diff --git a/#README.md# b/#README.md# new file mode 100644 index 0000000..81a96a8 --- /dev/null +++ b/#README.md# @@ -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 + diff --git a/fop-06.blend b/fop-06.blend index 1939a1e..744a075 100644 Binary files a/fop-06.blend and b/fop-06.blend differ diff --git a/fop.py b/fop.py index 8750a5c..81a2efe 100644 --- a/fop.py +++ b/fop.py @@ -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 ###