frankie-on-platform/fop.py

267 lines
9.8 KiB
Python

import bge # Bibliothèque Blender Game Engine (UPBGE)
import bpy # Blender
###############################################################################
# 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
###############################################################################
# UPBGE scene
scene = bge.logic.getCurrentScene()
eevee = bpy.context.scene.eevee
# print("Objets de la scene : ", scene.objects) # Lister les objets de la scène
# Constantes
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
JUST_RELEASED = bge.logic.KX_INPUT_JUST_RELEASED
ACTIVATE = bge.logic.KX_INPUT_ACTIVE
###############################################################################
# Mouvements
###############################################################################
###
# Flèches pour avancer, reculer et tourner
###
def clavier(cont):
obj = cont.owner
obj_cam = scene.objects['Camera']
keyboard = bge.logic.keyboard
pas_lineaire = 0.1
pas_courrir = 0.2
pas_angulaire = 0.05
pas_angulaire_fps = 0.025
force_saut = 300
recul_camera = 40
# Avancer : Flèche haut - Up arrow
if keyboard.inputs[bge.events.UPARROWKEY].status[0] == ACTIVATE:
if obj['courrir']<20:
obj.applyMovement((0,-pas_lineaire,0), True)
obj['courrir']+=1
else:
obj.applyMovement((0,-pas_courrir,0), True)
if keyboard.inputs[bge.events.UPARROWKEY].status[0] != ACTIVATE and obj['courrir']>0:
obj['courrir']=0
# Reculer : Flèche bas - Down arrow
if keyboard.inputs[bge.events.DOWNARROWKEY].status[0] == ACTIVATE:
obj.applyMovement((0,pas_lineaire,0), True)
# Tourner gauche : Flèche gauche - Left arrow
if keyboard.inputs[bge.events.LEFTARROWKEY].status[0] == ACTIVATE:
if obj_cam['fps']:
obj.applyRotation((0, 0,pas_angulaire_pfs), True)
else:
obj.applyRotation((0, 0,pas_angulaire), True)
# Tourner droite : Flèche droit - Right arrow
if keyboard.inputs[bge.events.RIGHTARROWKEY].status[0] == ACTIVATE:
if obj_cam['fps']:
obj.applyRotation((0, 0,-pas_angulaire_fps), True)
else:
obj.applyRotation((0, 0,-pas_angulaire), True)
# Saut
if keyboard.inputs[bge.events.SPACEKEY].status[0] == ACTIVATE:
objs_sol=('Terrain', 'Platforme', 'Pont 1', 'Pont 2')
for obj_sol in objs_sol:
if obj.collide(scene.objects[obj_sol])[0]:
if len(obj.collide(scene.objects[obj_sol])[1])>0:
obj.applyForce((0, 0,force_saut), True)
break
# Recul caméra
if keyboard.inputs[bge.events.EKEY].status[0] == ACTIVATE 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 obj_cam['macro']==True:
obj_cam.applyMovement((0,0,-recul_camera), True)
obj_cam['macro'] = False
# Caméra FPS
if keyboard.inputs[bge.events.FKEY].status[0] == ACTIVATE and obj_cam['fps']==False and obj_cam['relache']==True:
scene.active_camera = scene.objects["Camera_fps"]
obj_cam['fps'] = True
obj_cam['relache'] = False
if keyboard.inputs[bge.events.FKEY].status[0] == ACTIVATE and obj_cam['fps']==True and obj_cam['relache']==True:
scene.active_camera = scene.objects["Camera"]
obj_cam['fps'] = False
obj_cam['relache'] = False
if keyboard.inputs[bge.events.FKEY].status[0] != ACTIVATE and obj_cam['relache']==False:
obj_cam['relache'] = True
###
# Suivi par la caméra
###
def camera_track (cont):
obj = cont.owner
obj_frankie = scene.objects['Frankie']
obj.worldPosition.x=obj_frankie.worldPosition.x
obj.worldPosition.y=obj_frankie.worldPosition.y
obj.worldPosition.z=obj_frankie.worldPosition.z
###############################################################################
# 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'
# Pancartes
scene.objects['Frankie']['spawn']="0"
for i in range (1, 7):
scene.objects['Pancarte '+str(i)].setVisible(False,True)
# Chute
def chute(cont):
obj = cont.owner
if obj.worldPosition.z<=-9 :
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj_frankie.worldPosition.x = obj_spawn.worldPosition.x
obj_frankie.worldPosition.y = obj_spawn.worldPosition.y
obj_frankie.worldPosition.z = obj_spawn.worldPosition.z
# Checkpoint
def checkpoint(cont):
obj = cont.owner
print (obj.name)
obj_i=int(obj[len(obj.name)-1:])
obj_frankie = scene.objects['Frankie']
scene.objects['Pancarte '+str(obj_i)].setVisible(True,True)
obj_frankie['spawn']=obj_i
# # Mémorisation de la position de départ de la bille
# obj['init_x']=obj.worldPosition.x
# obj['init_y']=obj.worldPosition.y
# obj['init_z']=obj.worldPosition.z
# # Cacher le panneau de la victoire et suspendre la physique du panneau cliquable
# scene.objects['Panneau victoire'].setVisible(False,True)
# scene.objects['Panneau victoire - plan'].suspendPhysics (True)
# scene.objects['Bouton fermer'].color = (0, 0, 0, 1) # Noir
# Cycle (boucle de contrôle de la bille)
# def cycle(cont):
# obj = cont.owner # obj est l'objet associé au contrôleur donc 'Bille'
# obj['z']=obj.worldPosition.z # la propriété z est mis à jour avec la position globale en z de la bille
# # Si l'altitude de bille < -10 et pas de victoire -> chute
# if obj['z'] < -10 and obj['victoire'] == False:
# print ("Chuuuu.....te")
# depart() # Replacer la bille au départ
# Départ de la bille
# def depart():
# obj_bille = scene.objects['Bille']
# obj_plateau = scene.objects['Plateau']
# # Replacement du plateau (tous les angles à 0 en plusieurs fois)
# while obj_plateau.worldOrientation.to_euler().x != 0 and obj_plateau.worldOrientation.to_euler().y !=0 and obj_plateau.worldOrientation.to_euler().z !=0 :
# obj_plateau.applyRotation((-obj_plateau.worldOrientation.to_euler().x, -obj_plateau.worldOrientation.to_euler().y, -obj_plateau.worldOrientation.to_euler().z), False)
# # Mettre la bille à la position de départ avec une vitesse nulle
# obj_bille = scene.objects['Bille']
# obj_bille.worldLinearVelocity=(0, 0, 0)
# obj_bille.worldAngularVelocity=(0, 0, 0)
# obj_bille.worldPosition.x = obj_bille['init_x']
# obj_bille.worldPosition.y = obj_bille['init_y']
# obj_bille.worldPosition.z = obj_bille['init_z']+0.5 # On repose la bille
# obj_bille['victoire']=False
# obj_bille['chute'] = False
# Victoire (collision de la bille avec l'arrivée)
def victoire(cont):
obj = cont.owner
# scene.objects['Bille']['victoire']=True
# scene.objects['Panneau victoire'].setVisible(True,True) # Afficher le panneau de la victoire
# scene.objects['Panneau victoire - plan'].restorePhysics() # Restaurer la physique du panneau cliquable
# start = 1
# end = 100
# layer = 0
# priority = 1
# blendin = 1.0
# mode = bge.logic.KX_ACTION_MODE_PLAY
# layerWeight = 0.0
# ipoFlags = 0
# speed = 1
# scene.objects['Panneau victoire'].playAction('Panneau victoireAction', start, end, layer, priority, blendin, mode, layerWeight, ipoFlags, speed)
# Highlight du bouton Fermer
# def victoire_fermer_hl(cont):
# obj = cont.owner
# # Activation
# if cont.sensors['MO'].status == JUST_ACTIVATED:
# obj.color = (1, 1, 1, 1) # Blanc
# # Désactivation
# if cont.sensors['MO'].status == JUST_RELEASED:
# obj.color = (0, 0, 0, 1) # Noir
# # Fermer le panneau de la victoire (clic)
# def victoire_fermer(cont):
# if cont.sensors['Click'].status == JUST_ACTIVATED and cont.sensors['MO'].positive:
# scene.objects['Panneau victoire'].setVisible(False,True) # Cacher le panneau de la victoire
# scene.objects['Panneau victoire - plan'].suspendPhysics (True) # Suspendre la physique du panneau cliquable
# depart() # Replacer la bille au départ
###############################################################################
# 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)