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481 lines
18 KiB
Python
481 lines
18 KiB
Python
import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bpy # Blender
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import math, time, random
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import aud # Sounds
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###############################################################################
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# fop.py
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# @title: module principale du jeu Frankie on Platform
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# @project: Frankie on Platform
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# @lang: fr
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# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
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# @copyright: Copyright (C) 2023 Philippe Roy
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# @license: GNU GPL
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###############################################################################
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# Scène
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scene = bge.logic.getCurrentScene()
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eevee = bpy.context.scene.eevee
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audiodev = aud.Device()
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# print("Objets de la scène : ", scene.objects) # Lister les objets de la scène
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# Constantes UPBGE
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
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ACTIVATE = bge.logic.KX_INPUT_ACTIVE
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PLAY = bge.logic.KX_ACTION_MODE_PLAY
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LOOP = bge.logic.KX_ACTION_MODE_LOOP
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# Sons d'action
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snd_frankie_jump = aud.Sound('asset/sounds/frankie_jump.wav')
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# Sons d'ambiance : fichier son , temps (en s) entre chaque impulsion, activation aléatoire à 50% lors de l'impulsion (oui/non)
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snd_amb = [
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[aud.Sound('asset/sounds/amb_bird_1.wav'),10, True],
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[aud.Sound('asset/sounds/amb_bird_2.wav'),25, True],
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[aud.Sound('asset/sounds/amb_cricket_1.wav'),2, True],
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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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###
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# Flèches pour avancer, reculer et tourner
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###
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def deplacement(cont):
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obj = cont.owner
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obj_rig = scene.objects['Frankie-rig']
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obj_cam = scene.objects['Camera']
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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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joy_axis = joy.axisValues[0:4]
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joy_leftstick_x = joy_axis[0]
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joy_leftstick_y = joy_axis[1]
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joy_rightstick_x = joy_axis[2]
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joy_rightstick_y = joy_axis[3]
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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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# Evènements de la manette
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# print ("leftstick : ", joy_leftstick_x , joy_leftstick_y)
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# print ("rightstick : ", joy_rightstick_x , joy_rightstick_y)
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# if joy_events:
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# print(joy_events)
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# Panneau de départ (Intro)
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if obj_cam['intro']:
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if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
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obj_cam['intro'] = False
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if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
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obj_cam['intro'] = False
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if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
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obj_cam['intro'] = False
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if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
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obj_cam['intro'] = False
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if joy_leftstick_y<-0.5 or joy_leftstick_y>0.5 or joy_leftstick_x<-0.5 or joy_leftstick_x>0.5 :
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obj_cam['intro'] = False
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if obj_cam['intro'] == False:
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scene.active_camera = scene.objects["Camera"]
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return
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# Paramètres de mouvement
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pas_lineaire = 0.1
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pas_courrir = 0.2
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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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idle=True
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# Avancer : Flèche haut - Up arrow
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if (keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE or joy_leftstick_y<-0.5) and obj['chute']==False:
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idle=False
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# Planer
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if obj['saut']:
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obj.applyMovement((0,-pas_lineaire,0), True)
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start, end, speed, layer = 1, 13, 2, 0
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obj_rig.playAction('Frankie-planer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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obj['courrir_tics']=0
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obj['courrir']=False
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else:
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# Avancer normalement
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if obj['courrir_tics']<40: # 40 : nombre de tics pour courrir
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obj.applyMovement((0,-pas_lineaire,0), True)
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obj['courrir_tics']+=1
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start, end, speed, layer = 1, 18, 2, 0
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obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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# Courrir
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else:
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obj.applyMovement((0,-pas_courrir,0), True)
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obj['courrir']=True
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start, end, speed, layer = 1, 18, 2, 0
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obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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# Arrêt de la course
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if (keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and joy_leftstick_y>-0.5) and obj['courrir_tics']>0: # Arrêt de la course
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obj['courrir_tics']=0
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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['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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obj_rig.playAction('Frankie-reculer', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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# Tourner gauche : Flèche gauche - Left arrow
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if (keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x<-0.5) and obj['chute']==False:
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idle=False
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if obj_cam['fps_mode']==0:
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obj.applyRotation((0, 0,pas_angulaire), True)
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else:
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obj.applyRotation((0, 0,pas_angulaire_fps), True)
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start, end, speed, layer = 1, 12, 2, 0
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obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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# Tourner droite : Flèche droit - Right arrow
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if (keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x>0.5) and obj['chute']==False:
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idle=False
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if obj_cam['fps_mode']==0:
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obj.applyRotation((0, 0,-pas_angulaire), True)
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else:
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obj.applyRotation((0, 0,-pas_angulaire_fps), True)
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start, end, speed, layer = 1, 12, 2, 0
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obj_rig.playAction('Frankie-droite', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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# Saut
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if (keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE or 3 in joy_events) and obj['chute']==False and obj['saut']==False:
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idle=False
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obj['saut']=True
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obj.applyForce((0, 0,force_saut), True)
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start, end, speed, layer = 1, 34, 2, 1
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obj_rig.playAction('Frankie-sauter', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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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', '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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# 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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obj['chute_z'] = obj.worldPosition.z
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if obj['chute_tics']>30: # 30 : nombre de tics pour déclarer la chute
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idle=False
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obj['chute']=True
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start, end, speed, layer = 1, 33, 2, 0
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obj_rig.playAction('Frankie-tomber', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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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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obj_cam['fps_mode'] = 1
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scene.active_camera = scene.objects["Camera_fps"]
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elif obj_cam['fps_mode']==1:
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obj_cam['fps_mode'] = 2
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scene.active_camera = scene.objects["Camera_fps2"]
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else:
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obj_cam['fps_mode'] = 0
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scene.active_camera = scene.objects["Camera"]
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if 0 in joy_events:
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if obj_cam['fps_mode']==0 or obj_cam['fps_mode']==2:
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obj_cam['fps_mode'] = 1
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scene.active_camera = scene.objects["Camera_fps"]
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time.sleep(0.15) # Change trop rapidement
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else:
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obj_cam['fps_mode'] = 0
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scene.active_camera = scene.objects["Camera"]
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time.sleep(0.15) # Change trop rapidement
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if 1 in joy_events:
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if obj_cam['fps_mode']==0 or obj_cam['fps_mode']==1:
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obj_cam['fps_mode'] = 2
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scene.active_camera = scene.objects["Camera_fps2"]
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time.sleep(0.15) # Change trop rapidement
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else:
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obj_cam['fps_mode'] = 0
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scene.active_camera = scene.objects["Camera"]
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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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if (keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE and 10 not in joy_events) and obj_cam['macro']==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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###############################################################################
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# Cycle
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###############################################################################
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###
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# Initialisation de la scène
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###
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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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eevee.use_ssr = True # Screen space reflection
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eevee.use_ssr_refraction = True # Screen space refractions
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eevee.use_ssr_halfres = True
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eevee.use_gtao = False
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eevee.taa_render_samples = 64
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eevee.taa_samples = 16
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eevee.use_volumetric_lights = True
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eevee.use_volumetric_shadows = False
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eevee.shadow_cascade_size='1024'
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eevee.shadow_cube_size='512'
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# Intro
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scene.active_camera = scene.objects["Camera_depart"]
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# Mode debug
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obj_frankie['debugg']=True # 'debug' est réservé
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# Init de Frankie
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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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# 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['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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###
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def chute(cont):
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obj = cont.owner
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obj_rig = scene.objects['Frankie-rig']
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if obj.worldPosition.z<=-10 :
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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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###
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# Checkpoint
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###
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def checkpoint(cont):
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obj = cont.owner
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obj_i=int(obj.name[6:-7])
|
|
obj_frankie = scene.objects['Frankie']
|
|
|
|
# Spawn
|
|
if obj_i > obj_frankie['spawn']:
|
|
obj_frankie['spawn'] = obj_i
|
|
obj_frankie['spawn_debug'] = obj_i
|
|
scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
|
|
|
|
# Végétation (noeuds géométriques)
|
|
for i in range(len (scatter)):
|
|
if obj_frankie['spawn'] in scatter[i][1]:
|
|
bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = True
|
|
else:
|
|
bpy.data.objects["Terrain"].modifiers[scatter[i][0]].show_viewport = False
|
|
|
|
###
|
|
# Ressort
|
|
###
|
|
|
|
def ressort(cont):
|
|
obj = cont.owner
|
|
sensor = obj.sensors['Collision']
|
|
force_saut = 1000
|
|
obj_ressort=scene.objects[obj.name[:-7]]
|
|
obj_frankie = scene.objects['Frankie']
|
|
if sensor.positive:
|
|
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)
|
|
|
|
###
|
|
# Plateforme
|
|
###
|
|
|
|
def plateforme(cont):
|
|
obj = cont.owner
|
|
sensor = obj.sensors['Ray']
|
|
print ("plateforme sensor.positive :", sensor.positive)
|
|
if sensor.positive:
|
|
obj['plateforme'] = True
|
|
obj.setParent(scene.objects['Plateforme'])
|
|
else:
|
|
obj['plateforme'] = False
|
|
obj.removeParent()
|
|
|
|
###
|
|
# Ambiance sonore
|
|
###
|
|
|
|
def snd_amb_play(cont):
|
|
obj = cont.owner
|
|
if obj['snd_amb']:
|
|
for snd in snd_amb:
|
|
if round(obj['snd_amb_timer'] % snd[1], 2) <= 0.02 :
|
|
if snd[2]:
|
|
if random.randint(0,1)==1:
|
|
audiodev.play(snd[0])
|
|
else:
|
|
audiodev.play(snd[0])
|