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Dans cette scène nous pouvons choisir le mode de jeu. """ from scenes import CLICK_SOUND, base_game -from scenes.story import directory_search from engine import CurrentScene, KeepAlive, Scene from engine.ecs import Entity, World from engine.math import Vec2 @@ -14,6 +13,7 @@ from plugins.assets import Assets from plugins.click import Clickable from plugins.hover import HoveredTexture from plugins.render import Sprite +from scenes.story import boss_fight def __create_button(world: World, assets: Assets, i: int, name: str): @@ -48,7 +48,7 @@ def __on_click_butons(world: World, _entity: Entity, name: str): case "tricheur": world[CurrentScene] = base_game.CHEATER case "histoire": - world[CurrentScene] = directory_search.SCENE + world[CurrentScene] = boss_fight.SCENE case _: pass diff --git a/src/scenes/story/boss_fight.py b/src/scenes/story/boss_fight.py new file mode 100644 index 0000000..6a2899d --- /dev/null +++ b/src/scenes/story/boss_fight.py @@ -0,0 +1,136 @@ +""" +Scene de Combat final contre edmond, inspiré du combat d'omega flowey dans undertale +""" + +import random +from engine import Plugin +from engine.ecs import World +from engine.math import Vec2 +from plugins import assets +from plugins import render +from plugins.animation import Animation +from plugins.inputs import Held, Pressed +from plugins.render import Sprite +from plugins.assets import Assets +from plugins.coroutine import wait, Coroutine + + +class Velocity(int): + """ + Definit un composant qui represente la vitesse de l'entité + """ + + +class ShieldPos(Vec2): + """ + Definit une ressource qui represente la position du joueur (du bouclier) + """ + + +class FightBox: + """ + Definit une ressource qui represente la limite de la boite de combat + """ + + def __init__( + self, + ): + self.p1 = (100, 500) + self.p2 = (1340, 930) + + +class ZoneAttack: + """ + Composant qui marque une entité comme etant une attaque de zone + """ + + +def __initialize_world(world: World): + world.set(ShieldPos(Vec2(render.WIDTH / 2, 750))) + world.set(FightBox()) + + world.new_entity().set(Sprite(world[Assets].get_texture("background"))) + + world.new_entity().set( + Sprite( + world[Assets].get_texture("shield"), + world[ShieldPos], + 1, + origin=Vec2(0.5), + ), + Velocity(4), + ) + + +def __move(world: World): + held = world[Held] + for entity in world.query(Sprite, Velocity): + for keys in held: + if keys == "up": + if world[ShieldPos].y - entity[Velocity] > world[FightBox].p1[1]: + world[ShieldPos].y -= entity[Velocity] + if keys == "down": + if world[ShieldPos].y + entity[Velocity] < world[FightBox].p2[1]: + world[ShieldPos].y += entity[Velocity] + if keys == "left": + if world[ShieldPos].x - entity[Velocity] > world[FightBox].p1[0]: + world[ShieldPos].x -= entity[Velocity] + if keys == "right": + if world[ShieldPos].x + entity[Velocity] < world[FightBox].p2[0]: + world[ShieldPos].x += entity[Velocity] + + +def __create_zone_attack(world: World): + double = random.randint(1, 10) + locate = random.randint(0, 2) + print(locate, double) + if double != 10: + world.new_entity().set( + Sprite( + world[Assets].get_texture("error"), + Vec2((locate * 413) + world[FightBox].p1[0], world[FightBox].p1[1]), + 1, + ), + Animation("zone_attack", 60), + ZoneAttack(), + ) + yield wait(1.75) + for entity in world.query(ZoneAttack): + entity.destroy() + else: + locate2 = locate + for _zone in range(2): + world.new_entity().set( + Sprite( + world[Assets].get_texture("error"), + Vec2( + (locate * 413) + world[FightBox].p1[0], + world[FightBox].p1[1], + ), + 1, + ), + Animation("zone_attack", 60), + ZoneAttack(), + ) + while locate == locate2: + locate = random.randint(0, 2) + yield wait(1.75) + for entity in world.query(ZoneAttack): + entity.destroy() + + +def __check_key_pressed(world: World): + pressed = world[Pressed] + for keys in pressed: + if keys == "a": + world.new_entity().set(Coroutine(__create_zone_attack(world))) + + +SCENE = assets.loading_scene( + Plugin( + [__initialize_world], + [__move, __check_key_pressed], + [], + ), + "story/boss_fight", +) diff --git a/src/scenes/story/directory_search.py b/src/scenes/story/directory_search.py index efde46b..14bb2dd 100644 --- a/src/scenes/story/directory_search.py +++ b/src/scenes/story/directory_search.py @@ -196,7 +196,7 @@ def __spawn_search_alerts(world: World, nb_alerts: int): for entity in random.sample(list(entities), nb_alerts - 1) + list( world.query(DefenderDirectory) ): - position = entity[DirectoryPosition] + position: DirectoryPosition = entity[DirectoryPosition] world.new_entity().set( Animation("search_alert/spawn"), Sprite(