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assets, smooth from plugins import render -from plugins import timing from plugins.animation import Animation from plugins.inputs import Held, Pressed from plugins.render import Sprite @@ -70,6 +69,16 @@ class Hurt: self.damage = damage +class Spike(Enum): + """ + Definit le composant marquant les entitées comment etant un spike. + + """ + + UP = 0 + DOWN = 1 + + class Hurtable(Enum): """ Ressource qui nous dit si l'on peut se faire toucher. @@ -109,7 +118,6 @@ def __move(world: World): s_pos = world[ShieldPos] for entity in world.query(Sprite, Velocity): for key in held: - print(entity[Velocity]) if key in ("up", "z"): if s_pos.y - 45.5 - entity[Velocity] > world[FightBox].p1[1]: s_pos.y -= entity[Velocity] @@ -171,7 +179,17 @@ def __check_hurt(world: World): world.set(Life(world.get(Life) - entity.get(Hurt).damage)) print(world.get(Life)) entity.remove(Hurt) - entity.destroy() + if Spike in entity: + text = "up" if entity.get(Spike) == Spike.UP else "down" + entity.set( + Animation( + "spike/spike_" + text + "_leaving", + 15, + callback=lambda world, entity: entity.destroy(), + ), + ) + else: + entity.destroy() world.new_entity().set(Coroutine(__set_hurtable_hurt(world))) @@ -208,7 +226,7 @@ def __create_zone_attack(world: World): projectiles.set( Sprite( - world[Assets].get_texture("projectile"), + world[Assets].get_texture("error"), Vec2( i * 41 + world[FightBox].p1[0] + (locate * 413), world[FightBox].p1[1], @@ -251,7 +269,7 @@ def __create_zone_attack(world: World): projectiles.set( Sprite( - world[Assets].get_texture("projectile"), + world[Assets].get_texture("error"), Vec2( i * 41 + world[FightBox].p1[0] + (locate * 413), world[FightBox].p1[1], @@ -270,6 +288,55 @@ def __create_zone_attack(world: World): locate = locate2 +def __create_spike(world: World, time: float): + """ + TODO + """ + + top_spike = world.new_entity() + top_spike.set( + Sprite( + world[Assets].get_texture("error"), + Vec2(world[FightBox].p1[0], world[FightBox].p1[1]), + 2, + ), + Spike(0), + Animation( + "spike/spike_up_coming", + 30, + True, + callback=lambda _world, entity: entity.set( + Animation("spike/spike_up", 30, True), + Hurt(20), + ), + ), + ) + + down_spike = world.new_entity() + down_spike.set( + Sprite( + world[Assets].get_texture("error"), + Vec2(world[FightBox].p1[0], world[FightBox].p2[1] - 143), + 2, + ), + Spike(1), + Animation( + "spike/spike_down_coming", + 30, + True, + callback=lambda _world, entity: entity.set( + Animation("spike/spike_down", 30, True), + Hurt(20), + ), + ), + ) + + yield wait(time) + + top_spike.destroy() + down_spike.destroy() + + def __check_key_pressed(world: World): """ TODO @@ -278,6 +345,8 @@ def __check_key_pressed(world: World): for keys in pressed: if keys == "a": world.new_entity().set(Coroutine(__create_zone_attack(world))) + if keys == "e": + world.new_entity().set(Coroutine(__create_spike(world, 5.0))) def __new_game_scene() -> Scene: