J'aime bien !
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@ -19,19 +19,19 @@ from plugins.coroutine import wait, Coroutine
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class Velocity(int):
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"""
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Definit un composant qui represente la vitesse de l'entité
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Composant qui represente la vitesse de l'entité.
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"""
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class ShieldPos(Vec2):
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"""
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Definit une ressource qui represente la position du joueur (du bouclier)
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Ressource qui represente la position du joueur (du bouclier).
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"""
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class FightBox:
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"""
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Definit une ressource qui represente la limite de la boite de combat
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Ressource qui represente la limite de la boite de combat.
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"""
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def __init__(
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@ -43,21 +43,19 @@ class FightBox:
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class ZoneAttack:
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"""
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Composant qui marque une entité comme etant une attaque de zone
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Composant qui marque une entité comme etant une attaque de zone.
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"""
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class Life(int):
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"""
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Ressource qui correspond a la vie du joueur
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Ressource qui correspond a la vie du joueur.
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"""
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class Hurt:
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"""
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Definit le composant marquant les entitées pouvant infligé des degats
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*Parametres -> Degats
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Definit le composant marquant les entitées pouvant infliger des degats.
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"""
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def __init__(self, damage: float) -> None:
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@ -66,7 +64,7 @@ class Hurt:
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class Hurtable(Enum):
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"""
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Definit une ressource qui nous dit si l'on peut se faire toucher
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Ressource qui nous dit si l'on peut se faire toucher.
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"""
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TRUE = 0
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@ -74,17 +72,19 @@ class Hurtable(Enum):
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def __initialize_world(world: World):
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world.set(ShieldPos(Vec2(render.WIDTH / 2, 750)))
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world.set(FightBox())
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world.set(Life(100))
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world.set(Hurtable.TRUE)
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"""
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TODO
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"""
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world.set(
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ShieldPos(Vec2(render.WIDTH / 2, 750)), FightBox(), Life(100), Hurtable.TRUE
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)
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world.new_entity().set(Sprite(world[Assets].get_texture("background")))
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world.new_entity().set(
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Sprite(
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world[Assets].get_texture("shield"),
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world[ShieldPos],
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Vec2(world[ShieldPos]),
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1,
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origin=Vec2(0.5),
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),
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@ -94,33 +94,41 @@ def __initialize_world(world: World):
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def __move(world: World):
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"""
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TODO
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"""
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held = world[Held]
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s_pos = world[ShieldPos]
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for entity in world.query(Sprite, Velocity):
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for keys in held:
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if keys == "up":
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for key in held:
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if key in ("up", "z"):
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if s_pos.y - 45.5 - entity[Velocity] > world[FightBox].p1[1]:
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s_pos.y -= entity[Velocity]
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if keys == "down":
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if key in ("down", "s"):
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if s_pos.y + 45.5 + entity[Velocity] < world[FightBox].p2[1]:
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s_pos.y += entity[Velocity]
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if keys == "left":
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if key in ("left", "q"):
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if s_pos.x - 37 - entity[Velocity] > world[FightBox].p1[0]:
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s_pos.x -= entity[Velocity]
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if keys == "right":
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if key in ("right", "d"):
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if s_pos.x + 37 + entity[Velocity] < world[FightBox].p2[0]:
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s_pos.x += entity[Velocity]
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entity.set(smooth.Target(s_pos))
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entity[smooth.Target] = s_pos
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def __set_hurtable_hurt(world: World):
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"""
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TODO
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"""
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world.set(Hurtable.FALSE)
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yield wait(2)
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world.set(Hurtable.TRUE)
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def __check_hurt(world: World):
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"""
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TODO
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"""
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if world[Hurtable] == Hurtable.TRUE:
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for entity in world.query(Hurt, Sprite):
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position = entity.get(Sprite).position
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@ -145,26 +153,33 @@ def __check_hurt(world: World):
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def __defeat(world: World):
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"""
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TODO
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"""
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if world[Life] <= 0:
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world[CurrentScene] = __new_game_scene()
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def __create_zone_attack(world: World):
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"""
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TODO
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"""
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double = random.randint(1, 10)
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locate = random.randint(0, 2)
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if double != 10:
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world.new_entity().set(
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animation = Animation("zone_attack", 60)
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entity = world.new_entity()
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entity.set(
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Sprite(
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world[Assets].get_texture("error"),
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Vec2((locate * 413) + world[FightBox].p1[0], world[FightBox].p1[1]),
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1,
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),
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Hurt(10),
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Animation("zone_attack", 60),
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animation,
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ZoneAttack(),
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)
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yield wait(1.75)
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for entity in world.query(ZoneAttack):
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yield animation.wait()
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entity.destroy()
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else:
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locate2 = locate
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@ -190,6 +205,9 @@ def __create_zone_attack(world: World):
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def __check_key_pressed(world: World):
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"""
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TODO
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"""
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pressed = world[Pressed]
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for keys in pressed:
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if keys == "a":
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