diff --git a/fop-04.blend b/fop-04.blend index ab1c0a2..eea8edb 100644 Binary files a/fop-04.blend and b/fop-04.blend differ diff --git a/fop.py b/fop.py index d366a33..9f80bb6 100644 --- a/fop.py +++ b/fop.py @@ -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