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298 lines
11 KiB
Python
298 lines
11 KiB
Python
import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bpy # Blender
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import math
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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 UPBGE
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scene = bge.logic.getCurrentScene()
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eevee = bpy.context.scene.eevee
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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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###############################################################################
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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 clavier(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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keyboard = bge.logic.keyboard
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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 = 200
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recul_camera = 40
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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:
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idle=False
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obj['chute']=0
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if obj['courrir']<40: # 40 : nombre de pas pour courrir
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obj.applyMovement((0,-pas_lineaire,0), True)
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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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obj['courrir']+=1
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else:
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obj.applyMovement((0,-pas_courrir,0), 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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if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0:
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obj['courrir']=0
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# Reculer : Flèche bas - Down arrow
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if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
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idle=False
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obj['chute']=0
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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:
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idle=False
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obj['chute']=0
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if obj_cam['fps']:
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obj.applyRotation((0, 0,pas_angulaire_fps), True)
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else:
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obj.applyRotation((0, 0,pas_angulaire), 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:
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idle=False
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obj['chute']=0
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if obj_cam['fps']:
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obj.applyRotation((0, 0,-pas_angulaire_fps), True)
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else:
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obj.applyRotation((0, 0,-pas_angulaire), 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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# obj['dist_terrain']= obj.getDistanceTo(scene.objects['Terrain'])
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# obj['dist_terrain']= obj.getVectTo(scene.objects['Terrain'])[0]
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# obj['dist_terrain']= obj.getVectTo((0,0,-1))[0]
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# print (obj.rayCast((0,0,1), None, -10))
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if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE:
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idle=False
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obj['chute']=0
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# print (obj.rayCast((0,0,1), None, 100))
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# # print (obj.getDistanceTo(scene.objects['Terrain']))
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# if obj.rayCast((0,0,1), None, 100)[0] is not None :
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# obj.applyForce((0, 0,force_saut), True)
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# start, end, speed, = 1, 34, 2
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# obj_rig.playAction('Frankie-sauter', start, end, 0, 1, 1.0, PLAY, 0.0, 0, speed)
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objs_sol=('Terrain', 'Platforme', '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 len(obj.collide(scene.objects[obj_sol])[1])>0:
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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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break
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print (obj_rig.isPlayingAction(1))
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# Chute
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if obj.worldPosition.z == obj['chute_z']:
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obj['chute']=0
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if obj.worldPosition.z < obj['chute_z'] :
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obj['chute']+=1
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objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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for obj_sol in objs_sol:
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# print (obj.collide(scene.objects[obj_sol]))
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if obj.collide(scene.objects[obj_sol])[0]:
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if len(obj.collide(scene.objects[obj_sol])[1])>0:
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obj['chute']=0
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break
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# objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
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# chute_flag=True
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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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# chute_flag=False
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# break
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# if chute_flag:
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# obj['chute']+=1
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obj['chute_z'] = obj.worldPosition.z
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if obj['chute']>50:
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idle=False
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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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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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# 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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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['macro'] = True
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if keyboard.inputs[bge.events.EKEY].status[0] != ACTIVATE 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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# Saut sur les téléportes (mode debug) : avancer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8 and obj['debugg']:
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obj['spawn'] +=1
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obj['chute'] = 0
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obj['courrir'] = 0
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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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# Saut sur les téléportes (mode debug) : reculer
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if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0 and obj['debugg']:
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obj['spawn'] -=1
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obj['chute'] = 0
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obj['courrir'] = 0
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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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###
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# Suivi par la caméra
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###
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def camera_track (cont):
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cont.owner.worldPosition = scene.objects['Frankie'].worldPosition
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###############################################################################
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# Cycle
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###############################################################################
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# Initialisation de la scène
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def init(cont):
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obj = cont.owner
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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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# Mode debug
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scene.objects['Frankie']['debugg']=True
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# Init de Frankie
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scene.objects['Frankie']['chute']=0
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scene.objects['Frankie']['chute_z'] = scene.objects['Frankie'].worldPosition.z
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scene.objects['Frankie']['spawn']=0
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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['Platforme'].playAction('Platforme-action', start, end, layer, 1, 1.0, LOOP, 0.0, 0, speed)
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# Chute
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def chute(cont):
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obj = cont.owner
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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.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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obj['chute'] = 0
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obj['courrir'] = 0
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# Checkpoint
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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])
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obj_frankie = scene.objects['Frankie']
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if obj_i > obj_frankie['spawn']:
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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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# Ressort
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def ressort(cont):
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obj = cont.owner
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sensor = obj.sensors['Collision']
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force_saut = 1000
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obj_ressort=scene.objects[obj.name[:-7]]
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obj_frankie = scene.objects['Frankie']
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if sensor.positive:
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start, end, speed, layer = 1, 16, 0.5, 0
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obj_ressort.playAction(obj_ressort.name+'-action', start, end, layer, 1, 1.0, PLAY, 0.0, 0, speed)
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obj_frankie.applyForce((0, 0,force_saut), True)
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###############################################################################
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# Gestion du Joystick (Joystick USB)
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###############################################################################
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# def joystick(cont):
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# obj = cont.owner
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# joystickIndex = 0 #int from 0 to 6
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# joy = bge.logic.joysticks[joystickIndex]
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# events = joy.activeButtons
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# axis = joy.axisValues[0:4]
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# resolution = 0.01
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# leftStick_x = axis[0]; leftStick_y = axis[1]
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# rightStick_x = axis[2]; rightStick_y = axis[3]
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# #if any button is pressed
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# # if events:
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# # print(events) #spit out integer index of pressed buttons
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# # if 0 in events:
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# # doSomething()
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# # Up
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# if leftStick_y <-0.1 :
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# obj.applyRotation((-resolution,0,0), False)
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# # Down
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# if leftStick_y >0.1 :
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# obj.applyRotation((resolution,0,0), False)
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# # Left
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# if leftStick_x <-0.1 :
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# obj.applyRotation((0, -resolution,0), False)
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# # Right
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# if leftStick_x >0.1 :
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# obj.applyRotation((0, resolution,0), False)
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