mirror of
https://forge.apps.education.fr/phroy/frankie-on-platform.git
synced 2024-01-27 11:32:04 +01:00
387 lines
14 KiB
Python
387 lines
14 KiB
Python
import bge # Bibliothèque Blender Game Engine (UPBGE)
|
|
import bpy # Blender
|
|
import math, time, random
|
|
import aud # Sounds
|
|
|
|
###############################################################################
|
|
# 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
|
|
scene = bge.logic.getCurrentScene()
|
|
eevee = bpy.context.scene.eevee
|
|
audiodev = aud.Device()
|
|
# 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
|
|
|
|
# Sons d'action
|
|
snd_frankie_jump = aud.Sound('asset/sounds/frankie_jump.wav')
|
|
|
|
# Sons d'ambiance : fichier son , temps (en s) entre chaque impulsion, activation aléatoire à 50% lors de l'impulsion (oui/non)
|
|
snd_amb = [
|
|
[aud.Sound('asset/sounds/amb_bird_1.wav'),10, True],
|
|
[aud.Sound('asset/sounds/amb_bird_2.wav'),25, True],
|
|
[aud.Sound('asset/sounds/amb_cricket_1.wav'),2, True],
|
|
[aud.Sound('asset/sounds/amb_forest.wav'),9, False],
|
|
[aud.Sound('asset/sounds/amb_frog_1.wav'),4, True]]
|
|
|
|
###############################################################################
|
|
# Mouvements
|
|
###############################################################################
|
|
|
|
###
|
|
# Flèches pour avancer, reculer et tourner
|
|
###
|
|
|
|
def deplacement(cont):
|
|
obj = cont.owner
|
|
obj_rig = scene.objects['Frankie-rig']
|
|
obj_cam = scene.objects['Camera']
|
|
|
|
# Clavier
|
|
keyboard = bge.logic.keyboard
|
|
|
|
# Manette
|
|
joy_index = 0 #int from 0 to 6
|
|
joy = bge.logic.joysticks[joy_index]
|
|
if joy is not None :
|
|
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]
|
|
else:
|
|
joy_events=[]
|
|
joy_leftstick_x, joy_leftstick_y, joy_rightstick_x, joy_rightstick_y = 0, 0, 0, 0
|
|
|
|
# Evènements de la manette
|
|
# print ("leftstick : ", joy_leftstick_x , joy_leftstick_y)
|
|
# print ("rightstick : ", joy_rightstick_x , joy_rightstick_y)
|
|
# if joy_events:
|
|
# print(joy_events)
|
|
|
|
# Panneau de départ (Intro)
|
|
if obj_cam['intro']:
|
|
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
|
|
obj_cam['intro'] = False
|
|
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
|
|
obj_cam['intro'] = False
|
|
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
|
|
obj_cam['intro'] = False
|
|
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
|
|
obj_cam['intro'] = False
|
|
if joy_leftstick_y<-0.5 or joy_leftstick_y>0.5 or joy_leftstick_x<-0.5 or joy_leftstick_x>0.5 :
|
|
obj_cam['intro'] = False
|
|
if obj_cam['intro'] == False:
|
|
scene.active_camera = scene.objects["Camera"]
|
|
return
|
|
|
|
# Paramètres de mouvement
|
|
pas_lineaire = 0.1
|
|
pas_courrir = 0.2
|
|
pas_angulaire = 0.05
|
|
pas_angulaire_fps = 0.025
|
|
force_saut = 400
|
|
recul_camera = 40
|
|
idle=True
|
|
|
|
# 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_mode']==0:
|
|
obj.applyRotation((0, 0,pas_angulaire), True)
|
|
else:
|
|
obj.applyRotation((0, 0,pas_angulaire_fps), 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_mode']==0:
|
|
obj.applyRotation((0, 0,-pas_angulaire), True)
|
|
else:
|
|
obj.applyRotation((0, 0,-pas_angulaire_fps), 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 and obj['saut']==False:
|
|
idle=False
|
|
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)
|
|
audiodev.play(snd_frankie_jump)
|
|
|
|
# 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_mode']==0:
|
|
obj_cam['fps_mode'] = 1
|
|
scene.active_camera = scene.objects["Camera_fps"]
|
|
elif obj_cam['fps_mode']==1:
|
|
obj_cam['fps_mode'] = 2
|
|
scene.active_camera = scene.objects["Camera_fps2"]
|
|
else:
|
|
obj_cam['fps_mode'] = 0
|
|
scene.active_camera = scene.objects["Camera"]
|
|
|
|
if 0 in joy_events:
|
|
if obj_cam['fps_mode']==0 or obj_cam['fps_mode']==2:
|
|
obj_cam['fps_mode'] = 1
|
|
scene.active_camera = scene.objects["Camera_fps"]
|
|
time.sleep(0.15) # Change trop rapidement
|
|
else:
|
|
obj_cam['fps_mode'] = 0
|
|
scene.active_camera = scene.objects["Camera"]
|
|
time.sleep(0.15) # Change trop rapidement
|
|
if 1 in joy_events:
|
|
if obj_cam['fps_mode']==0 or obj_cam['fps_mode']==1:
|
|
obj_cam['fps_mode'] = 2
|
|
scene.active_camera = scene.objects["Camera_fps2"]
|
|
time.sleep(0.15) # Change trop rapidement
|
|
else:
|
|
obj_cam['fps_mode'] = 0
|
|
scene.active_camera = scene.objects["Camera"]
|
|
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)
|
|
start, end, speed, layer = 1, 84, 2, 1
|
|
obj_rig.playAction('Frankie-respawn', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
|
|
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'
|
|
|
|
# Intro
|
|
scene.active_camera = scene.objects["Camera_depart"]
|
|
|
|
# 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)
|
|
|
|
# Afficher la végétation -> noeuds géométriques
|
|
|
|
# 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
|
|
obj_rig = scene.objects['Frankie-rig']
|
|
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)
|
|
start, end, speed, layer = 1, 84, 2, 1
|
|
obj_rig.playAction('Frankie-respawn', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
|
|
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)
|
|
|
|
###
|
|
# 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])
|