Ajout de sons
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assets/story/boss_fight/hit.mp3
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assets/story/boss_fight/hit.mp3
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assets/story/boss_fight/music.mp3
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assets/story/boss_fight/music.mp3
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assets/story/boss_fight/shoot/1.wav
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assets/story/boss_fight/shoot/1.wav
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assets/story/boss_fight/shoot/2.wav
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assets/story/boss_fight/shoot/2.wav
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assets/story/boss_fight/shoot/3.wav
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assets/story/boss_fight/shoot/3.wav
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assets/story/boss_fight/zone.mp3
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assets/story/boss_fight/zone.mp3
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@ -216,7 +216,7 @@ def loading_scene(target: Scene, name: str, clear_cache: bool = True):
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order=1000000001,
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order=1000000001,
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area=(0, 0, 0, render.HEIGHT),
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area=(0, 0, 0, render.HEIGHT),
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),
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),
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Sound(assets.waiting_sound, loop=True, fade_ms=10000),
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Sound(assets.waiting_sound, loop=True),
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)
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)
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@staticmethod
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@staticmethod
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@ -19,6 +19,10 @@ from plugins.assets import Assets
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from plugins.coroutine import condition, wait, Coroutine
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from plugins.coroutine import condition, wait, Coroutine
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from plugins.sound import Sound
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from plugins.sound import Sound
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from plugins.timing import Delta, TimedEvent
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from plugins.timing import Delta, TimedEvent
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from plugins.multisound import MultiSound
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SHOOT = MultiSound("shoot/1", "shoot/2", "shoot/3", volume=0.1)
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class Velocity(int):
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class Velocity(int):
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@ -144,6 +148,8 @@ def __initialize_world(world: World):
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"""
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"""
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TODO
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TODO
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"""
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"""
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world.new_entity().set(Sound(world[Assets].get_sound("music"), True, 0.5))
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world.set(
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world.set(
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ShieldPos(Vec2(render.WIDTH / 2, 750)),
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ShieldPos(Vec2(render.WIDTH / 2, 750)),
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FightBox(),
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FightBox(),
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@ -317,6 +323,7 @@ def __check_hurt(world: World):
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)
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)
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else:
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else:
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entity.destroy()
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entity.destroy()
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world.new_entity().set(Sound(world[Assets].get_sound("hit")))
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world.new_entity().set(Coroutine(__set_hurtable_hurt(world)))
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world.new_entity().set(Coroutine(__set_hurtable_hurt(world)))
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world.set(Hurtable.FALSE)
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world.set(Hurtable.FALSE)
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__update_life_bar(world)
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__update_life_bar(world)
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@ -335,6 +342,8 @@ def __defeat(world: World):
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entity.remove(smooth.Target)
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entity.remove(smooth.Target)
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for entity in world.query(Animation):
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for entity in world.query(Animation):
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entity.remove(Animation)
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entity.remove(Animation)
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for entity in world.query(Sound):
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entity.remove(Sound)
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for entity in world.query(Player):
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for entity in world.query(Player):
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entity.set(
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entity.set(
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@ -347,7 +356,7 @@ def __defeat(world: World):
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world.new_entity().set(
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world.new_entity().set(
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Sprite(world[Assets].error_texture, order=20),
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Sprite(world[Assets].error_texture, order=20),
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Animation("animation_bg_mort", 24),
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Animation("animation_bg_mort", 24),
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Sound(world[Assets].get_sound("game_over"), True, 0.5, 10000),
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Sound(world[Assets].get_sound("game_over"), True, 1),
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)
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)
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elif len(world[Held]) > 0 and len(world.query(Animation)) == 0:
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elif len(world[Held]) > 0 and len(world.query(Animation)) == 0:
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world[CurrentScene] = __new_game_scene()
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world[CurrentScene] = __new_game_scene()
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@ -414,6 +423,7 @@ def __create_zone_attack(world: World, number: int = 2):
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)
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)
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yield animation.wait()
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yield animation.wait()
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entity.destroy()
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entity.destroy()
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world.new_entity().set(Sound(world[Assets].get_sound("zone")))
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for i in range(10):
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for i in range(10):
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projectile = world.new_entity()
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projectile = world.new_entity()
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@ -624,6 +634,7 @@ def __rainning_projectiles(world: World, number: int = 20):
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yield animation.wait()
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yield animation.wait()
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yield wait(0.2)
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yield wait(0.2)
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entity.set(smooth.Target(Vec2(entity[Sprite].position.x, 1121)))
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entity.set(smooth.Target(Vec2(entity[Sprite].position.x, 1121)))
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world.new_entity().set(SHOOT)
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for entity in world.query(RainProjectiles, Sprite):
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for entity in world.query(RainProjectiles, Sprite):
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if entity[Sprite].position.y > 1080:
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if entity[Sprite].position.y > 1080:
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@ -650,6 +661,7 @@ def __horizontal_projectile(world: World, left: bool, number: int = 10):
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)
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)
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yield animation.wait()
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yield animation.wait()
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yield wait(1)
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yield wait(1)
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world.new_entity().set(SHOOT)
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entity.set(
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entity.set(
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smooth.Target(Vec2(1500 if left else -81, entity[Sprite].position.y))
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smooth.Target(Vec2(1500 if left else -81, entity[Sprite].position.y))
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)
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)
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