diff --git a/fop-05.blend b/fop-05.blend index ca4ed5d..15da070 100644 Binary files a/fop-05.blend and b/fop-05.blend differ diff --git a/fop.py b/fop.py index e333866..1f1667f 100644 --- a/fop.py +++ b/fop.py @@ -51,13 +51,13 @@ def clavier(cont): obj['chute']=0 if obj['courrir']<40: # 40 : nombre de pas pour courrir obj.applyMovement((0,-pas_lineaire,0), True) - start, end, speed, = 1, 18, 2 + start, end, speed, layer = 1, 18, 2, 0 obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) obj['courrir']+=1 else: obj.applyMovement((0,-pas_courrir,0), True) - start, end, speed, = 1, 18, 2 - obj_rig.playAction('Frankie-courrir', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) + start, end, speed, layer = 1, 18, 2, 0 + obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed) if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0: obj['courrir']=0 @@ -66,8 +66,8 @@ def clavier(cont): idle=False obj['chute']=0 obj.applyMovement((0,pas_lineaire,0), True) - start, end, speed, = 1, 20, 2 - obj_rig.playAction('Frankie-reculer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) + 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: @@ -77,19 +77,9 @@ def clavier(cont): obj.applyRotation((0, 0,pas_angulaire_fps), True) else: obj.applyRotation((0, 0,pas_angulaire), True) - start, end, speed, = 1, 12, 2 + start, end, speed, layer = 1, 12, 2, 0 obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) - # start = 1 - # end = 100 - # layer = 0 - # priority = 1 - # blendin = 1.0 - # mode = bge.logic.KX_ACTION_MODE_PLAY - # layerWeight = 0.0 - # ipoFlags = 0 - # speed = scene.objects['Commands']['speed']*8 - # Tourner droite : Flèche droit - Right arrow if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE: idle=False @@ -98,8 +88,8 @@ def clavier(cont): obj.applyRotation((0, 0,-pas_angulaire_fps), True) else: obj.applyRotation((0, 0,-pas_angulaire), True) - start, end, speed, = 1, 12, 2 - obj_rig.playAction('Frankie-droite', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) + start, end, speed, layer = 1, 12, 2, 0 + obj_rig.playAction('Frankie-droite', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed) # Saut # obj['dist_terrain']= obj.getDistanceTo(scene.objects['Terrain']) @@ -117,14 +107,15 @@ def clavier(cont): # obj_rig.playAction('Frankie-sauter', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2') for obj_sol in objs_sol: - # print (obj.collide(scene.objects[obj_sol])) if obj.collide(scene.objects[obj_sol])[0]: if len(obj.collide(scene.objects[obj_sol])[1])>0: obj.applyForce((0, 0,force_saut), True) - start, end, speed, = 1, 34, 2 - obj_rig.playAction('Frankie-sauter', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) + start, end, speed, layer = 1, 34, 2, 1 + obj_rig.playAction('Frankie-sauter', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed) break + print (obj_rig.isPlayingAction(1)) + # Chute if obj.worldPosition.z == obj['chute_z']: obj['chute']=0 @@ -132,7 +123,7 @@ def clavier(cont): obj['chute']+=1 objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2') for obj_sol in objs_sol: - print (obj.collide(scene.objects[obj_sol])) + # print (obj.collide(scene.objects[obj_sol])) if obj.collide(scene.objects[obj_sol])[0]: if len(obj.collide(scene.objects[obj_sol])[1])>0: obj['chute']=0 @@ -149,13 +140,13 @@ def clavier(cont): obj['chute_z'] = obj.worldPosition.z if obj['chute']>50: idle=False - start, end, speed, = 1, 33, 2 - obj_rig.playAction('Frankie-tomber', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed) + start, end, speed, layer = 1, 33, 2, 0 + obj_rig.playAction('Frankie-tomber', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed) # Attente if idle: - start, end, speed, = 1, 268, 2 - obj_rig.playAction('Frankie-attente', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed) + start, end, speed, layer = 1, 268, 2, 0 + 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: @@ -233,8 +224,8 @@ def init(cont): scene.objects['Pancarte '+str(i)].setVisible(False,True) # Mise en route de la plateforme - start, end, speed, = 1, 200, 0.5 - scene.objects['Platforme'].playAction('Platforme-action', start, end, 0, 1, 1.0, LOOP, 0.0, 0, speed) + 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) # Chute def chute(cont): @@ -263,8 +254,8 @@ def ressort(cont): obj_ressort=scene.objects[obj.name[:-7]] obj_frankie = scene.objects['Frankie'] if sensor.positive: - start, end, speed, = 1, 16, 0.5 - obj_ressort.playAction(obj_ressort.name+'-action', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed) + start, end, speed, layer = 1, 16, 0.5, 0 + 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)