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Animation de la réception + saut en arrière
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#README.md#
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#README.md#
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@ -0,0 +1,22 @@
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# Frankie on Platform
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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/).
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La version Armory3d peut directement être jouée dans un navigayeur web (html5) : https://www.phroy.org/fop/
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![capture d'écran](img/capture-01.png)
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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.
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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).
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### Téléchargement
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Les binaires (Game Engine Runtime) sont hébergés sur [phroy.org](https://www.phroy.org/cloud/index.php/s/Qr68yptBeicSK4a).
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### Développement
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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).
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Les fichiers sources sont hébergés sur la forge de l'AEIF : https://forge.aeif.fr/phroy/frankie-on-platform
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BIN
fop-06.blend
BIN
fop-06.blend
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200
fop.py
200
fop.py
@ -37,6 +37,18 @@ snd_amb = [
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[aud.Sound('asset/sounds/amb_forest.wav'),9, False],
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[aud.Sound('asset/sounds/amb_frog_1.wav'),4, True]]
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# Végétation : Modificateur (noeuds géométriques), avancement (spawn actif)
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scatter=[
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["Plateau 1 - Fleurs roses", [0, 1]],
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["Plateau 1 - Champignons", [0, 1]],
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["Plateau 2 - Fleurs rouges", [0, 1, 2, 3]],
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["Plateau 3 - Champignons", [1, 2, 3,4,5]],
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["Plateau 3 - Fleurs blanches", [1, 2, 3,4,5]],
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["Plateau 4 - Fleurs violettes", [4, 5, 6]],
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["Plateau 5 - Fleurs violettes", [5, 6]],
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["Plateau 6 - Grandes fleurs 1", [6, 7, 8]],
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["Plateau 6 - Grandes fleurs 2", [6, 7, 8]]]
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###############################################################################
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# Mouvements
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###############################################################################
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@ -95,7 +107,6 @@ def deplacement(cont):
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pas_angulaire = 0.05
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pas_angulaire_fps = 0.025
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force_saut = 400
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recul_camera = 40
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idle=True
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# Avancer : Flèche haut - Up arrow
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@ -132,7 +143,7 @@ def deplacement(cont):
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obj['courrir']=False
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# Reculer : Flèche bas - Down arrow
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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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if (keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE or joy_leftstick_y>0.5) and obj['chute']==False:
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idle=False
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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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@ -168,20 +179,53 @@ def deplacement(cont):
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audiodev.play(snd_frankie_jump)
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# Touche le sol -> plus de saut ni de chute
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objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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objs_sol=('Terrain', 'Plateforme', 'Pont 1', 'Pont 2')
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for obj_sol in objs_sol:
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if obj.collide(scene.objects[obj_sol])[0]:
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if obj.collide(scene.objects[obj_sol])[1] is not None:
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if len(obj.collide(scene.objects[obj_sol])[1])>0:
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if obj['saut']:
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obj['sol_tics']+=1
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if obj['sol_tics']>3: # 3 : nombre de tics sur le sol pour annuler le saut
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if obj['sol_tics']>=3: # 3 : nombre de tics sur le sol pour annuler le saut
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# Animation réception
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE or joy_leftstick_y<-0.5:
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start, end, speed, layer = 1, 33, 2, 2
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obj_rig.playAction('Frankie-courrir_stop', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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obj['saut']=False
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obj['sol_tics']=0
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obj['chute_tics']=0
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obj['chute']=False
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break
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# Plateforme (coller Frankie à la plateforme)
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# obj_ray = obj.rayCast((0,0,1), dist=-1, prop='plateforme')
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# print (obj_ray)
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# if obj_ray[0] is not None:
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# obj['plateforme'] = True
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# obj.setParent(scene.objects['Plateforme'])
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# else:
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# if obj['plateforme']:
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# obj.setParent(None)
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# obj['plateforme'] = False
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# if obj:
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# # do something
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# pass
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# plateforme
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# if obj['plateforme']==False:
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# if obj.collide(scene.objects['Platforme'])[0]:
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# if obj.collide(scene.objects[obj_sol])[1] is not None:
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# if len(obj.collide(scene.objects[obj_sol])[1])>0:
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# obj['plateforme'] = True
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# obj.setParent(scene.objects['Plateforme'])
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# else:
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# if obj.collide(scene.objects['Platforme'])[0]:
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# pass
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# else:
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# obj.setParent(None)
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# obj['plateforme'] = False
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# Chute
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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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@ -194,9 +238,68 @@ def deplacement(cont):
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# Attente
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if idle:
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# obj['saut'] = False
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start, end, speed, layer = 1, 268, 2, 0
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obj_rig.playAction('Frankie-attente', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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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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start, end, speed, layer = 1, 84, 2, 1
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obj_rig.playAction('Frankie-respawn', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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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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if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn_debug']<8 and obj['debugg']:
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obj['spawn_debug'] +=1
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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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obj_spawn = scene.objects['Spawn '+str(obj['spawn_debug'])]
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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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# Saut sur les téléportes (mode debug) : reculer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn_debug']>0 and obj['debugg']:
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obj['spawn_debug'] -=1
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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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obj_spawn = scene.objects['Spawn '+str(obj['spawn_debug'])]
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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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###
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# Suivi par la caméra
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###
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def camera_track (cont):
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obj = cont.owner
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obj_cam = scene.objects['Camera']
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obj.worldPosition = scene.objects['Frankie'].worldPosition
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# Clavier
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keyboard = bge.logic.keyboard
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# Manette
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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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if joy is not None :
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joy_events = joy.activeButtons
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else:
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joy_events=[]
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joy_leftstick_x, joy_leftstick_y, joy_rightstick_x, joy_rightstick_y = 0, 0, 0, 0
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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 obj_cam['fps_mode']==0:
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@ -229,6 +332,7 @@ def deplacement(cont):
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time.sleep(0.15) # Change trop rapidement
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# Recul caméra
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recul_camera = 40
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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['macro'] = True
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@ -236,49 +340,7 @@ def deplacement(cont):
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obj_cam.applyMovement((0,0,-recul_camera), True)
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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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start, end, speed, layer = 1, 84, 2, 1
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obj_rig.playAction('Frankie-respawn', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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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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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['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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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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# Saut sur les téléportes (mode debug) : reculer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0 and obj['debugg']:
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obj['spawn'] -=1
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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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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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###
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# Suivi par la caméra
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###
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def camera_track (cont):
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cont.owner.worldPosition = scene.objects['Frankie'].worldPosition
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###############################################################################
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# Cycle
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@ -290,6 +352,7 @@ def camera_track (cont):
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def init(cont):
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obj = cont.owner
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obj_frankie = scene.objects['Frankie']
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# Init EEVEE
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eevee.use_taa_reprojection = True
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@ -308,21 +371,27 @@ def init(cont):
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scene.active_camera = scene.objects["Camera_depart"]
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# Mode debug
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scene.objects['Frankie']['debugg']=True # 'debug' est réservé
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obj_frankie['debugg']=True # 'debug' est réservé
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# Init de Frankie
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scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
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scene.objects['Frankie']['spawn']=0
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obj_frankie['chute_z'] = scene.objects['Frankie'].worldPosition.z
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obj_frankie['spawn']=0
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obj_frankie['spawn_debug']=0
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# Afficher la végétation (noeuds géométriques)
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for i in range(len (scatter)):
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if obj_frankie['spawn'] in scatter[i][1]:
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bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = True
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else:
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bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = False
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# Cacher les pancartes
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for i in range (1, 7):
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scene.objects['Pancarte '+str(i)].setVisible(False,True)
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# Afficher la végétation -> noeuds géométriques
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# Mise en route de la plateforme
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start, end, speed, layer = 1, 200, 0.5, 0
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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['Plateforme'].playAction('Plateforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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###
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# Chute
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@ -351,10 +420,20 @@ def checkpoint(cont):
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obj = cont.owner
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obj_i=int(obj.name[6:-7])
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obj_frankie = scene.objects['Frankie']
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# Spawn
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if obj_i > obj_frankie['spawn']:
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obj_frankie['spawn']=obj_i
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obj_frankie['spawn'] = obj_i
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obj_frankie['spawn_debug'] = obj_i
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scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
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# Végétation (noeuds géométriques)
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for i in range(len (scatter)):
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if obj_frankie['spawn'] in scatter[i][1]:
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bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = True
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else:
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bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = False
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###
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# Ressort
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###
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@ -370,6 +449,21 @@ def ressort(cont):
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obj_ressort.playAction(obj_ressort.name+'-action', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_frankie.applyForce((0, 0,force_saut), True)
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###
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# Plateforme
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###
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def plateforme(cont):
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obj = cont.owner
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sensor = obj.sensors['Ray']
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print ("plateforme sensor.positive :", sensor.positive)
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if sensor.positive:
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obj['plateforme'] = True
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obj.setParent(scene.objects['Plateforme'])
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else:
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obj['plateforme'] = False
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obj.removeParent()
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###
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# Ambiance sonore
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###
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