Mouvement par module Python

This commit is contained in:
Philippe Roy 2023-07-19 01:32:03 +02:00
parent 34e90e496e
commit 8ee3c0592a
2 changed files with 113 additions and 18 deletions

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131
fop.py
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@ -1,4 +1,5 @@
import bge # Bibliothèque Blender Game Engine (BGE)
import bge # Bibliothèque Blender Game Engine (UPBGE)
import bpy # Blender
###############################################################################
# fop.py
@ -10,8 +11,9 @@ import bge # Bibliothèque Blender Game Engine (BGE)
# @license: GNU GPL
###############################################################################
# Récupérer la scène 3D
# UPBGE scene
scene = bge.logic.getCurrentScene()
eevee = bpy.context.scene.eevee
# print("Objets de la scene : ", scene.objects) # Lister les objets de la scène
# Constantes
@ -21,43 +23,136 @@ JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
###############################################################################
# Gestion du clavier
# Mouvements
###############################################################################
###
# Flèches pour avancer, reculer et tourner
###
def clavier(cont):
obj = cont.owner
obj_cam = scene.objects['Camera']
keyboard = bge.logic.keyboard
resolution = 0.01
pas_lineaire = 0.1
pas_courrir = 0.2
pas_angulaire = 0.05
pas_angulaire_fps = 0.025
force_saut = 300
recul_camera = 40
# Flèche haut - Up arrow
# Avancer : Flèche haut - Up arrow
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
print ("Avancer")
# obj.applyRotation((-resolution,0,-obj.worldOrientation.to_euler().z), False)
# Flèche bas - Down arrow
if obj['courrir']<20:
obj.applyMovement((0,-pas_lineaire,0), True)
obj['courrir']+=1
else:
obj.applyMovement((0,-pas_courrir,0), True)
if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0:
obj['courrir']=0
# Reculer : Flèche bas - Down arrow
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
print ("Reculer")
# obj.applyRotation((resolution,0,-obj.worldOrientation.to_euler().z), False)
obj.applyMovement((0,pas_lineaire,0), True)
# Flèche gauche - Left arrow
# Tourner gauche : Flèche gauche - Left arrow
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
print ("Gauche")
# obj.applyRotation((0, -resolution,-obj.worldOrientation.to_euler().z), False)
if obj_cam['fps']:
obj.applyRotation((0, 0,pas_angulaire_pfs), True)
else:
obj.applyRotation((0, 0,pas_angulaire), True)
# Flèche droit - Right arrow
# Tourner droite : Flèche droit - Right arrow
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
print ("Droite")
# obj.applyRotation((0, resolution, -obj.worldOrientation.to_euler().z), False)
if obj_cam['fps']:
obj.applyRotation((0, 0,-pas_angulaire_fps), True)
else:
obj.applyRotation((0, 0,-pas_angulaire), True)
# Saut
if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE:
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_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)
break
# Recul caméra
if keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE and obj_cam['macro']==False:
obj_cam.applyMovement((0,0,recul_camera), True)
obj_cam['macro'] = True
if keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE and obj_cam['macro']==True:
obj_cam.applyMovement((0,0,-recul_camera), True)
obj_cam['macro'] = False
# Caméra FPS
if keyboard.inputs[bge.events.FKEY].status[0] == ACTIVATE and obj_cam['fps']==False and obj_cam['relache']==True:
scene.active_camera = scene.objects["Camera_fps"]
obj_cam['fps'] = True
obj_cam['relache'] = False
if keyboard.inputs[bge.events.FKEY].status[0] == ACTIVATE and obj_cam['fps']==True and obj_cam['relache']==True:
scene.active_camera = scene.objects["Camera"]
obj_cam['fps'] = False
obj_cam['relache'] = False
if keyboard.inputs[bge.events.FKEY].status[0] != ACTIVATE and obj_cam['relache']==False:
obj_cam['relache'] = True
###
# Suivi par la caméra
###
def camera_track (cont):
obj = cont.owner
obj_frankie = scene.objects['Frankie']
obj.worldPosition.x=obj_frankie.worldPosition.x
obj.worldPosition.y=obj_frankie.worldPosition.y
obj.worldPosition.z=obj_frankie.worldPosition.z
###############################################################################
# Gameplay
# Cycle
###############################################################################
# Initialisation de la scène
def init(cont):
obj = cont.owner
# Init EEVEE
eevee.use_taa_reprojection = True
eevee.use_ssr = True # Screen space reflection
eevee.use_ssr_refraction = True # Screen space refractions
eevee.use_ssr_halfres = True
eevee.use_gtao = False
eevee.taa_render_samples = 64
eevee.taa_samples = 16
eevee.use_volumetric_lights = True
eevee.use_volumetric_shadows = False
eevee.shadow_cascade_size='1024'
eevee.shadow_cube_size='512'
# Pancartes
scene.objects['Frankie']['spawn']="0"
for i in range (1, 7):
scene.objects['Pancarte '+str(i)].setVisible(False,True)
# Chute
def chute(cont):
obj = cont.owner
if obj.worldPosition.z<=-9 :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj_frankie.worldPosition.x = obj_spawn.worldPosition.x
obj_frankie.worldPosition.y = obj_spawn.worldPosition.y
obj_frankie.worldPosition.z = obj_spawn.worldPosition.z
# Checkpoint
def checkpoint(cont):
obj = cont.owner
print (obj.name)
obj_i=int(obj[len(obj.name)-1:])
obj_frankie = scene.objects['Frankie']
scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
obj_frankie['spawn']=obj_i
# # Mémorisation de la position de départ de la bille
# obj['init_x']=obj.worldPosition.x
# obj['init_y']=obj.worldPosition.y