J'aime bien !

This commit is contained in:
Tipragot 2023-11-04 03:34:55 +01:00
parent d07f7bcc65
commit 867ae7e457

View file

@ -19,19 +19,19 @@ from plugins.coroutine import wait, Coroutine
class Velocity(int):
"""
Definit un composant qui represente la vitesse de l'entité
Composant qui represente la vitesse de l'entité.
"""
class ShieldPos(Vec2):
"""
Definit une ressource qui represente la position du joueur (du bouclier)
Ressource qui represente la position du joueur (du bouclier).
"""
class FightBox:
"""
Definit une ressource qui represente la limite de la boite de combat
Ressource qui represente la limite de la boite de combat.
"""
def __init__(
@ -43,21 +43,19 @@ class FightBox:
class ZoneAttack:
"""
Composant qui marque une entité comme etant une attaque de zone
Composant qui marque une entité comme etant une attaque de zone.
"""
class Life(int):
"""
Ressource qui correspond a la vie du joueur
Ressource qui correspond a la vie du joueur.
"""
class Hurt:
"""
Definit le composant marquant les entitées pouvant infligé des degats
*Parametres -> Degats
Definit le composant marquant les entitées pouvant infliger des degats.
"""
def __init__(self, damage: float) -> None:
@ -66,7 +64,7 @@ class Hurt:
class Hurtable(Enum):
"""
Definit une ressource qui nous dit si l'on peut se faire toucher
Ressource qui nous dit si l'on peut se faire toucher.
"""
TRUE = 0
@ -74,17 +72,19 @@ class Hurtable(Enum):
def __initialize_world(world: World):
world.set(ShieldPos(Vec2(render.WIDTH / 2, 750)))
world.set(FightBox())
world.set(Life(100))
world.set(Hurtable.TRUE)
"""
TODO
"""
world.set(
ShieldPos(Vec2(render.WIDTH / 2, 750)), FightBox(), Life(100), Hurtable.TRUE
)
world.new_entity().set(Sprite(world[Assets].get_texture("background")))
world.new_entity().set(
Sprite(
world[Assets].get_texture("shield"),
world[ShieldPos],
Vec2(world[ShieldPos]),
1,
origin=Vec2(0.5),
),
@ -94,33 +94,41 @@ def __initialize_world(world: World):
def __move(world: World):
"""
TODO
"""
held = world[Held]
s_pos = world[ShieldPos]
for entity in world.query(Sprite, Velocity):
for keys in held:
if keys == "up":
for key in held:
if key in ("up", "z"):
if s_pos.y - 45.5 - entity[Velocity] > world[FightBox].p1[1]:
s_pos.y -= entity[Velocity]
if keys == "down":
if key in ("down", "s"):
if s_pos.y + 45.5 + entity[Velocity] < world[FightBox].p2[1]:
s_pos.y += entity[Velocity]
if keys == "left":
if key in ("left", "q"):
if s_pos.x - 37 - entity[Velocity] > world[FightBox].p1[0]:
s_pos.x -= entity[Velocity]
if keys == "right":
if key in ("right", "d"):
if s_pos.x + 37 + entity[Velocity] < world[FightBox].p2[0]:
s_pos.x += entity[Velocity]
entity.set(smooth.Target(s_pos))
entity[smooth.Target] = s_pos
def __set_hurtable_hurt(world: World):
"""
TODO
"""
world.set(Hurtable.FALSE)
yield wait(2)
world.set(Hurtable.TRUE)
def __check_hurt(world: World):
"""
TODO
"""
if world[Hurtable] == Hurtable.TRUE:
for entity in world.query(Hurt, Sprite):
position = entity.get(Sprite).position
@ -145,27 +153,34 @@ def __check_hurt(world: World):
def __defeat(world: World):
"""
TODO
"""
if world[Life] <= 0:
world[CurrentScene] = __new_game_scene()
def __create_zone_attack(world: World):
"""
TODO
"""
double = random.randint(1, 10)
locate = random.randint(0, 2)
if double != 10:
world.new_entity().set(
animation = Animation("zone_attack", 60)
entity = world.new_entity()
entity.set(
Sprite(
world[Assets].get_texture("error"),
Vec2((locate * 413) + world[FightBox].p1[0], world[FightBox].p1[1]),
1,
),
Hurt(10),
Animation("zone_attack", 60),
animation,
ZoneAttack(),
)
yield wait(1.75)
for entity in world.query(ZoneAttack):
entity.destroy()
yield animation.wait()
entity.destroy()
else:
locate2 = locate
for _zone in range(2):
@ -190,6 +205,9 @@ def __create_zone_attack(world: World):
def __check_key_pressed(world: World):
"""
TODO
"""
pressed = world[Pressed]
for keys in pressed:
if keys == "a":