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Ajout de la manette
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fop-05.blend
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fop-05.blend
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74
fop.py
74
fop.py
@ -1,6 +1,6 @@
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bpy # Blender
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import bpy # Blender
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import math
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import math, time
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###############################################################################
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###############################################################################
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# fop.py
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# fop.py
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@ -32,11 +32,22 @@ LOOP = bge.logic.KX_ACTION_MODE_LOOP
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# Flèches pour avancer, reculer et tourner
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# Flèches pour avancer, reculer et tourner
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###
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###
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def clavier(cont):
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def deplacement(cont):
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obj = cont.owner
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obj = cont.owner
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obj_rig = scene.objects['Frankie-rig']
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obj_rig = scene.objects['Frankie-rig']
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obj_cam = scene.objects['Camera']
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obj_cam = scene.objects['Camera']
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keyboard = bge.logic.keyboard
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keyboard = bge.logic.keyboard
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joy_index = 0 #int from 0 to 6
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joy = bge.logic.joysticks[joy_index]
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joy_events = joy.activeButtons
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joy_axis = joy.axisValues[0:4]
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joy_leftstick_x = joy_axis[0]
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joy_leftstick_y = joy_axis[1]
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joy_rightstick_x = joy_axis[2]
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joy_rightstick_y = joy_axis[3]
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pas_lineaire = 0.1
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pas_lineaire = 0.1
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pas_courrir = 0.2
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pas_courrir = 0.2
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pas_angulaire = 0.05
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pas_angulaire = 0.05
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@ -46,7 +57,14 @@ def clavier(cont):
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idle=True
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idle=True
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# Avancer : Flèche haut - Up arrow
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# Avancer : Flèche haut - Up arrow
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
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# joy_leftstick_y < -0.5 -> avancer
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# print ("leftstick : ", joy_leftstick_x , joy_leftstick_y)
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# print ("rightstick : ", joy_rightstick_x , joy_rightstick_y)
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if joy_events:
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print(joy_events)
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# Avancer : Flèche haut - Up arrow
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if (keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE or joy_leftstick_y<-0.5) and obj['chute']==False:
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idle=False
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idle=False
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# Planer
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# Planer
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@ -74,19 +92,19 @@ def clavier(cont):
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obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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# Arrêt de la course
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# Arrêt de la course
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir_tics']>0: # Arrêt de la course
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if (keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and joy_leftstick_y>-0.5) and obj['courrir_tics']>0: # Arrêt de la course
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obj['courrir_tics']=0
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obj['courrir_tics']=0
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obj['courrir']=False
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obj['courrir']=False
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# Reculer : Flèche bas - Down arrow
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# Reculer : Flèche bas - Down arrow
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if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE and obj['saut']==False and obj['chute']==False:
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if (keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE or joy_leftstick_y>0.5) and obj['saut']==False and obj['chute']==False:
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idle=False
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idle=False
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obj.applyMovement((0,pas_lineaire,0), True)
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obj.applyMovement((0,pas_lineaire,0), True)
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start, end, speed, layer = 1, 20, 2, 0
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start, end, speed, layer = 1, 20, 2, 0
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obj_rig.playAction('Frankie-reculer', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_rig.playAction('Frankie-reculer', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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# Tourner gauche : Flèche gauche - Left arrow
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# Tourner gauche : Flèche gauche - Left arrow
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if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
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if (keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x<-0.5) and obj['chute']==False:
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idle=False
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idle=False
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if obj_cam['fps']:
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if obj_cam['fps']:
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obj.applyRotation((0, 0,pas_angulaire_fps), True)
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obj.applyRotation((0, 0,pas_angulaire_fps), True)
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@ -96,7 +114,7 @@ def clavier(cont):
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obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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# Tourner droite : Flèche droit - Right arrow
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# Tourner droite : Flèche droit - Right arrow
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if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE and obj['chute']==False:
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if (keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x>0.5) and obj['chute']==False:
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idle=False
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idle=False
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if obj_cam['fps']:
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if obj_cam['fps']:
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obj.applyRotation((0, 0,-pas_angulaire_fps), True)
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obj.applyRotation((0, 0,-pas_angulaire_fps), True)
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@ -106,7 +124,7 @@ def clavier(cont):
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obj_rig.playAction('Frankie-droite', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_rig.playAction('Frankie-droite', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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# Saut
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# Saut
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if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE and obj['chute']==False:
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if (keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE or 3 in joy_events) and obj['chute']==False:
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idle=False
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idle=False
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objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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for obj_sol in objs_sol: # Ne peut que sauter si Frankie touche le sol
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for obj_sol in objs_sol: # Ne peut que sauter si Frankie touche le sol
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@ -138,7 +156,7 @@ def clavier(cont):
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if obj.worldPosition.z < obj['chute_z'] and obj['saut']==False:
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if obj.worldPosition.z < obj['chute_z'] and obj['saut']==False:
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obj['chute_tics']+=1
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obj['chute_tics']+=1
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obj['chute_z'] = obj.worldPosition.z
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obj['chute_z'] = obj.worldPosition.z
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if obj['chute_tics']>50: # 50 : nombre de tics pour déclarer la chute
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if obj['chute_tics']>30: # 30 : nombre de tics pour déclarer la chute
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idle=False
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idle=False
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obj['chute']=True
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obj['chute']=True
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start, end, speed, layer = 1, 33, 2, 0
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start, end, speed, layer = 1, 33, 2, 0
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@ -150,22 +168,42 @@ def clavier(cont):
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obj_rig.playAction('Frankie-attente', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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obj_rig.playAction('Frankie-attente', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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# Caméra FPS
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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 JUST_ACTIVATED in keyboard.inputs[bge.events.FKEY].queue :
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if obj_cam['fps']==False:
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if obj_cam['fps']==False:
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scene.active_camera = scene.objects["Camera_fps"]
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scene.active_camera = scene.objects["Camera_fps"]
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obj_cam['fps'] = True
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obj_cam['fps'] = True
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else:
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else:
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scene.active_camera = scene.objects["Camera"]
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scene.active_camera = scene.objects["Camera"]
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obj_cam['fps'] = False
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obj_cam['fps'] = False
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if 0 in joy_events:
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if obj_cam['fps']==False:
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scene.active_camera = scene.objects["Camera_fps"]
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obj_cam['fps'] = True
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time.sleep(0.15) # Change trop rapidement
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else:
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scene.active_camera = scene.objects["Camera"]
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obj_cam['fps'] = False
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time.sleep(0.15) # Change trop rapidement
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# Recul caméra
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# Recul caméra
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if keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE and obj_cam['macro']==False:
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if (keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE or 10 in joy_events) and obj_cam['macro']==False:
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obj_cam.applyMovement((0,0,recul_camera), True)
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obj_cam.applyMovement((0,0,recul_camera), True)
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obj_cam['macro'] = True
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obj_cam['macro'] = True
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if keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE and obj_cam['macro']==True:
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if (keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE and 10 not in joy_events) and obj_cam['macro']==True:
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obj_cam.applyMovement((0,0,-recul_camera), True)
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obj_cam.applyMovement((0,0,-recul_camera), True)
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obj_cam['macro'] = False
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obj_cam['macro'] = False
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# Retour au dernier checkpoint
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if keyboard.inputs[bge.events.RKEY].status[0] == ACTIVATE or 9 in joy_events :
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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+obj_spawn['sens']), False)
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obj['saut'] = False
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obj['chute_tics'] = 0
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obj['chute'] = False
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obj['courrir_tics'] = 0
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obj['courrir'] = False
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# Saut sur les téléportes (mode debug) : avancer
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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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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['spawn'] +=1
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@ -202,7 +240,7 @@ def camera_track (cont):
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###############################################################################
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###############################################################################
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# Initialisation de la scène
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# Initialisation de la scène
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def init(cont):
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def init(cont):
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obj = cont.owner
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obj = cont.owner
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# Init EEVEE
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# Init EEVEE
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@ -234,9 +272,9 @@ def init(cont):
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scene.objects['Platforme'].playAction('Platforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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scene.objects['Platforme'].playAction('Platforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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# Chute
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# Chute
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def chute(cont):
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def chute(cont):
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obj = cont.owner
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obj = cont.owner
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if obj.worldPosition.z<=-9 :
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if obj.worldPosition.z<=-10 :
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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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.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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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
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@ -247,7 +285,7 @@ def chute(cont):
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obj['courrir'] = False
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obj['courrir'] = False
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# Checkpoint
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# Checkpoint
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def checkpoint(cont):
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def checkpoint(cont):
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obj = cont.owner
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obj = cont.owner
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obj_i=int(obj.name[6:-7])
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obj_i=int(obj.name[6:-7])
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obj_frankie = scene.objects['Frankie']
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obj_frankie = scene.objects['Frankie']
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@ -256,7 +294,7 @@ def checkpoint(cont):
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scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
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scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
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# Ressort
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# Ressort
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def ressort(cont):
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def ressort(cont):
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obj = cont.owner
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obj = cont.owner
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sensor = obj.sensors['Collision']
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sensor = obj.sensors['Collision']
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force_saut = 1000
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force_saut = 1000
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