267 lines
9.8 KiB
Python
267 lines
9.8 KiB
Python
import bge # Bibliothèque Blender Game Engine (UPBGE)
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import bpy # Blender
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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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# UPBGE scene
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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 scene : ", scene.objects) # Lister les objets de la scène
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# Constantes
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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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###############################################################################
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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_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 = 300
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recul_camera = 40
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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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if obj['courrir']<20:
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obj.applyMovement((0,-pas_lineaire,0), True)
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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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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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obj.applyMovement((0,pas_lineaire,0), True)
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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 obj_cam['fps']:
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obj.applyRotation((0, 0,pas_angulaire_pfs), True)
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else:
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obj.applyRotation((0, 0,pas_angulaire), True)
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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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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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# Saut
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if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE:
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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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break
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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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# Caméra FPS
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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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scene.active_camera = scene.objects["Camera_fps"]
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obj_cam['fps'] = True
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obj_cam['relache'] = False
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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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scene.active_camera = scene.objects["Camera"]
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obj_cam['fps'] = False
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obj_cam['relache'] = False
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if keyboard.inputs[bge.events.FKEY].status[0] != ACTIVATE and obj_cam['relache']==False:
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obj_cam['relache'] = True
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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_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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# 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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# Pancartes
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scene.objects['Frankie']['spawn']="0"
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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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# 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_frankie.worldPosition.x = obj_spawn.worldPosition.x
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obj_frankie.worldPosition.y = obj_spawn.worldPosition.y
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obj_frankie.worldPosition.z = obj_spawn.worldPosition.z
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# Checkpoint
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def checkpoint(cont):
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obj = cont.owner
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print (obj.name)
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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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scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
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obj_frankie['spawn']=obj_i
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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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# 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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