2023-07-22 02:06:25 +02:00

345 lines
13 KiB
Python

import bge # Bibliothèque Blender Game Engine (UPBGE)
import bpy # Blender
import math, time
###############################################################################
# fop.py
# @title: module principale du jeu Frankie on Platform
# @project: Frankie on Platform
# @lang: fr
# @authors: Philippe Roy <philippe.roy@ac-grenoble.fr>
# @copyright: Copyright (C) 2023 Philippe Roy
# @license: GNU GPL
###############################################################################
# Scène UPBGE
scene = bge.logic.getCurrentScene()
eevee = bpy.context.scene.eevee
# print("Objets de la scène : ", scene.objects) # Lister les objets de la scène
# Constantes UPBGE
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
PLAY = bge.logic.KX_ACTION_MODE_PLAY
LOOP = bge.logic.KX_ACTION_MODE_LOOP
###############################################################################
# Mouvements
###############################################################################
###
# Flèches pour avancer, reculer et tourner
###
def deplacement(cont):
obj = cont.owner
obj_rig = scene.objects['Frankie-rig']
obj_cam = scene.objects['Camera']
keyboard = bge.logic.keyboard
joy_index = 0 #int from 0 to 6
joy = bge.logic.joysticks[joy_index]
joy_events = joy.activeButtons
joy_axis = joy.axisValues[0:4]
joy_leftstick_x = joy_axis[0]
joy_leftstick_y = joy_axis[1]
joy_rightstick_x = joy_axis[2]
joy_rightstick_y = joy_axis[3]
pas_lineaire = 0.1
pas_courrir = 0.2
pas_angulaire = 0.05
pas_angulaire_fps = 0.025
force_saut = 200
recul_camera = 40
idle=True
# Avancer : Flèche haut - Up arrow
# joy_leftstick_y < -0.5 -> avancer
# print ("leftstick : ", joy_leftstick_x , joy_leftstick_y)
# print ("rightstick : ", joy_rightstick_x , joy_rightstick_y)
if joy_events:
print(joy_events)
# Avancer : Flèche haut - Up arrow
if (keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE or joy_leftstick_y<-0.5) and obj['chute']==False:
idle=False
# Planer
if obj['saut']:
obj.applyMovement((0,-pas_lineaire,0), True)
start, end, speed, layer = 1, 13, 2, 0
obj_rig.playAction('Frankie-planer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
obj['courrir_tics']=0
obj['courrir']=False
else:
# Avancer normalement
if obj['courrir_tics']<40: # 40 : nombre de tics pour courrir
obj.applyMovement((0,-pas_lineaire,0), True)
obj['courrir_tics']+=1
start, end, speed, layer = 1, 18, 2, 0
obj_rig.playAction('Frankie-avancer', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# Courrir
else:
obj.applyMovement((0,-pas_courrir,0), True)
obj['courrir']=True
start, end, speed, layer = 1, 18, 2, 0
obj_rig.playAction('Frankie-courrir', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
# Arrêt de la course
if (keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and joy_leftstick_y>-0.5) and obj['courrir_tics']>0: # Arrêt de la course
obj['courrir_tics']=0
obj['courrir']=False
# Reculer : Flèche bas - Down arrow
if (keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE or joy_leftstick_y>0.5) and obj['saut']==False and obj['chute']==False:
idle=False
obj.applyMovement((0,pas_lineaire,0), True)
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 or joy_leftstick_x<-0.5) and obj['chute']==False:
idle=False
if obj_cam['fps']:
obj.applyRotation((0, 0,pas_angulaire_fps), True)
else:
obj.applyRotation((0, 0,pas_angulaire), True)
start, end, speed, layer = 1, 12, 2, 0
obj_rig.playAction('Frankie-gauche', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
# Tourner droite : Flèche droit - Right arrow
if (keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE or joy_leftstick_x>0.5) and obj['chute']==False:
idle=False
if obj_cam['fps']:
obj.applyRotation((0, 0,-pas_angulaire_fps), True)
else:
obj.applyRotation((0, 0,-pas_angulaire), True)
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
if (keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE or 3 in joy_events) and obj['chute']==False:
idle=False
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol: # Ne peut que sauter si Frankie touche le sol
if obj.collide(scene.objects[obj_sol])[0]:
if obj.collide(scene.objects[obj_sol])[1] is not None:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
obj['saut']=True
obj.applyForce((0, 0,force_saut), True)
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
# Touche le sol -> plus de saut ni de chute
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol:
if obj.collide(scene.objects[obj_sol])[0]:
if obj.collide(scene.objects[obj_sol])[1] is not None:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
if obj['saut']:
obj['sol_tics']+=1
if obj['sol_tics']>3: # 3 : nombre de tics sur le sol pour annuler le saut
obj['saut']=False
obj['sol_tics']=0
obj['chute_tics']=0
obj['chute']=False
break
# Chute
if obj.worldPosition.z < obj['chute_z'] and obj['saut']==False:
obj['chute_tics']+=1
obj['chute_z'] = obj.worldPosition.z
if obj['chute_tics']>30: # 30 : nombre de tics pour déclarer la chute
idle=False
obj['chute']=True
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, 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 :
if obj_cam['fps']==False:
scene.active_camera = scene.objects["Camera_fps"]
obj_cam['fps'] = True
else:
scene.active_camera = scene.objects["Camera"]
obj_cam['fps'] = False
if 0 in joy_events:
if obj_cam['fps']==False:
scene.active_camera = scene.objects["Camera_fps"]
obj_cam['fps'] = True
time.sleep(0.15) # Change trop rapidement
else:
scene.active_camera = scene.objects["Camera"]
obj_cam['fps'] = False
time.sleep(0.15) # Change trop rapidement
# Recul caméra
if (keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE or 10 in joy_events) 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 10 not in joy_events) and obj_cam['macro']==True:
obj_cam.applyMovement((0,0,-recul_camera), True)
obj_cam['macro'] = False
# Retour au dernier checkpoint
if keyboard.inputs[bge.events.RKEY].status[0] == ACTIVATE or 9 in joy_events :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
# Saut sur les téléportes (mode debug) : avancer
if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8 and obj['debugg']:
obj['spawn'] +=1
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
# Saut sur les téléportes (mode debug) : reculer
if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0 and obj['debugg']:
obj['spawn'] -=1
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
###
# Suivi par la caméra
###
def camera_track (cont):
cont.owner.worldPosition = scene.objects['Frankie'].worldPosition
###############################################################################
# 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'
# Mode debug
scene.objects['Frankie']['debugg']=True # 'debug' est réservé
# Init de Frankie
scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
scene.objects['Frankie']['spawn']=0
# Cacher les pancartes
for i in range (1, 7):
scene.objects['Pancarte '+str(i)].setVisible(False,True)
# Mise en route de la plateforme
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):
obj = cont.owner
if obj.worldPosition.z<=-10 :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+obj_spawn['sens']), False)
obj['saut'] = False
obj['chute_tics'] = 0
obj['chute'] = False
obj['courrir_tics'] = 0
obj['courrir'] = False
# Checkpoint
def checkpoint(cont):
obj = cont.owner
obj_i=int(obj.name[6:-7])
obj_frankie = scene.objects['Frankie']
if obj_i > obj_frankie['spawn']:
obj_frankie['spawn']=obj_i
scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
# 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)
###############################################################################
# Gestion du Joystick (Joystick USB)
###############################################################################
# def joystick(cont):
# obj = cont.owner
# joystickIndex = 0 #int from 0 to 6
# joy = bge.logic.joysticks[joystickIndex]
# events = joy.activeButtons
# axis = joy.axisValues[0:4]
# resolution = 0.01
# leftStick_x = axis[0]; leftStick_y = axis[1]
# rightStick_x = axis[2]; rightStick_y = axis[3]
# #if any button is pressed
# # if events:
# # print(events) #spit out integer index of pressed buttons
# # if 0 in events:
# # doSomething()
# # Up
# if leftStick_y <-0.1 :
# obj.applyRotation((-resolution,0,0), False)
# # Down
# if leftStick_y >0.1 :
# obj.applyRotation((resolution,0,0), False)
# # Left
# if leftStick_x <-0.1 :
# obj.applyRotation((0, -resolution,0), False)
# # Right
# if leftStick_x >0.1 :
# obj.applyRotation((0, resolution,0), False)