt de la course
obj['courrir_tics']=0
obj['courrir']=False
# Reculer : Flèche bas - Down arrow
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE and obj['saut']==False and obj['chute']==False:
if (keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE or joy_leftstick_y>0.5) and obj['saut']==False and obj['chute']==False:
idle=False
obj.applyMovement((0,pas_lineaire,0), True)
start, end, speed, layer = 1, 20, 2, 0
obj_rig.playAction('Frankie-reculer', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Tourner gauche : Flèche gauche - Left arrow
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
if (keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x<-0.5) and obj['chute']==False:
idle=False
if obj_cam['fps']:
obj.applyRotation((0, 0,pas_angulaire_fps), True)
@ -96,7 +114,7 @@ def clavier(cont):
obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# Tourner droite : Flèche droit - Right arrow
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
if (keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x>0.5) and obj['chute']==False:
idle=False
if obj_cam['fps']:
obj.applyRotation((0, 0,-pas_angulaire_fps), True)
@ -106,7 +124,7 @@ def clavier(cont):
obj_rig.playAction('Frankie-droite', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Saut
if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE and obj['chute']==False:
if (keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE or 3 in joy_events) and obj['chute']==False:
idle=False
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol: # Ne peut que sauter si Frankie touche le sol
@ -138,7 +156,7 @@ def clavier(cont):
if obj.worldPosition.z < obj['chute_z'] and obj['saut']==False:
obj['chute_tics']+=1
obj['chute_z'] = obj.worldPosition.z
if obj['chute_tics']>50: # 50 : nombre de tics pour déclarer la chute
if obj['chute_tics']>30: # 30 : nombre de tics pour déclarer la chute
idle=False
obj['chute']=True
start, end, speed, layer = 1, 33, 2, 0
@ -150,22 +168,42 @@ def clavier(cont):
obj_rig.playAction('Frankie-attente', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
# Caméra FPS
if JUST_ACTIVATED in keyboard.inputs[bge.events.FKEY].queue:
if JUST_ACTIVATED in keyboard.inputs[bge.events.FKEY].queue :
if obj_cam['fps']==False:
scene.active_camera = scene.objects["Camera_fps"]
obj_cam['fps'] = True
else:
scene.active_camera = scene.objects["Camera"]
obj_cam['fps'] = False
if 0 in joy_events:
if obj_cam['fps']==False:
scene.active_camera = scene.objects["Camera_fps"]
obj_cam['fps'] = True
time.sleep(0.15) # Change trop rapidement
else:
scene.active_camera = scene.objects["Camera"]
obj_cam['fps'] = False
time.sleep(0.15) # Change trop rapidement
# Recul caméra
if keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE and obj_cam['macro']==False:
if (keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE or 10 in joy_events) and obj_cam['macro']==False:
obj_cam.applyMovement((0,0,recul_camera), True)
obj_cam['macro'] = True
if keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE and obj_cam['macro']==True:
if (keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE and 10 not in joy_events) and obj_cam['macro']==True:
obj_cam.applyMovement((0,0,-recul_camera), True)
obj_cam['macro'] = False
# Retour au dernier checkpoint
if keyboard.inputs[bge.events.RKEY].status[0] == ACTIVATE or 9 in joy_events :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
# 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
@ -202,7 +240,7 @@ def camera_track (cont):
###############################################################################
# Initialisation de la scène
def init(cont):
def init(cont):
obj = cont.owner
# Init EEVEE
@ -234,9 +272,9 @@ def init(cont):
scene.objects['Platforme'].playAction('Platforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
# Chute
def chute(cont):
def chute(cont):
obj = cont.owner
if obj.worldPosition.z<=-9 :
if obj.worldPosition.z<=-10 :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
@ -247,7 +285,7 @@ def chute(cont):
obj['courrir'] = False
# Checkpoint
def checkpoint(cont):
def checkpoint(cont):
obj = cont.owner
obj_i=int(obj.name[6:-7])
obj_frankie = scene.objects['Frankie']
@ -256,7 +294,7 @@ def checkpoint(cont):
scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
# Ressort
def ressort(cont):
def ressort(cont):
obj = cont.owner
sensor = obj.sensors['Collision']
force_saut = 1000