Animation de la réception + saut en arrière

This commit is contained in:
Philippe Roy 2023-07-30 08:44:05 +02:00
parent 1ea166549b
commit 5eb497a982
3 changed files with 172 additions and 56 deletions

22
#README.md# Normal file
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@ -0,0 +1,22 @@
# Frankie on Platform
Frankie on Platform est un mini-jeu de plateforme. Ce mini-jeu est une démontration / tutoriel pour la découverte du développement sous [**Blender/UPBGE**](https://upbge.org/) et [**Blender/Armory3d**](https://armory3d.org/).
La version Armory3d peut directement être jouée dans un navigayeur web (html5) : https://www.phroy.org/fop/
![capture d'écran](img/capture-01.png)
Ce mini-jeu est une déclinaison pour UPBGE et Armory3d du projet n°2 du livre ["Créez vos propres jeux 3D comme les pros" (Éditions Graziel)](https://graziel.com/fr/livres/8-creez-vos-propres-jeux-3d-comme-les-pros-avec-le-blender-game-engine-9791093846002.html) de Grégory Gossellin De Bénicourt.
Il a été inspiré du jeu open source [Yo Frankie !](https://apricot.blender.org) (Blender Institute) et du film d'animation [Big Buck Bunny](https://studio.blender.org/films/big-buck-bunny/) (Blender Institute).
### Téléchargement
Les binaires (Game Engine Runtime) sont hébergés sur [phroy.org](https://www.phroy.org/cloud/index.php/s/Qr68yptBeicSK4a).
### Développement
La version de Blender/UPBGE utilisée est la version 0.36 alpha du 29 avril 2023 : [UPBGE-0.36-Alpha-*-x86_64-2023-04-29](https://mega.nz/folder/k9MW1KiZ#UOKzjh3IQ0GEgjQ6GUc7ug/folder/YsshHCha).
Les fichiers sources sont hébergés sur la forge de l'AEIF : https://forge.aeif.fr/phroy/frankie-on-platform

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fop.py
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@ -37,6 +37,18 @@ snd_amb = [
[aud.Sound('asset/sounds/amb_forest.wav'),9, False],
[aud.Sound('asset/sounds/amb_frog_1.wav'),4, True]]
# Végétation : Modificateur (noeuds géométriques), avancement (spawn actif)
scatter=[
["Plateau 1 - Fleurs roses", [0, 1]],
["Plateau 1 - Champignons", [0, 1]],
["Plateau 2 - Fleurs rouges", [0, 1, 2, 3]],
["Plateau 3 - Champignons", [1, 2, 3,4,5]],
["Plateau 3 - Fleurs blanches", [1, 2, 3,4,5]],
["Plateau 4 - Fleurs violettes", [4, 5, 6]],
["Plateau 5 - Fleurs violettes", [5, 6]],
["Plateau 6 - Grandes fleurs 1", [6, 7, 8]],
["Plateau 6 - Grandes fleurs 2", [6, 7, 8]]]
###############################################################################
# Mouvements
###############################################################################
@ -95,7 +107,6 @@ def deplacement(cont):
pas_angulaire = 0.05
pas_angulaire_fps = 0.025
force_saut = 400
recul_camera = 40
idle=True
# Avancer : Flèche haut - Up arrow
@ -132,7 +143,7 @@ def deplacement(cont):
obj['courrir']=False
# Reculer : Flèche bas - Down arrow
if (keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE or joy_leftstick_y>0.5) 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['chute']==False:
idle=False
obj.applyMovement((0,pas_lineaire,0), True)
start, end, speed, layer = 1, 20, 2, 0
@ -168,20 +179,53 @@ def deplacement(cont):
audiodev.play(snd_frankie_jump)
# Touche le sol -> plus de saut ni de chute
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
objs_sol=('Terrain', 'Plateforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol:
if obj.collide(scene.objects[obj_sol])[0]:
if obj.collide(scene.objects[obj_sol])[1] is not None:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
if obj['saut']:
obj['sol_tics']+=1
if obj['sol_tics']>3: # 3 : nombre de tics sur le sol pour annuler le saut
if obj['sol_tics']>=3: # 3 : nombre de tics sur le sol pour annuler le saut
# Animation réception
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE or joy_leftstick_y<-0.5:
start, end, speed, layer = 1, 33, 2, 2
obj_rig.playAction('Frankie-courrir_stop', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
obj['saut']=False
obj['sol_tics']=0
obj['chute_tics']=0
obj['chute']=False
break
# Plateforme (coller Frankie à la plateforme)
# obj_ray = obj.rayCast((0,0,1), dist=-1, prop='plateforme')
# print (obj_ray)
# if obj_ray[0] is not None:
# obj['plateforme'] = True
# obj.setParent(scene.objects['Plateforme'])
# else:
# if obj['plateforme']:
# obj.setParent(None)
# obj['plateforme'] = False
# if obj:
# # do something
# pass
# plateforme
# if obj['plateforme']==False:
# if obj.collide(scene.objects['Platforme'])[0]:
# if obj.collide(scene.objects[obj_sol])[1] is not None:
# if len(obj.collide(scene.objects[obj_sol])[1])>0:
# obj['plateforme'] = True
# obj.setParent(scene.objects['Plateforme'])
# else:
# if obj.collide(scene.objects['Platforme'])[0]:
# pass
# else:
# obj.setParent(None)
# obj['plateforme'] = False
# Chute
if obj.worldPosition.z < obj['chute_z'] and obj['saut']==False:
obj['chute_tics']+=1
@ -194,9 +238,68 @@ def deplacement(cont):
# Attente
if idle:
# obj['saut'] = False
start, end, speed, layer = 1, 268, 2, 0
obj_rig.playAction('Frankie-attente', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
# 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)
start, end, speed, layer = 1, 84, 2, 1
obj_rig.playAction('Frankie-respawn', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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_debug']<8 and obj['debugg']:
obj['spawn_debug'] +=1
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
obj_spawn = scene.objects['Spawn '+str(obj['spawn_debug'])]
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_debug']>0 and obj['debugg']:
obj['spawn_debug'] -=1
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
obj_spawn = scene.objects['Spawn '+str(obj['spawn_debug'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
###
# Suivi par la caméra
###
def camera_track (cont):
obj = cont.owner
obj_cam = scene.objects['Camera']
obj.worldPosition = scene.objects['Frankie'].worldPosition
# Clavier
keyboard = bge.logic.keyboard
# Manette
joy_index = 0 #int from 0 to 6
joy = bge.logic.joysticks[joy_index]
if joy is not None :
joy_events = joy.activeButtons
else:
joy_events=[]
joy_leftstick_x, joy_leftstick_y, joy_rightstick_x, joy_rightstick_y = 0, 0, 0, 0
# Caméra FPS
if JUST_ACTIVATED in keyboard.inputs[bge.events.FKEY].queue :
if obj_cam['fps_mode']==0:
@ -229,6 +332,7 @@ def deplacement(cont):
time.sleep(0.15) # Change trop rapidement
# Recul caméra
recul_camera = 40
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
@ -236,49 +340,7 @@ def deplacement(cont):
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)
start, end, speed, layer = 1, 84, 2, 1
obj_rig.playAction('Frankie-respawn', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
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)
# 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['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
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)
###
# Suivi par la caméra
###
def camera_track (cont):
cont.owner.worldPosition = scene.objects['Frankie'].worldPosition
###############################################################################
# Cycle
@ -290,7 +352,8 @@ def camera_track (cont):
def init(cont):
obj = cont.owner
obj_frankie = scene.objects['Frankie']
# Init EEVEE
eevee.use_taa_reprojection = True
eevee.use_ssr = True # Screen space reflection
@ -308,21 +371,27 @@ def init(cont):
scene.active_camera = scene.objects["Camera_depart"]
# Mode debug
scene.objects['Frankie']['debugg']=True # 'debug' est réservé
obj_frankie['debugg']=True # 'debug' est réservé
# Init de Frankie
scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
scene.objects['Frankie']['spawn']=0
obj_frankie['chute_z'] = scene.objects['Frankie'].worldPosition.z
obj_frankie['spawn']=0
obj_frankie['spawn_debug']=0
# Afficher la végétation (noeuds géométriques)
for i in range(len (scatter)):
if obj_frankie['spawn'] in scatter[i][1]:
bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = True
else:
bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = False
# Cacher les pancartes
for i in range (1, 7):
scene.objects['Pancarte '+str(i)].setVisible(False,True)
# Afficher la végétation -> noeuds géométriques
# Mise en route de la plateforme
start, end, speed, layer = 1, 200, 0.5, 0
scene.objects['Platforme'].playAction('Platforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
scene.objects['Plateforme'].playAction('Plateforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
###
# Chute
@ -351,10 +420,20 @@ def checkpoint(cont):
obj = cont.owner
obj_i=int(obj.name[6:-7])
obj_frankie = scene.objects['Frankie']
# Spawn
if obj_i > obj_frankie['spawn']:
obj_frankie['spawn']=obj_i
obj_frankie['spawn'] = obj_i
obj_frankie['spawn_debug'] = obj_i
scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
# Végétation (noeuds géométriques)
for i in range(len (scatter)):
if obj_frankie['spawn'] in scatter[i][1]:
bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = True
else:
bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = False
###
# Ressort
###
@ -370,6 +449,21 @@ def ressort(cont):
obj_ressort.playAction(obj_ressort.name+'-action', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
obj_frankie.applyForce((0, 0,force_saut), True)
###
# Plateforme
###
def plateforme(cont):
obj = cont.owner
sensor = obj.sensors['Ray']
print ("plateforme sensor.positive :", sensor.positive)
if sensor.positive:
obj['plateforme'] = True
obj.setParent(scene.objects['Plateforme'])
else:
obj['plateforme'] = False
obj.removeParent()
###
# Ambiance sonore
###