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Déplacement de Frankie : clavier et spawn
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fop-04.blend
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fop-04.blend
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133
fop.py
133
fop.py
@ -1,5 +1,6 @@
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bpy # Blender
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import bpy # Blender
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import math
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###############################################################################
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###############################################################################
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# fop.py
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# fop.py
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@ -58,7 +59,7 @@ def clavier(cont):
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# Tourner gauche : Flèche gauche - Left arrow
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# Tourner gauche : Flèche gauche - Left arrow
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if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
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if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
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if obj_cam['fps']:
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if obj_cam['fps']:
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obj.applyRotation((0, 0,pas_angulaire_pfs), True)
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obj.applyRotation((0, 0,pas_angulaire_fps), True)
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else:
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else:
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obj.applyRotation((0, 0,pas_angulaire), True)
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obj.applyRotation((0, 0,pas_angulaire), True)
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@ -78,6 +79,15 @@ def clavier(cont):
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obj.applyForce((0, 0,force_saut), True)
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obj.applyForce((0, 0,force_saut), True)
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break
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break
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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']==False:
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scene.active_camera = scene.objects["Camera_fps"]
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obj_cam['fps'] = True
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else:
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scene.active_camera = scene.objects["Camera"]
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obj_cam['fps'] = False
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# Recul caméra
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# Recul caméra
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if keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE and obj_cam['macro']==False:
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if keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE and obj_cam['macro']==False:
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obj_cam.applyMovement((0,0,recul_camera), True)
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obj_cam.applyMovement((0,0,recul_camera), True)
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@ -86,28 +96,27 @@ def clavier(cont):
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obj_cam.applyMovement((0,0,-recul_camera), True)
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obj_cam.applyMovement((0,0,-recul_camera), True)
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obj_cam['macro'] = False
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obj_cam['macro'] = False
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# Caméra FPS
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# Saut sur les téléporte (mode debug) : avancer
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if keyboard.inputs[bge.events.FKEY].status[0] == ACTIVATE and obj_cam['fps']==False and obj_cam['relache']==True:
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8:
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scene.active_camera = scene.objects["Camera_fps"]
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obj['spawn'] +=1
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obj_cam['fps'] = True
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print ("Saut sur les téléporte :", obj['spawn'])
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obj_cam['relache'] = False
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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if keyboard.inputs[bge.events.FKEY].status[0] == ACTIVATE and obj_cam['fps']==True and obj_cam['relache']==True:
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obj.worldPosition = obj_spawn.worldPosition
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scene.active_camera = scene.objects["Camera"]
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), False)
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obj_cam['fps'] = False
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obj_cam['relache'] = False
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# Saut sur les téléporte (mode debug) : reculer
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if keyboard.inputs[bge.events.FKEY].status[0] != ACTIVATE and obj_cam['relache']==False:
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if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0:
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obj_cam['relache'] = True
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obj['spawn'] -=1
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print ("Saut sur les téléporte :", obj['spawn'])
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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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###
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###
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# Suivi par la caméra
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# Suivi par la caméra
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###
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###
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def camera_track (cont):
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def camera_track (cont):
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obj = cont.owner
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cont.owner.worldPosition = scene.objects['Frankie'].worldPosition
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obj_frankie = scene.objects['Frankie']
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obj.worldPosition.x=obj_frankie.worldPosition.x
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obj.worldPosition.y=obj_frankie.worldPosition.y
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obj.worldPosition.z=obj_frankie.worldPosition.z
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###############################################################################
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###############################################################################
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# Cycle
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# Cycle
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@ -131,7 +140,7 @@ def init(cont):
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eevee.shadow_cube_size='512'
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eevee.shadow_cube_size='512'
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# Pancartes
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# Pancartes
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scene.objects['Frankie']['spawn']="0"
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scene.objects['Frankie']['spawn']=0
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for i in range (1, 7):
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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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scene.objects['Pancarte '+str(i)].setVisible(False,True)
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@ -140,93 +149,17 @@ def chute(cont):
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obj = cont.owner
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obj = cont.owner
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if obj.worldPosition.z<=-9 :
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if obj.worldPosition.z<=-9 :
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
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obj_frankie.worldPosition.x = obj_spawn.worldPosition.x
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obj.worldPosition = obj_spawn.worldPosition
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obj_frankie.worldPosition.y = obj_spawn.worldPosition.y
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obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), False)
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obj_frankie.worldPosition.z = obj_spawn.worldPosition.z
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# Checkpoint
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# Checkpoint
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def checkpoint(cont):
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def checkpoint(cont):
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obj = cont.owner
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obj = cont.owner
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print (obj.name)
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obj_i=int(obj.name[6:-7])
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obj_i=int(obj[len(obj.name)-1:])
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obj_frankie = scene.objects['Frankie']
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obj_frankie = scene.objects['Frankie']
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scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
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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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scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
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# # Mémorisation de la position de départ de la bille
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# obj['init_x']=obj.worldPosition.x
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# obj['init_y']=obj.worldPosition.y
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# obj['init_z']=obj.worldPosition.z
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# # Cacher le panneau de la victoire et suspendre la physique du panneau cliquable
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# scene.objects['Panneau victoire'].setVisible(False,True)
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# scene.objects['Panneau victoire - plan'].suspendPhysics (True)
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# scene.objects['Bouton fermer'].color = (0, 0, 0, 1) # Noir
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# Cycle (boucle de contrôle de la bille)
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# def cycle(cont):
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# obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille'
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# obj['z']=obj.worldPosition.z # la propriété z est mis à jour avec la position globale en z de la bille
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# # Si l'altitude de bille < -10 et pas de victoire -> chute
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# if obj['z'] < -10 and obj['victoire'] == False:
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# print ("Chuuuu.....te")
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# depart() # Replacer la bille au départ
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# Départ de la bille
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# def depart():
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# obj_bille = scene.objects['Bille']
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# obj_plateau = scene.objects['Plateau']
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# # Replacement du plateau (tous les angles à 0 en plusieurs fois)
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# while obj_plateau.worldOrientation.to_euler().x != 0 and obj_plateau.worldOrientation.to_euler().y !=0 and obj_plateau.worldOrientation.to_euler().z !=0 :
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# obj_plateau.applyRotation((-obj_plateau.worldOrientation.to_euler().x, -obj_plateau.worldOrientation.to_euler().y, -obj_plateau.worldOrientation.to_euler().z), False)
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# # Mettre la bille à la position de départ avec une vitesse nulle
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# obj_bille = scene.objects['Bille']
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# obj_bille.worldLinearVelocity=(0, 0, 0)
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# obj_bille.worldAngularVelocity=(0, 0, 0)
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# obj_bille.worldPosition.x = obj_bille['init_x']
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# obj_bille.worldPosition.y = obj_bille['init_y']
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# obj_bille.worldPosition.z = obj_bille['init_z']+0.5 # On repose la bille
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# obj_bille['victoire']=False
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# obj_bille['chute'] = False
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# Victoire (collision de la bille avec l'arrivée)
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def victoire(cont):
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obj = cont.owner
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# scene.objects['Bille']['victoire']=True
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# scene.objects['Panneau victoire'].setVisible(True,True) # Afficher le panneau de la victoire
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# scene.objects['Panneau victoire - plan'].restorePhysics() # Restaurer la physique du panneau cliquable
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# start = 1
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# end = 100
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# layer = 0
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# priority = 1
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# blendin = 1.0
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# mode = bge.logic.KX_ACTION_MODE_PLAY
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# layerWeight = 0.0
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# ipoFlags = 0
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# speed = 1
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# scene.objects['Panneau victoire'].playAction('Panneau victoireAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
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# Highlight du bouton Fermer
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# def victoire_fermer_hl(cont):
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# obj = cont.owner
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# # Activation
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# if cont.sensors['MO'].status == JUST_ACTIVATED:
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# obj.color = (1, 1, 1, 1) # Blanc
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# # Désactivation
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# if cont.sensors['MO'].status == JUST_RELEASED:
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# obj.color = (0, 0, 0, 1) # Noir
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# # Fermer le panneau de la victoire (clic)
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# def victoire_fermer(cont):
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# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive:
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# scene.objects['Panneau victoire'].setVisible(False,True) # Cacher le panneau de la victoire
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# scene.objects['Panneau victoire - plan'].suspendPhysics (True) # Suspendre la physique du panneau cliquable
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# depart() # Replacer la bille au départ
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###############################################################################
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###############################################################################
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# Gestion du Joystick (Joystick USB)
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# Gestion du Joystick (Joystick USB)
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