def possibilityLeft(): fenetre.blit(fond, (0, 0)) fenetre.blit(perso, (190, 260)) arrow_left = pygame.transform.scale(arrow_rot_l, (300, 300)) fenetre.blit(arrow_left, (100, 220)) pygame.display.flip() global event X = 0.0 Y = 0.0 Theta = 0.5 Frequency = 0.8 motionProxy.setWalkTargetVelocity(X, Y, Theta, Frequency) # do some work time.sleep(tseq) if event == "RotateLeftA": sonarProxy.subscribe("SonarApp") time.sleep(0.25) valL = memoryProxy.getData("Device/SubDeviceList/US/Left/Sensor/Value") print("a gauche, mon sonar detecte", valL) valR = memoryProxy.getData( "Device/SubDeviceList/US/Right/Sensor/Value") print("a droite, mon sonar detecte", valR) sonarProxy.unsubscribe("SonarApp") if valR > TP: event = "StopRotateA" for even in pygame.event.get(): if even.type == pygame.KEYDOWN: event = "Stay" else: event = "Stay" # define the default event for even in pygame.event.get(): if even.type == pygame.QUIT: sys.exit() if even.type == pygame.KEYDOWN: if even.key == pygame.K_s: event = "StopRotate" elif even.key == pygame.K_UP: event = "MoveForward" cm.ReadytoAvance() elif even.key == pygame.K_DOWN: event = "MoveBackward" cm.AlltoBK() elif even.key == pygame.K_RIGHT: event = "StopRotate" if even.type == pygame.JOYBUTTONDOWN: if joy.get_button(7) == 1: event = "StopRotate" elif even.type == pygame.JOYAXISMOTION: if joy.get_axis(1) < 0: event = "MoveForward" elif joy.get_axis(1) > 0: event = "MoveBackward" elif joy.get_axis(0) > 0: event = "StopRotate" return event
def possibilityStart(): fenetre.blit(fond, (0, 0)) fenetre.blit(perso, (190, 260)) pygame.display.flip() global is_sleeping global event is_sleeping = False motionProxy.setStiffnesses("Body", 1.0) X = 0.0 Y = 0.0 Theta = 0.0 Frequency = 0.8 motionProxy.setWalkTargetVelocity(X, Y, Theta, Frequency) # do some work # do some work postureProxy.goToPosture("StandInit", fractSpeed) time.sleep(tseq) #procédure évitement if event == "StopMoveA": event = "MoveBackwardA" cm.AlltoBK() elif event == "StopMoveAR": #Rajouter compteur au bsn event = "RotateRightA" cm.ReadytoRD() elif event == "StopMoveAL": event = "RotateLeftA" cm.ReadytoRG() elif event == "StopRotateA" or event == "StopMoveAF": event = "MoveForward" cm.ReadytoAvance() else: event = "Stay" for even in pygame.event.get(): if even.type == pygame.QUIT: sys.exit() if even.type == pygame.KEYDOWN: if even.key == pygame.K_UP: event = "MoveForward" cm.ReadytoAvance() elif even.key == pygame.K_DOWN: event = "MoveBackward" cm.AlltoBK() elif even.key == pygame.K_LEFT: event = "RotateLeft" cm.ReadytoRG() elif even.key == pygame.K_RIGHT: event = "RotateRight" cm.ReadytoRD() elif even.key == pygame.K_p: event = "Pause" cm.ReadytoIDLE() elif even.key == pygame.K_k: event = "Kill" elif even.key == pygame.K_SPACE: event = "Shoot" cm.ReadytoShoot() elif even.key == pygame.K_d: event = "Dab" if even.type == pygame.JOYAXISMOTION: if joy.get_axis(1) < 0: event = "MoveForward" elif joy.get_axis(1) > 0: event = "MoveBackward" elif joy.get_axis(0) < 0: event = "RotateLeft" elif joy.get_axis(0) > 0: event = "RotateRight" if even.type == pygame.JOYBUTTONDOWN: if joy.get_button(2) == 1: event = "Pause" elif joy.get_button(6) == 1: event = "Kill" elif joy.get_button(0) == 1: event = "Shoot" elif joy.get_button(9) == 1: event = "Dab" return event