frankie-on-platform/fop.py

200 lines
6.7 KiB
Python

import bge # Bibliothèque Blender Game Engine (UPBGE)
import bpy # Blender
import math
###############################################################################
# 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_fps), 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
# 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
# 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
# Saut sur les téléporte (mode debug) : avancer
if JUST_ACTIVATED in keyboard.inputs[bge.events.ZKEY].queue and obj['spawn']<8:
obj['spawn'] +=1
print ("Saut sur les téléporte :", obj['spawn'])
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), False)
# Saut sur les téléporte (mode debug) : reculer
if JUST_ACTIVATED in keyboard.inputs[bge.events.AKEY].queue and obj['spawn']>0:
obj['spawn'] -=1
print ("Saut sur les téléporte :", obj['spawn'])
obj_spawn = scene.objects['Spawn '+str(obj['spawn'])]
obj.worldPosition = obj_spawn.worldPosition
###
# 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'
# 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.worldPosition = obj_spawn.worldPosition
obj.applyRotation((0, 0, -obj.worldOrientation.to_euler().z+math.pi), 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)
###############################################################################
# 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)