diff --git a/.vscode/settings.json b/.vscode/settings.json index c438c22..a8c4fd9 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -9,13 +9,10 @@ "python.analysis.inlayHints.functionReturnTypes": true, "python.analysis.inlayHints.pytestParameters": true, "python.analysis.typeCheckingMode": "strict", - "python.analysis.diagnosticSeverityOverrides": { - "reportPrivateUsage": "none" - }, "[python]": { "editor.defaultFormatter": "ms-python.black-formatter" }, "pylint.args": [ - "--disable=broad-exception-caught,protected-access,undefined-variable,import-error,unused-import,no-member", + "--disable=protected-access,undefined-variable,import-error,unused-import,no-member", ], } \ No newline at end of file diff --git a/assets/krita/blue_directory.kra b/assets save/krita/blue_directory.kra similarity index 100% rename from assets/krita/blue_directory.kra rename to assets save/krita/blue_directory.kra diff --git a/assets/krita/classique_arrow.kra b/assets 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6153365..0000000 --- a/assets/textures/animations/search_directory_failed/info.json +++ /dev/null @@ -1,9 +0,0 @@ -{ - "end_image": "animations/search_directory_failed/end.png", - "offset": { - "x": 9, - "y": -84 - }, - "frame_count": 213, - "fps": 60 -} \ No newline at end of file diff --git a/assets/unloaded.png b/assets/unloaded.png new file mode 100644 index 0000000..0f2ca08 Binary files /dev/null and b/assets/unloaded.png differ diff --git a/src/engine.py b/src/engine.py deleted file mode 100644 index c604f32..0000000 --- a/src/engine.py +++ /dev/null @@ -1,869 +0,0 @@ -""" -Un moteur de jeu inspiré de bevy. -""" - - -import json -import math -import os -import random -from typing import Callable, Optional, Sequence, SupportsFloat, TypeVar, Union -from time import time -import pygame - - -class World: - """ - Un monde contenant toutes les données du jeu. - """ - - __T = TypeVar("__T") - """ - Permet d'indiquer le type d'un composant ou d'une ressource. - """ - - def __init__(self): - """ - Constructeur d'un nouveau monde vide. - """ - self._entities: dict[type[object], set[Entity]] = {} - self.__resources: dict[type[object], object] = {} - - def create_entity(self, *components: object) -> "Entity": - """ - Crée une nouvelle entité avec les composants donnés et l'ajoute au monde. - - Paramètres: - *components: les composants de l'entité. - - Retourne: - L'entité. - """ - return Entity(self, *components) - - def __setitem__(self, resource_type: type[__T], resource: __T): - if resource_type != type(resource): - raise TypeError() - self.__resources[resource_type] = resource - - def __getitem__(self, resource_type: type[__T]) -> __T: - return self.__resources[resource_type] # type: ignore - - def __contains__(self, resource_type: type[object]) -> bool: - return resource_type in self.__resources - - def __delitem__(self, resource_type: type[object]): - del self.__resources[resource_type] - - def query( - self, *component_types: type[object], without: Sequence[type[object]] = () - ) -> set["Entity"]: - """ - Renvoie les entités qui ont tous les composants de type *component_types - et qui n'ont aucun des composants de type *without. - - Paramètres: - *component_types: les types de composants des entités a renvoyer. - without: les types de composants des entités a exclure. - - Retourne: - Les entités qui correspondent aux critères. - """ - if len(component_types) == 0: - return set() - entities = set(self._entities.get(component_types[0], set())) - for component_type in component_types[1:]: - entities.intersection_update(self._entities.get(component_type, set())) - for component_type in without: - entities.difference_update(self._entities.get(component_type, set())) - return entities - - -class Entity: - """ - Une entité du monde. Elle contient des composants. - """ - - __T = TypeVar("__T") - """ - Permet d'indiquer le type d'un composant. - """ - - def __init__(self, world: World, *components: object): - """ - Crée une nouvelle entité avec les composants donnés et l'ajoute au monde. - - Paramètres: - world: le monde dans lequel ajouter l'entité - *components: les composants à ajouter à l'entité. - """ - self.__world = world - self.__components: dict[type[object], object] = {} - for component in components: - self[type(component)] = component - - def __setitem__(self, component_type: type[__T], component: __T): - if component_type != type(component): - raise TypeError() - self.__components[component_type] = component - self.__world._entities.setdefault(component_type, set()).add(self) - - def __getitem__(self, component_type: type[__T]) -> __T: - return self.__components[component_type] # type: ignore - - def __contains__(self, component_type: type[object]) -> bool: - return component_type in self.__components - - def __delitem__(self, component_type: type[object]): - if self.__components.pop(component_type, None) is not None: - self.__world._entities[component_type].remove(self) - if len(self.__world._entities[component_type]) == 0: - del self.__world._entities[component_type] - - def __repr__(self) -> str: - return f"Entity({id(self)})" - - -class Vec2: - """ - Un vecteur 2D - """ - - def __init__(self, *args: Union[SupportsFloat, "Vec2"]): - if ( - len(args) == 2 - and isinstance(args[0], SupportsFloat) - and isinstance(args[1], SupportsFloat) - ): - self.x = float(args[0]) - self.y = float(args[1]) - elif len(args) == 1: - if isinstance(args[0], Vec2): - self.x = args[0].x - self.y = args[0].y - else: - self.x = float(args[0]) - self.y = float(args[0]) - elif len(args) == 0: - self.x = 0.0 - self.y = 0.0 - else: - raise ValueError("Invalid number of arguments") - - def __add__(self, other: object) -> "Vec2": - if isinstance(other, Vec2): - return Vec2(self.x + other.x, self.y + other.y) - elif isinstance(other, SupportsFloat): - return Vec2(self.x + float(other), self.y + float(other)) - raise ValueError( - f"Unsupported operand type(s) for +: 'Vec2' and '{type(other)}'" - ) - - def __sub__(self, other: object) -> "Vec2": - if isinstance(other, Vec2): - return Vec2(self.x - other.x, self.y - other.y) - elif isinstance(other, SupportsFloat): - return Vec2(self.x - float(other), self.y - float(other)) - raise ValueError( - f"Unsupported operand type(s) for -: 'Vec2' and '{type(other)}'" - ) - - def __mul__(self, other: object) -> "Vec2": - if isinstance(other, Vec2): - return Vec2(self.x * other.x, self.y * other.y) - elif isinstance(other, SupportsFloat): - return Vec2(self.x * float(other), self.y * float(other)) - raise ValueError( - f"Unsupported operand type(s) for *: 'Vec2' and '{type(other)}'" - ) - - def __truediv__(self, other: object) -> "Vec2": - if isinstance(other, Vec2): - return Vec2(self.x / other.x, self.y / other.y) - elif isinstance(other, SupportsFloat): - return Vec2(self.x / float(other), self.y / float(other)) - raise ValueError( - f"Unsupported operand type(s) for /: 'Vec2' and '{type(other)}'" - ) - - def __eq__(self, other: object) -> bool: - if isinstance(other, Vec2): - return self.x == other.x and self.y == other.y - return False - - def __hash__(self) -> int: - return hash((self.x, self.y)) - - def __neg__(self) -> "Vec2": - return Vec2(-self.x, -self.y) - - @property - def length(self) -> float: - """ - Retourne la longueur du vecteur. - """ - return math.sqrt(self.x**2 + self.y**2) - - @property - def normalized(self) -> "Vec2": - """ - Retourne une version normalisé du vecteur. - """ - length = self.length - return Vec2(self.x / length, self.y / length) - - def __repr__(self) -> str: - return f"Vec2({self.x}, {self.y})" - - -class Display: - """ - Une classe utilitaire pour la gestion de la fenêtre du jeu. - """ - - WIDTH = 1440.0 - HEIGHT = 1080.0 - RATIO = WIDTH / HEIGHT - INVERT_RATIO = HEIGHT / WIDTH - - @staticmethod - def _calculate_surface_rect() -> tuple[float, float, float, float]: - """ - Calcule et renvoit le rectangle de la surface dans la fenêtre du jeu. - """ - width, height = pygame.display.get_surface().get_size() - if width / height < Display.RATIO: - target_height = width * (Display.INVERT_RATIO) - offset = (height - target_height) / 2 - rect = (0.0, offset, float(width), target_height) - else: - target_width = height * (Display.RATIO) - offset = (width - target_width) / 2 - rect = (offset, 0.0, target_width, float(height)) - return rect - - -class Game: - """ - Un ressource qui représente le jeu actuel. - """ - - def __init__(self): - self.stop_requested = False - self.next_scene: Optional[str] = None - - def stop(self): - """ - Demande l'arrêt du jeu. - """ - self.stop_requested = True - - def change_scene(self, scene_name: str): - """ - Demande un changement de scène. - - Paramètres: - scene_name: Le nom de la scène dans laquelle aller. - """ - self.next_scene = scene_name - - -class Assets: - """ - Resource qui permet la gestion des assets. - """ - - def __init__(self, surface: pygame.Surface): - # Création de la texture d'erreur - error_texture = pygame.Surface((256, 256)) - error_texture.fill((0, 0, 0)) - pygame.draw.rect(error_texture, (255, 0, 255), (0, 0, 128, 128)) - pygame.draw.rect(error_texture, (255, 0, 255), (128, 128, 128, 128)) - self.__error_texture = error_texture.convert(surface) - - # Cache des ressources - self.__textures: dict[str, pygame.Surface] = {} - self.__fonts: dict[int, pygame.font.Font] = {} - self.__sounds: dict[str, pygame.mixer.Sound] = {} - - def get_texture(self, name: str) -> pygame.Surface: - """ - Renvoie la texture qui correspond au nom *name*. - - Paramètres: - name: Le nom de la texture. - - Retourne: - La texture qui correspond au nom *name*. - """ - texture = self.__textures.get(name) - if texture is None: - if os.path.exists(f"assets/textures/{name}"): - texture = pygame.image.load(f"assets/textures/{name}") - if not name.startswith("animations/"): - texture = texture.convert_alpha() - self.__textures[name] = texture - return texture - return self.__error_texture - return texture - - def get_texture_size(self, name: str) -> Vec2: - """ - Renvoie la taille de la texture qui correspond au nom *name*. - - Paramètres: - name: Le nom de la texture. - - Retourne: - La taille de la texture qui correspond au nom *name*. - """ - return Vec2(*self.get_texture(name).get_size()) - - def get_font(self, size: int) -> pygame.font.Font: - """ - Renvoie la police qui correspond à la taille *size*. - - Paramètres: - size: La taille de la police. - - Retourne: - La police qui correspond à la taille *size*. - """ - font = self.__fonts.get(size) - if font is None: - font = pygame.font.Font("assets/font.ttf", size) - self.__fonts[size] = font - return font - - def get_text_size(self, text: str, size: int) -> Vec2: - """ - Renvoie la taille d'un texte avec une certaine taille de police. - - Paramètres: - text: Le texte. - size: La taille de la police. - - Retourne: - La taille d'un texte avec une certaine taille de police. - """ - return Vec2(*self.get_font(size).size(text)) - - def get_sound(self, name: str) -> pygame.mixer.Sound: - """ - Renvoie le son qui correspond au nom *name*. - - Paramètres: - name: Le nom du son. - - Retourne: - Le son qui correspond au nom *name*. - """ - sound = self.__sounds.get(name) - if sound is None: - sound = pygame.mixer.Sound(f"assets/sounds/{name}") - self.__sounds[name] = sound - return sound - - -class Time(float): - """ - Ressource qui represente le temps depuis 1900. - """ - - -class Delta(float): - """ - Ressource qui represente le temps depuis la dernière frame. - """ - - -class Keyboard: - """ - Ressource qui représente les entrées utilisateurs sur le clavier à la frame actuelle. - """ - - def __init__(self): - self.keys: set[str] = set() - self.pressed: set[str] = set() - self.released: set[str] = set() - - def is_key_pressed(self, key_name: str) -> bool: - """ - Renvoie True si la touche *key_name* a commencé a être appuyée pendant la frame actuelle. - - Paramètres: - key_name: Le nom de la touche à tester. - - Retourne: - True si la touche *key_name* a commencé a être appuyée pendant la frame actuelle. - """ - return key_name in self.pressed - - def is_key(self, key_name: str) -> bool: - """ - Renvoie True si la touche *key_name* est actuellement appuyée. - - Paramètres: - key_name: Le nom de la touche à tester. - - Retourne: - True si la touche *key_name* est actuellement appuyée. - """ - return key_name in self.keys - - def is_key_released(self, key_name: str) -> bool: - """ - Renvoie True si la touche *key_name* a été relachée pendant la frame actuelle. - - Paramètres: - key_name: Le nom de la touche à tester. - - Retourne: - True si la touche *key_name* a été relachée pendant la frame actuelle. - """ - return key_name in self.released - - -class Mouse: - """ - Ressource qui représente l'état de la souris à la frame actuelle. - """ - - def __init__(self): - self.buttons: set[int] = set() - self.pressed: set[int] = set() - self.released: set[int] = set() - self.position: Vec2 = Vec2(0.0, 0.0) - self.delta: Vec2 = Vec2(0.0, 0.0) - - def is_button_pressed(self, button: int) -> bool: - """ - Renvoie True si le bouton *button* a commencé a être appuyée pendant la frame actuelle. - - Paramètres: - button: Le numéro du bouton à tester. - - Retourne: - True si le bouton *button* a commencé a être appuyée pendant la frame actuelle. - """ - return button in self.pressed - - def is_button(self, button: int) -> bool: - """ - Renvoie True si le bouton *button* est actuellement appuyé. - - Paramètres: - button: Le numéro du bouton à tester. - - Retourne: - True si le bouton *button* est actuellement appuyé. - """ - return button in self.buttons - - def is_button_released(self, button: int) -> bool: - """ - Renvoie True si le bouton *button* a été relaché pendant la frame actuelle. - - Paramètres: - button: Le numéro du bouton à tester. - - Retourne: - True si le bouton *button* aLongrightarrow relaché pendant la frame actuelle. - """ - return button in self.released - - -class Position(Vec2): - """ - Composant qui représente la position d'une entité. - """ - - -class Centered: - """ - Composant permettant de dire que l'affichage de l'entité doit être centré. - """ - - -class Offset(Vec2): - """ - Composant qui represente un décalage de la position d'une entité. - """ - - -class Order(int): - """ - Composant qui represente l'ordre d'affichage d'une entité. - """ - - -class Texture(str): - """ - Composant qui rerpésente la texture d'une entité. - """ - - -class HoveredTexture(Texture): - """ - Composant qui represente la texture lorsque l'entité est survolée. - """ - - -class Animation: - """ - Composant qui représente une animation. - """ - - def __init__( - self, - name: str, - callback: Callable[[World, Entity], object] = lambda _w, _e: None, - ): - self.name = name - self.callback = callback - - with open( - f"assets/textures/animations/{name}/info.json", - "r", - encoding="utf-8", - ) as f: - info = json.load(f) - self.end_image: str = info.get("end_image", "") - self.offset = Offset(info["offset"]["x"], info["offset"]["y"]) - self.frame_count: int = info["frame_count"] - self.fps: int = info["fps"] - self.time = 0.0 - - -class Text(str): - """ - Composant qui represente un texte. - """ - - -class TextSize(int): - """ - Composant qui represente la taille d'un texte. - """ - - -class Color(pygame.Color): - """ - Composant qui represente la couleur d'une entité. - """ - - -class HoverEnter: - """ - Composant qui marque un entité comme commencée à être survolée. - """ - - -class Hovered: - """ - Composant qui marque un entité comme survolée. - """ - - -class HoverExit: - """ - Composant qui marque un entité comme arreté d'être survolée. - """ - - -class Clickable: - """ - Composant qui marque un entité comme pouvant etre cliquer. - """ - - def __init__(self, callback: Callable[[World, Entity], object]): - self.callback = callback - - -class Sound: - """ - Composant qui une entité emettrant un son. - """ - - def __init__( - self, - name: str, - volume: float = 0.5, - loop: bool = False, - callback: Callable[[World, Entity], object] = lambda _w, _e: None, - stop_on_remove: bool = False, - ) -> None: - self.name = name - - if os.path.isdir(f"assets/sounds/{name}"): - list_files = os.listdir(f"assets/sounds/{name}") - random_file = random.choice(list_files) - self.name = f"{name}/{random_file}" - - self.volume = volume - self.loop = loop - self.callback = callback - self.stop_on_remove = stop_on_remove - - -class Scene: - """ - Une scène dans le jeu. - """ - - def __init__( - self, - init_systems: list[Callable[[World], object]], - update_systems: list[Callable[[World], object]], - stop_systems: list[Callable[[World], object]], - ): - self.init_systems = init_systems - self.update_systems = update_systems - self.stop_systems = stop_systems - - def __add__(self, other: "Scene") -> "Scene": - return Scene( - self.init_systems + other.init_systems, - self.update_systems + other.update_systems, - self.stop_systems + other.stop_systems, - ) - - -def start_game( - scenes: dict[str, Scene], - start_scene: str, - *, - title: str = "Game", -) -> None: - """ - Lance le moteur de jeu. - """ - # Initialisation de pygame - pygame.init() - if os.path.exists("icon.png"): - pygame.display.set_icon(pygame.image.load("icon.png")) - pygame.display.set_caption(title) - pygame.display.set_mode((800, 600), pygame.RESIZABLE) - surface = pygame.Surface((Display.WIDTH, Display.HEIGHT)) - keyboard = Keyboard() - mouse = Mouse() - - # Chargements des assets - assets = Assets(surface) - - # creation des channels pour les sons - channels: dict[Entity, tuple[bool, pygame.mixer.Channel]] = {} - - # On récupère la première scène - scene = scenes.get(start_scene) - - # Tant qu'il y a des scènes a executer on les executent - while scene is not None: - # Initialisation du monde - world = World() - world[Game] = Game() - world[Assets] = assets - world[Keyboard] = keyboard - world[Mouse] = mouse - world[Time] = Time(time()) - - # Initialisation de la scène - for system in scene.init_systems: - system(world) - - # Tant que la scène n'est pas terminé - while world[Game].next_scene is None and not world[Game].stop_requested: - # On gère les évenements pygame - keyboard.pressed.clear() - keyboard.released.clear() - mouse.pressed.clear() - mouse.released.clear() - last_position = Vec2(mouse.position) - for event in pygame.event.get(): - if event.type == pygame.QUIT: - world[Game].stop() - elif event.type == pygame.KEYDOWN: - key_name = pygame.key.name(event.key) - if key_name == "f11": - pygame.display.toggle_fullscreen() - keyboard.keys.add(key_name) - keyboard.pressed.add(key_name) - elif event.type == pygame.KEYUP: - key_name = pygame.key.name(event.key) - if key_name == "f11": - continue - keyboard.keys.remove(key_name) - keyboard.released.add(key_name) - elif event.type == pygame.MOUSEBUTTONDOWN: - mouse.buttons.add(event.button) - mouse.pressed.add(event.button) - elif event.type == pygame.MOUSEBUTTONUP: - mouse.buttons.remove(event.button) - mouse.released.add(event.button) - elif event.type == pygame.MOUSEMOTION: - rect = Display._calculate_surface_rect() - mouse.position = Vec2( - ((event.pos[0] - rect[0]) / rect[2]) * Display.WIDTH, - ((event.pos[1] - rect[1]) / rect[3]) * Display.HEIGHT, - ) - mouse.delta = mouse.position - last_position - - # On vérifie le survol des textures et textes - for entity in world.query(Position, Texture): - # Récupération de la position et taille de l'entité - position: Vec2 = entity[Position] - if Offset in entity: - position = position + entity[Offset] - size = assets.get_texture_size(entity[Texture]) - if Centered in entity: - position -= size / 2 - - # On détermine si la souris est sur l'entité - if ( - mouse.position.x >= position.x - and mouse.position.x <= position.x + size.x - and mouse.position.y >= position.y - and mouse.position.y <= position.y + size.y - ): - if Hovered not in entity: - entity[HoverEnter] = HoverEnter() - else: - del entity[HoverEnter] - entity[Hovered] = Hovered() - else: - if Hovered in entity: - entity[HoverExit] = HoverExit() - else: - del entity[HoverExit] - del entity[Hovered] - - # On met à jour le temps et delta - now = time() - world[Delta] = Delta(now - world[Time]) - world[Time] = Time(now) - - # On execute les objets clickables - if mouse.is_button_pressed(1): - for entity in world.query(Clickable, Hovered): - entity[Clickable].callback(world, entity) - - # On met à jour la scène - for system in scene.update_systems: - system(world) - - # Gestion des sons en cours - sound_entities = world.query(Sound) - entities_to_delete: list[Entity] = [] - for entity, (stop_on_remove, channel) in channels.items(): - if Sound in entity: - entity_sound = entity[Sound] - channel.set_volume(entity_sound.volume) - if not channel.get_busy(): - entities_to_delete.append(entity) - del entity[Sound] - entity_sound.callback(world, entity) - continue - if stop_on_remove and entity not in sound_entities: - entities_to_delete.append(entity) - channel.stop() - for entity in entities_to_delete: - del channels[entity] - - # Ajout des sons non gérés - for entity in world.query(Sound): - if entity not in channels: - entity_sound = entity[Sound] - sound = assets.get_sound(entity_sound.name) - channel = sound.play(loops=-1 if entity_sound.loop else 0) - if channel is None: # type: ignore - continue - channel.set_volume(entity_sound.volume) - channels[entity] = entity_sound.stop_on_remove, channel - - # Mise à jour des animations - for entity in world.query(Animation): - animation = entity[Animation] - if animation.time == 0: - if animation.end_image == "" and Texture in entity: - animation.end_image = entity[Texture] - animation.time += world[Delta] - frame_index = int(animation.time * animation.fps) - if frame_index >= animation.frame_count: - entity[Texture] = Texture(animation.end_image) - del entity[Animation] - del entity[Offset] - animation.callback(world, entity) - else: - entity[Offset] = Offset(animation.offset.x, animation.offset.y) - entity[Texture] = Texture( - f"animations/{animation.name}/{frame_index:04}.png" - ) - - # Rendu du monde - for entity in sorted(world.query(Order, Position), key=lambda e: e[Order]): - # Récupération de la position de l'entité - position: Vec2 = entity[Position] - if Offset in entity: - position = position + entity[Offset] - centered = Centered in entity - - # Affichage de la texture - if Texture in entity: - if HoveredTexture in entity and Hovered in entity: - texture = assets.get_texture(entity[HoveredTexture]) - else: - texture = assets.get_texture(entity[Texture]) - surface.blit( - texture, - ( - position.x - texture.get_width() / 2 - if centered - else position.x, - position.y - texture.get_height() / 2 - if centered - else position.y, - ), - ) - - # Affichage des textes - if Text in entity: - color = entity[Color] if Color in entity else Color(255, 255, 255) - size = entity[TextSize] if TextSize in entity else 50 - font = assets.get_font(size) - font_surface = font.render(entity[Text], True, color) - surface.blit( - font_surface, - ( - position.x - font_surface.get_width() / 2 - if centered - else position.x, - position.y - font_surface.get_height() / 2 - if centered - else position.y, - ), - ) - - # Mise a jour de la fenêtre - rect = Display._calculate_surface_rect() - pygame.transform.set_smoothscale_backend("MMX") - pygame.transform.smoothscale( - surface, - (rect[2], rect[3]), - pygame.display.get_surface().subsurface(rect), - ) - pygame.display.flip() - surface.fill((0, 0, 0)) - - # Arrêt de la scène - for system in scene.stop_systems: - system(world) - - # Récupération de la scène suivante - next_scene = world[Game].next_scene - if next_scene is not None: - scene = scenes.get(next_scene) - else: - scene = None - - # Arrêt du jeu - pygame.quit() diff --git a/src/engine/__init__.py b/src/engine/__init__.py new file mode 100644 index 0000000..e7005ec --- /dev/null +++ b/src/engine/__init__.py @@ -0,0 +1,160 @@ +""" +Permet de lancer un jeu et de gérer la boucle principale de celui-ci. +""" + + +from typing import Callable, Optional +from engine.ecs import World + + +class GlobalPlugin: + """ + Un plugin global du jeu. + + Le plugin sera executé avant et après la scène courrante du jeu. + Elle sera aussi executé au démarage et à l'arrêt du jeu. + """ + + def __init__( + self, + init_systems: list[Callable[[World], object]], + pre_update_systems: list[Callable[[World], object]], + post_update_systems: list[Callable[[World], object]], + stop_systems: list[Callable[[World], object]], + ): + self.init_systems = init_systems + self.pre_update_systems = pre_update_systems + self.post_update_systems = post_update_systems + self.stop_systems = stop_systems + + def __add__(self, other: "GlobalPlugin") -> "GlobalPlugin": + return GlobalPlugin( + self.init_systems + other.init_systems, + self.pre_update_systems + other.pre_update_systems, + self.post_update_systems + other.post_update_systems, + self.stop_systems + other.stop_systems, + ) + + +class Scene: + """ + Une scène du jeu. + """ + + def __init__( + self, + init_systems: list[Callable[[World], object]], + update_systems: list[Callable[[World], object]], + stop_systems: list[Callable[[World], object]], + ) -> None: + self.init_systems = init_systems + self.update_systems = update_systems + self.stop_systems = stop_systems + + def __add__(self, other: "Scene") -> "Scene": + return Scene( + self.init_systems + other.init_systems, + self.update_systems + other.update_systems, + self.stop_systems + other.stop_systems, + ) + + +class Plugin(Scene): + """ + Un plugin peut être ajouté a une scène pour lui ajouter des fonctionnalitées. + + Techniquement, un `Plugin` est une simple `Scène` et le nom `Plugin` est + juste là pour indiquer qu'il s'agit d'un plugin. Et le fait de pouvoir ajouter + le `Plugin` à une scène est due au fait que l'on peut combiner des scènes entre + elles. + """ + + +class KeepAlive: + """ + Composant qui marque une entité comme n'étant pas détruit lors + d'un changement de scène. + + Si une ressource hérite de cette classe, elle ne sera pas détruite non plus. + """ + + +class CurrentScene(KeepAlive): + """ + Resource qui permet de savoir et de changer la scène actuelle. + """ + + def __init__(self, scene: Scene): + self.scene = scene + + def __eq__(self, value: object) -> bool: + if isinstance(value, CurrentScene): + return self.scene == value.scene + return False + + +def start_game(global_scene: GlobalPlugin, scene: Optional[Scene]): + """ + Lance un jeu. + + Paramètres: + - `scenes`: un dictionnaire contenant les scènes du jeu. + - `scene_name`: le nom de la scène à charger en premier lors du lancement du jeu. + """ + # On création du monde + world = World() + if scene is not None: + world[CurrentScene] = CurrentScene(scene) + + # On initialise la scène globale + for system in global_scene.init_systems: + system(world) + + # Boucle principale + while scene is not None: + # On retire les ressources de l'ancienne scène + for resource in world: + if not isinstance(resource, KeepAlive): + world.remove(type(resource)) + + # On retire les entité de l'ancienne scène + for entity in world.query(without=(KeepAlive,)): + entity.destroy() + + # On initialise la nouvelle scene + for system in scene.init_systems: + system(world) + + # Tant que la scène n'est pas terminé on la met à jour + while world.get(CurrentScene, ()) == CurrentScene(scene): + # On met à jour la scène globale + for system in global_scene.pre_update_systems: + system(world) + + # On met à jour la scène actuelle + for system in scene.update_systems: + system(world) + + # On met à jour la scène globale + for system in global_scene.post_update_systems: + system(world) + + # On retire toutes les entitées qui ont seulement KeepAlive + for entity in world.query(KeepAlive): + if len(entity) == 1: + del entity[KeepAlive] + + # On arrete la scene + for system in scene.stop_systems: + system(world) + + # On met à jour la scène + current_scene = world.get(CurrentScene, ()) + if isinstance(current_scene, tuple): + scene = None + else: + scene = current_scene.scene + + # On arrête la scène globale + for system in global_scene.stop_systems: + system(world) diff --git a/src/engine/ecs.py b/src/engine/ecs.py new file mode 100644 index 0000000..8e58b65 --- /dev/null +++ b/src/engine/ecs.py @@ -0,0 +1,250 @@ +""" +Un système de gestion d'entitées par les composants. + +Dans ce système, un monde contient des entitiés qui contiennent des composants. +Pour moddifier le monde, on n'agis que sur les composants. +""" + + +from typing import Iterator, Optional, Sequence, TypeVar + + +class Entity: + """ + Une entité dans le monde. + + Cette classe ne contient pas les composants, elle est juste un + utilitaire pour acceder au monde plus facilement. + """ + + __T = TypeVar("__T") + """ + Ce type est utilisé pour permettre la gestion des types + pour certaines fonctions. Par exemple, la fonction `__getitem__` + utilise cette variable pour retourner un object du type demandé. + Cela permet d'avoir des vérifications de types et de l'autocomplétion + en utilisant notre IDE. + """ + + def __init__(self, world: "World", identifier: int) -> None: + self.__world = world + self.__identifier = identifier + + @property + def world(self) -> "World": + """ + Le monde dans lequel se trouve l'entité. + """ + return self.__world + + @property + def identifier(self) -> int: + """ + L'identifiant de l'entité dans le monde. + """ + return self.__identifier + + def __eq__(self, __value: object) -> bool: + if isinstance(__value, Entity): + return self.__identifier == __value.identifier + return False + + def __hash__(self) -> int: + return self.__identifier + + def __repr__(self) -> str: + return f"Entity({self.__identifier})" + + def __getitem__(self, component_type: type[__T]) -> __T: + return self.__world.get_component(self, component_type) + + def __delitem__(self, component_type: type[object]): + self.__world.remove_component(self, component_type) + + def __setitem__(self, component_type: type[__T], component: __T): + if component_type != type(component): + component = component_type(component) + self.__world.set_component(self, component) + + def __contains__(self, component_type: type[object]) -> bool: + return self.__world.has_component(self, component_type) + + def __len__(self) -> int: + return len(self.__world.all_components(self)) + + def __iter__(self) -> Iterator[object]: + return iter(self.__world.all_components(self)) + + def get(self, component_type: type[__T], default: Optional[__T] = None) -> __T: + """ + Renvoie le composant de type `component_type` de l'entité. + Si aucun composant de type `component_type` n'est dans l'entité: + - Si `default` est None, une exception sera levé. + - Sinon, `default` sera renvoyé. + + Paramètres: + - `component_type`: le type du composant à obtenir. + - `default`: le composant renvoyé si aucun composant de type + `component_type` n'est dans l'entité. + """ + return self.__world.get_component(self, component_type, default) + + def set(self, *components: object): + """ + Ajoute des composants a l'entité. Si un composant du même type est + déja dans l'entité, le composant sera remplacé par le nouveau. + + Paramètres: + - `*components`: les composants à ajouter. + """ + for component in components: + self.__world.set_component(self, component) + + def remove(self, *component_types: type[object]): + """ + Supprime les composants de type `*component_types` de l'entité. Si il n'y a pas de + composant de type `*component_types` dans l'entité, la fonction ne fait rien. + + Paramètres: + - `*component_types`: les types de composant à supprimer. + """ + for component_type in component_types: + self.__world.remove_component(self, component_type) + + def destroy(self): + """ + Supprime tous les composants de l'entité. + """ + self.remove(*[type(component) for component in self]) + + +class World(Entity): + """ + Un monde qui contient les entités. + + Le monde hérite de `Entity` ce qui permet de stoquer des composants + globaux, relatif au monde. + """ + + __T = TypeVar("__T") + """ + Ce type est utilisé pour permettre la gestion des types + pour certaines fonctions. Par exemple, la fonction `get_component` + utilise cette variable pour retourner un object du type demandé. + Cela permet d'avoir des vérifications de types et de l'autocomplétion + en utilisant notre IDE. + """ + + def __init__(self): + super().__init__(self, 0) + self.__components: dict[int, dict[type[object], object]] = {} + self.__entities: dict[type[object], set[int]] = {} + self.__next_id: int = 1 + + def new_entity(self) -> "Entity": + """ + Créer une nouvelle entité dans le monde et la renvoie. + + Techiquelement, cette fonction ne créer pas de nouvelle entité, + car une entité n'est stoqué que si elle a au moins un composant. + Cette fonction renvoie la classe utilitaire `Entity` qui contient + juste un identifiant unique pour cette entité afin de pouvoir + ajouter des composants à cette entité plus tard. + """ + entity = Entity(self, self.__next_id) + self.__next_id += 1 + return entity + + def set_component(self, entity: "Entity", component: object): + """ + Ajoute un composant a une entité. Si un composant du même type est + déja dans l'entité, le composant sera remplacé par le nouveau. + + Paramètres: + - `entity`: l'entité dans lequelle ajouter le composant. + - `component`: le composant à ajouter. + """ + self.__components.setdefault(entity.identifier, {})[type(component)] = component + self.__entities.setdefault(type(component), set()).add(entity.identifier) + + def get_component( + self, entity: "Entity", component_type: type[__T], default: Optional[__T] = None + ) -> __T: + """ + Renvoie le composant de type `component_type` de l'entité `entity`. + Si aucun composant de type `component_type` n'est dans l'entité: + - Si `default` est None, une exception sera levé. + - Sinon, `default` sera renvoyé. + + Paramètres: + - `entity`: l'entité dont on veut obtenir le composant. + - `component_type`: le type du composant à obtenir. + - `default`: le composant renvoyé si aucun composant de type + `component_type` n'est dans l'entité. + """ + component = self.__components.get(entity.identifier, {}).get( + component_type, default + ) + if component is None: + raise ValueError( + f"Entity {entity} has no component of type {component_type}." + ) + return component # type: ignore + + def has_component(self, entity: "Entity", component_type: type[object]) -> bool: + """ + Renvoie si l'entité `entity` a un composant de type `component_type`. + + Paramètres: + - `entity`: l'entité dont on veut savoir si il a un composant. + - `component_type`: le type du composant à verifier. + """ + return component_type in self.__components.get(entity.identifier, {}) + + def remove_component(self, entity: "Entity", component_type: type[object]): + """ + Supprime le composant de type `component_type` de l'entité `entity`. Si il n'y a pas de + composant de type `component_type` dans l'entité, la fonction ne fait rien. + + Paramètres: + - `entity`: l'entité dont on veut supprimer le composant. + - `component_type`: le type du composant à supprimer. + """ + entity_components = self.__components.get(entity.identifier, {}) + component = entity_components.pop(component_type, None) + if component is not None: + self.__entities[component_type].remove(entity.identifier) + if len(entity_components) == 0: + del self.__components[entity.identifier] + + def all_components(self, entity: "Entity") -> list[object]: + """ + Renvoie une liste de tous les composants qui sont dans l'entité `entity`. + + Paramètres: + - `entity`: l'entité dont on veut obtenir les composants. + """ + return list(self.__components.get(entity.identifier, {}).values()) + + def query( + self, *needed: type[object], without: Sequence[type[object]] = () + ) -> set["Entity"]: + """ + Renvoie un set d'`Entity` qui ont tous les composants de type *needed + et qui n'ont aucun des composants de type *without. + + Paramètres: + - `*needed`: les types de composants des entités a renvoyer. + - `without`: les types de composants des entités a exclure. + """ + entities = ( + set(self.__components.keys()) + if len(needed) == 0 + else set(self.__entities.get(needed[0], set())) + ) + entities.difference_update((0,)) + for component_type in needed[1:]: + entities.intersection_update(self.__entities.get(component_type, set())) + for component_type in without: + entities.difference_update(self.__entities.get(component_type, set())) + return {Entity(self, entity_id) for entity_id in entities} diff --git a/src/engine/math.py b/src/engine/math.py new file mode 100644 index 0000000..8a92934 --- /dev/null +++ b/src/engine/math.py @@ -0,0 +1,99 @@ +""" +Module contenant des utilitaires mathématiques. +""" + + +import math +from typing import SupportsFloat, Union + + +class Vec2: + """ + Un vecteur 2D + """ + + def __init__(self, *args: Union[SupportsFloat, "Vec2"]): + if ( + len(args) == 2 + and isinstance(args[0], SupportsFloat) + and isinstance(args[1], SupportsFloat) + ): + self.x = float(args[0]) + self.y = float(args[1]) + elif len(args) == 1: + if isinstance(args[0], Vec2): + self.x = args[0].x + self.y = args[0].y + else: + self.x = float(args[0]) + self.y = float(args[0]) + elif len(args) == 0: + self.x = 0.0 + self.y = 0.0 + else: + raise ValueError("Invalid number of arguments") + + def __add__(self, other: object) -> "Vec2": + if isinstance(other, Vec2): + return Vec2(self.x + other.x, self.y + other.y) + elif isinstance(other, SupportsFloat): + return Vec2(self.x + float(other), self.y + float(other)) + raise ValueError( + f"Unsupported operand type(s) for +: 'Vec2' and '{type(other)}'" + ) + + def __sub__(self, other: object) -> "Vec2": + if isinstance(other, Vec2): + return Vec2(self.x - other.x, self.y - other.y) + elif isinstance(other, SupportsFloat): + return Vec2(self.x - float(other), self.y - float(other)) + raise ValueError( + f"Unsupported operand type(s) for -: 'Vec2' and '{type(other)}'" + ) + + def __mul__(self, other: object) -> "Vec2": + if isinstance(other, Vec2): + return Vec2(self.x * other.x, self.y * other.y) + elif isinstance(other, SupportsFloat): + return Vec2(self.x * float(other), self.y * float(other)) + raise ValueError( + f"Unsupported operand type(s) for *: 'Vec2' and '{type(other)}'" + ) + + def __truediv__(self, other: object) -> "Vec2": + if isinstance(other, Vec2): + return Vec2(self.x / other.x, self.y / other.y) + elif isinstance(other, SupportsFloat): + return Vec2(self.x / float(other), self.y / float(other)) + raise ValueError( + f"Unsupported operand type(s) for /: 'Vec2' and '{type(other)}'" + ) + + def __eq__(self, other: object) -> bool: + if isinstance(other, Vec2): + return self.x == other.x and self.y == other.y + return False + + def __hash__(self) -> int: + return hash((self.x, self.y)) + + def __neg__(self) -> "Vec2": + return Vec2(-self.x, -self.y) + + @property + def length(self) -> float: + """ + Retourne la longueur du vecteur. + """ + return math.sqrt(self.x**2 + self.y**2) + + @property + def normalized(self) -> "Vec2": + """ + Retourne une version normalisé du vecteur. + """ + length = self.length + return Vec2(self.x / length, self.y / length) + + def __repr__(self) -> str: + return f"Vec2({self.x}, {self.y})" diff --git a/src/main.py b/src/main.py index 539ed7c..58ac896 100644 --- a/src/main.py +++ b/src/main.py @@ -1,20 +1,10 @@ """ -Example de l'utilisation du moteur de jeu. +Module d'exemple de l'utilisation du moteur de jeu. """ - from engine import start_game -from scenes import classique, menteur, menu, directory_search, tricheur +from plugins import defaults +from scenes import menu -start_game( - { - "menu": menu.SCENE, - "classique": classique.SCENE, - "menteur": menteur.SCENE, - "tricheur": tricheur.SCENE, - "histoire": directory_search.SCENE, - }, - "menu", - title="Guess The Number", -) +start_game(defaults.PLUGIN, menu.SCENE) diff --git a/src/plugins/__init__.py b/src/plugins/__init__.py index 25d84e6..63ddc3a 100644 --- a/src/plugins/__init__.py +++ b/src/plugins/__init__.py @@ -1,3 +1,10 @@ """ -Contient des plugins pour certaines features du jeu. +Module contenant tous les plugins du jeu. + +Un plugin est une scène pouvant être ajouté a d'autres scènes +afin d'ajouter des fonctionnalités au jeu. + +Le but est de faire en sorte que les plugins soient génériques +afin de pouvoir les utilisers dans plusieurs scènes et donc +éviter de répéter plusieurs fois le même code. """ diff --git a/src/plugins/animation.py b/src/plugins/animation.py new file mode 100644 index 0000000..9aa251a --- /dev/null +++ b/src/plugins/animation.py @@ -0,0 +1,110 @@ +""" +Un plugin qui permet de jouer des animations de sprites. +""" + +from typing import Callable + +import pygame +from engine import GlobalPlugin +from engine.ecs import Entity, World +from plugins.assets import Assets +from plugins.render import Sprite +from plugins.timing import Delta + + +class Animation: + """ + Composant qui contient toutes les informations d'une animation est en cour + sur l'entité. + """ + + def __init__( + self, + name: str, + fps: float = 60.0, + loop: bool = False, + callback: Callable[[World, Entity], object] = lambda _w, _e: None, + ) -> None: + self.name = name + self.fps = fps + self.loop = loop + self.callback = callback + self.timer = 0.0 + self.ended = False + + def wait(self) -> Callable[[World], bool]: + """ + Utilitaire de `Coroutine` permettant d'attendre que l'animation soit finie. + """ + return lambda world: self.ended + + +def __update_sprite(entity: Entity, texture: pygame.Surface, assets: Assets): + """ + Change la texture de la `Sprite` d'une entité. + + Si l'entité n'as pas de `Sprite`, une nouvelle `Sprite` sera ajoutée. + Si la texture est la texture d'erreur, la texture de la `Sprite` ne + sera pas changée. + """ + if texture is assets.error_texture: + return + if Sprite not in entity: + entity[Sprite] = Sprite(texture) + else: + entity[Sprite].texture = texture + + +def __update_animations(world: World) -> None: + """ + Met à jour les sprites des animations. + """ + assets = world[Assets] + delta = world[Delta] + for entity in world.query(Animation): + animation = entity[Animation] + animation.timer += delta + + # On récupère la texture correspondante a la frame de l'animation + frame_index = int(animation.timer * animation.fps) + texture = assets.get_texture(f"{animation.name}/{frame_index:04d}") + + # Si la texture n'existe pas, l'animation est finie + if texture is assets.error_texture: + if animation.loop: + # Si l'animation est une boucle on met la première image de l'animation + animation.timer = 0.0 + __update_sprite( + entity, assets.get_texture(f"{animation.name}/0000"), assets + ) + + # Et on appelle la fonction de callback + animation.callback(world, entity) + else: + # Sinon on supprime le composant `Animation` + del entity[Animation] + animation.ended = True + + # On trouve la dernière image de l'animation et on met à jour la texture + while texture is assets.error_texture: + frame_index -= 1 + texture = assets.get_texture(f"{animation.name}/{frame_index:04d}") + if frame_index < 0: + break + if texture is not assets.error_texture: + __update_sprite(entity, texture, assets) + + # Et on appelle la fonction de callback + animation.callback(world, entity) + else: + # Si l'animation n'est pas finie, on met à jour la texture + __update_sprite(entity, texture, assets) + animation.ended = False + + +PLUGIN = GlobalPlugin( + [], + [], + [__update_animations], + [], +) diff --git a/src/plugins/assets.py b/src/plugins/assets.py new file mode 100644 index 0000000..188357d --- /dev/null +++ b/src/plugins/assets.py @@ -0,0 +1,261 @@ +""" +Un plugin qui gère les assets du jeu. +""" + +import glob +import random +import pygame +from engine import CurrentScene, GlobalPlugin, KeepAlive, Scene +from engine.ecs import World +from plugins import render + + +class Assets(KeepAlive): + """ + Ressource qui gère les assets du jeu. + """ + + def __init__(self): + # Création de la texture d'erreur + error_texture = pygame.Surface((256, 256)) + error_texture.fill((0, 0, 0)) + pygame.draw.rect(error_texture, (255, 0, 255), (0, 0, 128, 128)) + pygame.draw.rect(error_texture, (255, 0, 255), (128, 128, 128, 128)) + self.__error_texture = error_texture.convert() + + # Chragement du son d'erreur + self.__error_sound = pygame.mixer.Sound("assets/error.mp3") + + # Chargement des textures de chargement + self.__unloaded_texture = pygame.image.load("assets/unloaded.png").convert() + self.__loaded_texture = pygame.image.load("assets/loaded.png").convert() + + # Cache des ressources + self.__textures: dict[str, pygame.Surface] = {} + self.__fonts: dict[int, pygame.font.Font] = {} + self.__texts: dict[tuple[int, str], pygame.Surface] = {} + self.__sounds: dict[str, pygame.mixer.Sound] = {} + + @property + def error_texture(self) -> pygame.Surface: + """ + La texture d'erreur. + + Cette texture est utilisé lorsque la texture demandée n'existe pas. + """ + return self.__error_texture + + @property + def error_sound(self) -> pygame.mixer.Sound: + """ + Le son d'erreur. + + Cette texture est utilisé lorsque le son demandé n'existe pas. + """ + return self.__error_sound + + @property + def unloaded_texture(self) -> pygame.Surface: + """ + La texture de chargement qui s'affiche au début du chargement et qui + est progressivement remplacé par la texture `loaded_texture`. + """ + return self.__unloaded_texture + + @property + def loaded_texture(self) -> pygame.Surface: + """ + La texture de chargement qui s'affiche progressivement lors d'un chargement. + """ + return self.__loaded_texture + + def load_texture(self, name: str, path: str) -> pygame.Surface: + """ + Charge une texture et la renvoi. Si une texture existe déja dans le cache, + elle sera remplacée par la nouvelle. + """ + surface = pygame.image.load(path).convert_alpha() + self.__textures[name] = surface + return surface + + def get_texture(self, name: str) -> pygame.Surface: + """ + Renvoie la texture demandée. + + Si la texture n'existe pas dans le cache, la texture d'erreur sera renvoyée. + """ + return self.__textures.get(name, self.__error_texture) + + def get_font(self, size: int) -> pygame.font.Font: + """ + Renvoie la police d'ecriture du jeu avec la taille demandée. + + Cette fonction charge le fichier `assets/font.ttf` pour la taille demandée + et la met dans le cache. Si la police d'ecriture existe déjà dans le cache, + elle sera renvoyée directement. + """ + font = self.__fonts.get(size) + if font is None: + font = self.__fonts[size] = pygame.font.Font("assets/font.ttf", size) + return font + + def get_text(self, size: int, text: str, color: pygame.Color) -> pygame.Surface: + """ + Renvoie une image correspondant à la chaîne de caractères demandée avec + la taille de police demandée et la couleur demandée. + + Si l'image du texte demandé n'est pas dans le cache, elle sera créer + puis mis dans le cache et enfin renvoyée. + """ + surface = self.__texts.get((size, text)) + if surface is None: + surface = self.__texts[(size, text)] = self.get_font(size).render( + text, True, color + ) + return surface + + def load_sound(self, name: str, path: str) -> pygame.mixer.Sound: + """ + Charge un son et le renvoi. Si un son existe déja dans le cache, + il sera remplacé par le nouveau. + """ + sound = pygame.mixer.Sound(path) + self.__sounds[name] = sound + return sound + + def get_sound(self, name: str) -> pygame.mixer.Sound: + """ + Renvoie le son demandé. + + Si le son n'existe pas dans le cache, le son d'erreur sera renvoyé. + """ + return self.__sounds.get(name, self.__error_sound) + + def clear_cache(self): + """ + Vide le cache des assets. + + Les fonts ne sont pas effacés car ils n'y a normalement pas énormément + de taille de police différentes utilisées. + """ + self.__textures.clear() + self.__texts.clear() + self.__sounds.clear() + + +def __initialize(world: World): + """ + Ajoute la ressource `Assets` au monde. + """ + world.set(Assets()) + + +PLUGIN = GlobalPlugin( + [__initialize], + [], + [], + [], +) + + +def loading_scene(target: Scene, name: str, clear_cache: bool = True): + """ + Retourne une scène de chargement des assets qui passe à la scène donné + en paramètres lorsque tous les assets de la scène sont chargées. + + Paramètres: + - `target`: la scène qui sera lancé après le chargement des assets. + - `name`: le nom de la scène, ce nom est utilisé pour savoir dans quel + dossier sont les assets de la scène. Les assets de la scène + seront récupéré dans le dossier `assets/`. + """ + + class AssetIterator: + """ + Une ressource qui contient un itérateur sur les fichiers des assets + de la scène à charger. + """ + + def __init__(self): + self.files = glob.glob(f"assets/{name}/**/*", recursive=True) + self.files.extend(glob.glob("assets/global/**/*", recursive=True)) + random.shuffle(self.files) + self.total = len(self.files) + + @staticmethod + def prepare_world(world: World): + """ + Retire toutes les ressource précédentes du monde puis + ajoute `ResourceIterator` et la barre de progression dans le monde. + """ + assets = world[Assets] + if clear_cache: + assets.clear_cache() + asset_iterator = AssetIterator() + world.set(AssetIterator()) + if asset_iterator.total <= 30: + for _ in range(asset_iterator.total): + asset_iterator.load_next(world) + else: + world.new_entity().set( + render.Sprite(assets.unloaded_texture, order=1000000000) + ) + world.new_entity().set( + ProgessBar(), + render.Sprite( + assets.loaded_texture, + order=1000000001, + area=(0, 0, 0, render.HEIGHT), + ), + ) + + @staticmethod + def load_next(world: World): + """ + Charge le fichier suivant de l'itérateur. + """ + assets = world[Assets] + asset_iterator = world[AssetIterator] + if len(asset_iterator.files) == 0: + world[CurrentScene] = target + else: + file = asset_iterator.files.pop().replace("\\", "/") + ressource_extension = file.split(".")[-1] + prefix = ( + "assets/global/" + if file.startswith("assets/global/") + else f"assets/{name}/" + ) + ressource_name = file[len(prefix) : -len(ressource_extension) - 1] + if ressource_extension in ("png", "jpg"): + assets.load_texture(ressource_name, file) + if ressource_extension in ("mp3", "wav", "ogg"): + assets.load_sound(ressource_name, file) + + class ProgessBar: + """ + Composant marquant une entité comme étant une barre de progression. + """ + + @staticmethod + def render(world: World): + """ + Affiche une barre de progression du chargement des assets. + """ + # Calcul du pourcentage de chargement + asset_iterator = world[AssetIterator] + if asset_iterator.total == 0: + progress = 0.0 + else: + file_loaded = asset_iterator.total - len(asset_iterator.files) + progress = file_loaded / asset_iterator.total + + # Affichage de la barre de progression + for progress_bar in world.query(ProgessBar): + progress_bar[render.Sprite].area = (0, 0, progress, 1.0) + + return Scene( + [AssetIterator.prepare_world], + [AssetIterator.load_next, ProgessBar.render], + [], + ) diff --git a/src/plugins/click.py b/src/plugins/click.py new file mode 100644 index 0000000..d4548fa --- /dev/null +++ b/src/plugins/click.py @@ -0,0 +1,48 @@ +""" +Un plugin permettant de savoir si l'on a cliqué sur une entité. +""" + +from typing import Callable +from engine import GlobalPlugin +from engine.ecs import Entity, World +from plugins.hover import Hovered +from plugins.inputs import Pressed +from plugins.render import Sprite + + +class Clicked: + """ + Component ajouté a toutes les entitées qui viennent d'être cliqué. + """ + + +class Clickable: + """ + Composant qui permet d'executer une fonction lorsqu'une entité est cliquee. + """ + + def __init__(self, callback: Callable[[World, Entity], object]): + self.callback = callback + + +def __update_clicked(world: World): + """ + Met à jour les composants `Clicked`. + """ + mouse_click = "button_1" in world[Pressed] + sprite_entities = world.query(Sprite) + for entity in sprite_entities: + if Hovered in entity and mouse_click: + entity[Clicked] = Clicked() + if Clickable in entity: + entity[Clickable].callback(world, entity) + else: + del entity[Clicked] + + +PLUGIN = GlobalPlugin( + [], + [__update_clicked], + [], + [], +) diff --git a/src/plugins/coroutine.py b/src/plugins/coroutine.py new file mode 100644 index 0000000..6b30659 --- /dev/null +++ b/src/plugins/coroutine.py @@ -0,0 +1,85 @@ +""" +Plugin permettant d'executer des coroutine. + +Une coroutine est une fonction qui est executée sur plusieurs frames, +cela permet d'executer du code comme si il s'agissait d'une fonction +classique tout en laissant tourner la boucle du jeu. Il est a noter que +cette fonction n'est pas lancé dans une autre thread, la fonction est +executé dans le thread principal, mais lorsqu'un `yield` est utilisé, +l'execution de la fonction est arrêté jusqu'a ce que la condition donné +par le `yield` soit remplie, ce qui permet au thread principal de pouvoir +continuer de faire le rendu et la logique du jeu. Faire un traivail bloquant +dans une coroutine auras donc un impacte sur le nombre d'images par secondes +du jeu. +""" + + +from time import time +from typing import Callable, Generator, Optional +from engine import GlobalPlugin +from engine.ecs import Entity, World +from plugins.timing import GlobalTime + + +def wait(seconds: float) -> Callable[[World], bool]: + """ + Utilitaire de `Coroutine` permettant d'attendre un certain temps. + """ + stop_time = time() + seconds + return lambda world: world[GlobalTime] >= stop_time + + +def condition(condition_function: Callable[[World], bool]) -> Callable[[World], bool]: + """ + Utilitaire de `Coroutine` permettant d'attendre que la condition soit réalisé avant + de continuer l'execution. + """ + return condition_function + + +class Coroutine: + """ + Composant permettant d'executer une coroutine. + """ + + def __init__(self, generator: Generator[Callable[[World], bool], None, None]): + self.generator = generator + self.__condition: Optional[ # pylint: disable=unused-private-member + Callable[[World], bool] + ] = None + + @staticmethod + def update(entity: Entity): + """ + Met à jour la coroutine d'une entité. + + Si l'entité n'as pas de `Coroutine` la fonction ne fait rien. + """ + if Coroutine not in entity: + return + coroutine = entity[Coroutine] + if coroutine.__condition is None: + coroutine.__condition = next( # pylint: disable=unused-private-member + coroutine.generator, None + ) + if coroutine.__condition is None: + del entity[Coroutine] + return + if coroutine.__condition(entity.world): + coroutine.__condition = None # pylint: disable=unused-private-member + + +def __update_coroutines(world: World): + """ + Met à jour les coroutine du jeu. + """ + for entity in world.query(Coroutine): + Coroutine.update(entity) + + +PLUGIN = GlobalPlugin( + [], + [__update_coroutines], + [], + [], +) diff --git a/src/plugins/defaults.py b/src/plugins/defaults.py new file mode 100644 index 0000000..6865776 --- /dev/null +++ b/src/plugins/defaults.py @@ -0,0 +1,32 @@ +""" +Plugin qui rassemple tous les plugins globaux. +""" + +from plugins import ( + animation, + assets, + click, + coroutine, + display, + hover, + inputs, + render, + sound, + text, + timing, +) + + +PLUGIN = ( + display.PLUGIN + + timing.PLUGIN + + assets.PLUGIN + + inputs.PLUGIN + + hover.PLUGIN + + click.PLUGIN + + coroutine.PLUGIN + + sound.PLUGIN + + text.PLUGIN + + animation.PLUGIN + + render.PLUGIN +) diff --git a/src/plugins/display.py b/src/plugins/display.py new file mode 100644 index 0000000..cddd456 --- /dev/null +++ b/src/plugins/display.py @@ -0,0 +1,33 @@ +""" +Un plugin pour la gestion de la fenetre du jeu. +""" + + +import pygame +from engine.ecs import World +from engine import GlobalPlugin + + +def __initialize(_world: World): + """ + Initialise pygame et les ressources pour la gestion de la fenetre. + """ + pygame.init() + pygame.display.set_caption("Guess The Number") + pygame.display.set_icon(pygame.image.load("assets/icon.png")) + pygame.display.set_mode((800, 600), pygame.RESIZABLE) + + +def __terminate(_world: World): + """ + Arrête pygame. + """ + pygame.quit() + + +PLUGIN = GlobalPlugin( + [__initialize], + [], + [], + [__terminate], +) diff --git a/src/plugins/hover.py b/src/plugins/hover.py new file mode 100644 index 0000000..c73ea65 --- /dev/null +++ b/src/plugins/hover.py @@ -0,0 +1,92 @@ +""" +Un plugin permettant de savoir si la souris est par dessus une entité. +""" + + +import pygame + +from engine import GlobalPlugin +from engine.ecs import World +from engine.math import Vec2 +from plugins.inputs import MousePosition +from plugins.render import Sprite + + +class HoverEnter: + """ + Composant indicant que l'entité vient de commencer a être survolée par la souris. + """ + + +class Hovered: + """ + Composant indicant que l'entité est survolée par la souris. + """ + + +class HoverExit: + """ + Composant indicant que la souris viens d'arreter de survoler l'entité. + """ + + +class HoveredTexture: + """ + Composant permettant de changer la texture d'une entité lorsque + celle-ci est survolée par la souris. + """ + + def __init__(self, normal: pygame.Surface, hovered: pygame.Surface): + self.normal = normal + self.hovered = hovered + + +def __update_hovered(world: World): + """ + Vérifie le survol de la souris sur les entitées. + """ + # On met à jour les composants + mouse_position = world[MousePosition] + for entity in world.query(Sprite): + # Récupération de la position et taille de l'entité + sprite = entity[Sprite] + size = Vec2(*sprite.texture.get_size()) * Vec2(*sprite.area[2:]) + position = sprite.position - (sprite.origin * size) + + # On détermine si la souris est sur l'entité + if ( + mouse_position.x >= position.x + and mouse_position.x <= position.x + size.x + and mouse_position.y >= position.y + and mouse_position.y <= position.y + size.y + ): + if Hovered not in entity: + entity[HoverEnter] = HoverEnter() + else: + del entity[HoverEnter] + entity[Hovered] = Hovered() + else: + if Hovered in entity: + entity[HoverExit] = HoverExit() + else: + del entity[HoverExit] + del entity[Hovered] + + # On affiche la bonne texture + for entity in world.query(HoveredTexture): + if Hovered in entity: + texture = entity[HoveredTexture].hovered + else: + texture = entity[HoveredTexture].normal + if Sprite in entity: + entity[Sprite].texture = texture + else: + entity[Sprite] = Sprite(texture) + + +PLUGIN = GlobalPlugin( + [], + [__update_hovered], + [], + [], +) diff --git a/src/plugins/inputs.py b/src/plugins/inputs.py new file mode 100644 index 0000000..7c7f59b --- /dev/null +++ b/src/plugins/inputs.py @@ -0,0 +1,90 @@ +""" +Un plugin permettant de gérer les entrées utilisateur du jeu. +""" + +import pygame +from engine import CurrentScene, GlobalPlugin, KeepAlive +from engine.ecs import World +from engine.math import Vec2 +from plugins import render + + +class Pressed(KeepAlive, set[str]): + """ + Ressource qui correspond aux touches qui viennent d'être préssées par l'utilisateur. + + Pour les boutons de la souris la touche sera nommée `button_x` avec `x` le numéro du bouton. + """ + + +class Held(KeepAlive, set[str]): + """ + Ressource qui correspond aux touches qui sont actuellement préssées par l'utilisateur. + """ + + +class Released(KeepAlive, set[str]): + """ + Ressource qui correspond aux touches qui viennent d'être relachées par l'utilisateur. + """ + + +class MousePosition(KeepAlive, Vec2): + """ + Ressource qui correspond à la position de la souris. + """ + + +def __initialize(world: World): + """ + Initialise des ressources pour la gestion des entrées utilisateur. + """ + world.set(Pressed(), Held(), Released(), MousePosition()) + + +def __update_input(world: World): + """ + Met à jour les ressources qui permettent de savoir quels sont les + entrées utilisateur. + """ + # On récupère les ressources + pressed = world[Pressed] + held = world[Held] + released = world[Released] + + # On clear les touches pressées et relachées + pressed.clear() + released.clear() + + # On récupère les évenements de pygame + for event in pygame.event.get(): + if event.type == pygame.QUIT: + del world[CurrentScene] + elif event.type == pygame.KEYDOWN: + key_name = pygame.key.name(event.key) + held.add(key_name) + pressed.add(key_name) + elif event.type == pygame.KEYUP: + key_name = pygame.key.name(event.key) + held.remove(key_name) + released.add(key_name) + elif event.type == pygame.MOUSEBUTTONDOWN: + held.add(f"button_{event.button}") + pressed.add(f"button_{event.button}") + elif event.type == pygame.MOUSEBUTTONUP: + held.remove(f"button_{event.button}") + released.add(f"button_{event.button}") + elif event.type == pygame.MOUSEMOTION: + x, y, w, h = render.calculate_surface_rect() + world[MousePosition] = Vec2( + ((event.pos[0] - x) / w) * render.WIDTH, + ((event.pos[1] - y) / h) * render.HEIGHT, + ) + + +PLUGIN = GlobalPlugin( + [__initialize], + [__update_input], + [], + [], +) diff --git a/src/plugins/render.py b/src/plugins/render.py new file mode 100644 index 0000000..f8aec72 --- /dev/null +++ b/src/plugins/render.py @@ -0,0 +1,106 @@ +""" +Un plugin qui s'occupe de rendre des choses dans la fenetre. +""" + +from typing import Optional +import pygame +from engine import GlobalPlugin, KeepAlive +from engine.ecs import World +from engine.math import Vec2 + + +WIDTH = 1440 +HEIGHT = 1080 +RATIO = WIDTH / HEIGHT +INVERT_RATIO = HEIGHT / WIDTH + + +def calculate_surface_rect() -> tuple[float, float, float, float]: + """ + Calcule et renvoie un rectangle qui corresponed a la zone dans laquelle le jeu est rendu. + """ + width, height = pygame.display.get_surface().get_size() + if width / height < RATIO: + target_height = width * INVERT_RATIO + offset = (height - target_height) / 2 + return 0.0, offset, float(width), target_height + target_width = height * RATIO + offset = (width - target_width) / 2 + return offset, 0.0, target_width, float(height) + + +class Surface(KeepAlive, pygame.Surface): + """ + Ressource qui stocke la surface de rendu du jeu. + """ + + +class Sprite: + """ + Composant donnant la texture d'une entité, sa position et son ordre de rendu. + """ + + def __init__( + self, + texture: pygame.Surface, + position: Vec2 = Vec2(0), + order: float = -1.0, + area: Optional[tuple[float, float, float, float]] = None, + origin: Vec2 = Vec2(0), + ): + self.texture = texture + self.position = position + self.order = order + if area is None: + self.area = (0.0, 0.0, 1.0, 1.0) + else: + self.area = area + self.origin = origin + + +def __initialize(world: World): + """ + Prépare le monde pour la gestion du rendu. + """ + world.set(Surface((WIDTH, HEIGHT))) + + +def __render(world: World): + """ + Rend le monde du jeu sur la surface puis l'affiche sur la fenetre. + """ + # On rend le monde sur la surface + surface = world[Surface] + sprites = [entity[Sprite] for entity in world.query(Sprite)] + for sprite in sorted(sprites, key=lambda sprite: sprite.order): + original_size = Vec2(*sprite.texture.get_size()) + size = original_size * Vec2(*sprite.area[2:]) + position = sprite.position - (sprite.origin * size) + surface.blit( + sprite.texture, + (position.x, position.y), + ( + sprite.area[0] * original_size.x, + sprite.area[1] * original_size.y, + sprite.area[2] * original_size.x, + sprite.area[3] * original_size.y, + ), + ) + + # On affiche la surface sur la fenetre + rect = calculate_surface_rect() + pygame.transform.set_smoothscale_backend("MMX") + pygame.transform.smoothscale( + surface, + (rect[2], rect[3]), + pygame.display.get_surface().subsurface(rect), + ) + pygame.display.flip() + + +PLUGIN = GlobalPlugin( + [__initialize], + [], + [__render], + [], +) diff --git a/src/plugins/smooth.py b/src/plugins/smooth.py index 0f9681e..051f9eb 100644 --- a/src/plugins/smooth.py +++ b/src/plugins/smooth.py @@ -2,7 +2,10 @@ Un plugin permettant de faire des déplacements fluides des entités. """ -from engine import Delta, Position, Scene, Vec2, World +from engine import Plugin, World +from engine.math import Vec2 +from plugins.render import Sprite +from plugins.timing import Delta class Target(Vec2): @@ -21,16 +24,16 @@ def __update_positions(world: World): """ Met à jour la position des entités pour se rapprocher de la position voulue. """ - for entity in world.query(Position, Target): - position = entity[Position] + for entity in world.query(Sprite, Target): + sprite = entity[Sprite] target = entity[Target] speed = entity[Speed] if Speed in entity else Speed(10) - entity[Position] = Position( - position + (target - position) * world[Delta] * speed + sprite.position = ( + sprite.position + (target - sprite.position) * world[Delta] * speed ) -PLUGIN = Scene( +PLUGIN = Plugin( [], [__update_positions], [], diff --git a/src/plugins/sound.py b/src/plugins/sound.py new file mode 100644 index 0000000..6bc76b8 --- /dev/null +++ b/src/plugins/sound.py @@ -0,0 +1,122 @@ +""" +Un plugin permettant de jouer des sons. +""" + + +import random +from typing import Callable +import pygame +from engine import GlobalPlugin, KeepAlive +from engine.ecs import Entity, World +from plugins.assets import Assets + + +class Channels(KeepAlive, dict[Entity, pygame.mixer.Channel]): + """ + Ressource qui stoque les sons actuellement joués dans le jeu. + """ + + +class Sound: + """ + Composant permettant de jouer un son. + """ + + def __init__( + self, + sound: pygame.mixer.Sound, + loop: bool = False, + volume: float = 1.0, + fade_ms: int = 0, + callback: Callable[[World, Entity], object] = lambda _w, _e: None, + ): + self.sound = sound + self.loop = loop + self.volume = volume + self.fade_ms = fade_ms + self.callback = callback + + +class MultiSound: + """ + Composant qui quand il est ajouté a une entité, il joue un son aléatoire + parmis la liste de ses sons, il est ensuite retiré de l'entité. + + Ce composant est fait pour être définis en tant que constante + puis utilisé ensuite, pour cela il prend seulement le nom des + sons au lieu des sons eux memes. Les sons seront donc récupérés + a l'aide de `Assets`. + """ + + def __init__( + self, + *sound_names: str, + loop: bool = False, + volume: float = 1.0, + fade_ms: int = 0, + callback: Callable[[World, Entity], object] = lambda _w, _e: None, + ): + self.sound_names = sound_names + self.loop = loop + self.volume = volume + self.fade_ms = fade_ms + self.callback = callback + + +def __initialize(world: World): + """ + Ajoute les ressources utiles pour le plugin. + """ + world.set(Channels()) + + +def __update_sounds(world: World): + """ + Met à jour les sons du jeu. + """ + # Ajout des sons aléatoires + assets = world[Assets] + for entity in world.query(MultiSound): + multi_sound = entity[MultiSound] + sound = assets.get_sound(random.choice(multi_sound.sound_names)) + entity[Sound] = Sound( + sound, + multi_sound.loop, + multi_sound.volume, + multi_sound.fade_ms, + multi_sound.callback, + ) + del entity[MultiSound] + + # Ajout des sons non gérés + channels = world[Channels] + sound_entities = world.query(Sound) + for entity in sound_entities: + if entity not in channels: + sound = entity[Sound] + channel = sound.sound.play(sound.loop, fade_ms=sound.fade_ms) + if channel is not None: # type: ignore + channel.set_volume(sound.volume) + channels[entity] = channel + + # On supprime les sons qui sont arrêtés ou qui n'ont plus d'entité + channels_to_remove: list[Entity] = [] + for entity, channel in channels.items(): + if not channel.get_busy() and Sound in entity: + callback = entity[Sound].callback + del entity[Sound] + callback(world, entity) + channels_to_remove.append(entity) + elif entity not in sound_entities: + channel.stop() + channels_to_remove.append(entity) + for entity in channels_to_remove: + del channels[entity] + + +PLUGIN = GlobalPlugin( + [__initialize], + [], + [__update_sounds], + [], +) diff --git a/src/plugins/text.py b/src/plugins/text.py new file mode 100644 index 0000000..8d08c5c --- /dev/null +++ b/src/plugins/text.py @@ -0,0 +1,65 @@ +""" +Un plugin permettant d'afficher du texte à l'écran. +""" + + +from typing import Optional +import pygame + +from engine import GlobalPlugin +from engine.ecs import World +from engine.math import Vec2 +from plugins.assets import Assets +from plugins.render import Sprite + + +class Text: + """ + Composant donnant le texte d'une entité, sa taille et sa couleur. + """ + + def __init__( + self, + text: str, + size: int = 50, + color: pygame.Color = pygame.Color(255, 255, 255), + position: Optional[Vec2] = None, + order: Optional[float] = None, + origin: Optional[Vec2] = None, + ): + self.text = text + self.size = size + self.color = color + self.position = position + self.order = order + self.origin = origin + + +def __render_texts(world: World): + """ + Rend les textes à l'écran. + + Pour rendre les textes, on moddifie le composant `Sprite` des entités. + """ + assets = world[Assets] + for entity in world.query(Text): + text = entity[Text] + texture = assets.get_text(text.size, text.text, text.color) + if Sprite in entity: + entity[Sprite].texture = texture + else: + entity[Sprite] = Sprite(texture) + if text.position is not None: + entity[Sprite].position = text.position + if text.order is not None: + entity[Sprite].order = text.order + if text.origin is not None: + entity[Sprite].origin = text.origin + + +PLUGIN = GlobalPlugin( + [], + [], + [__render_texts], + [], +) diff --git a/src/plugins/timing.py b/src/plugins/timing.py new file mode 100644 index 0000000..4d5d3d0 --- /dev/null +++ b/src/plugins/timing.py @@ -0,0 +1,72 @@ +""" +Un plugin permettant de connaitre le temps depuis le +lancement du jeu et le temps depuis la dernière frame. +""" + + +from time import time +from typing import Callable +from engine import GlobalPlugin, KeepAlive +from engine.ecs import Entity, World + + +class GlobalTime(KeepAlive, float): + """ + Ressource qui représente le temps global de l'ordinateur sur lequel tourne le jeu. + """ + + +class Time(KeepAlive, float): + """ + Ressource qui représente le temps depuis le lancement du jeu. + """ + + +class Delta(KeepAlive, float): + """ + Ressource qui détermine le temps depuis la première frame. + """ + + +class TimedEvent: + """ + Composant permettant d'executer un callback après un certain temps. + """ + + def __init__(self, timer: float, callback: Callable[[World, Entity], object]): + self.timer = timer + self.callback = callback + + +def __initialize(world: World): + """ + Initialise les ressources pour la gestion du temps. + """ + world.set(GlobalTime(time()), Time(0.0)) + + +def __update(world: World): + """ + Met à jour les ressources de temps et execute les `TimedEvent`. + """ + # On met à jour le temps + now = time() + world[Delta] = delta = now - world[GlobalTime] + world[GlobalTime] = now + world[Time] += delta + + # On met à jour les `TimedEvent` + for entity in world.query(TimedEvent): + event = entity[TimedEvent] + event.timer -= delta + if event.timer <= 0: + del entity[TimedEvent] + event.callback(world, entity) + + +PLUGIN = GlobalPlugin( + [__initialize], + [__update], + [], + [], +) diff --git a/src/plugins/typing.py b/src/plugins/typing.py deleted file mode 100644 index 2f5edb9..0000000 --- a/src/plugins/typing.py +++ /dev/null @@ -1,44 +0,0 @@ -""" -Definit un plugin qui crée un texte avec les touches frappées -""" - -from engine import Keyboard, Scene, Sound, Text, World - - -class Typing: - """ - Marque une entité comme un texte qui s'ecrit en fonction du clavier - """ - - def __init__(self, accepted_chars: str, max_chars: int = 10) -> None: - self.accepted_chars = accepted_chars - self.max_chars = max_chars - - -def __update(world: World): - """ - Met a jour les entitées contenant le composant Typing - """ - keyboard = world[Keyboard] - for entity in world.query(Typing, Text): - text = entity[Text] - for key in keyboard.pressed: - if key == "backspace": - world.create_entity(Sound("click")) - text = text[:-1] - if key.startswith("["): # pavé numerique - key = key[1] - if ( - key in entity[Typing].accepted_chars - and len(text) < entity[Typing].max_chars - ): - world.create_entity(Sound("click")) - text += key - entity[Text] = Text(text) - - -PLUGIN = Scene( - [], - [__update], - [], -) diff --git a/src/plugins/writing.py b/src/plugins/writing.py new file mode 100644 index 0000000..104ca06 --- /dev/null +++ b/src/plugins/writing.py @@ -0,0 +1,54 @@ +""" +Definit un plugin qui crée un texte avec les touches frappées +""" + +from engine import Scene, World +from plugins.inputs import Pressed +from plugins.text import Text +from scenes import CLICK_SOUND + + +class Writing: + """ + Marque une entité comme un texte qui s'ecrit en fonction du clavier + """ + + def __init__( + self, accepted_chars: str, max_chars: int = 10, base_text: str = "" + ) -> None: + self.accepted_chars = accepted_chars + self.max_chars = max_chars + self.base_text = base_text + + +def __update(world: World): + """ + Met a jour les entitées contenant le composant Typing + """ + pressed = world[Pressed] + for entity in world.query(Writing, Text): + writing = entity[Writing] + text = entity[Text] + for key in pressed: + if key == "backspace": + text.text = text.text[:-1] + world.new_entity().set(CLICK_SOUND) + if key.startswith("["): # pavé numerique + key = key[1] + if key in writing.accepted_chars and ( + text.text == writing.base_text or len(text.text) < writing.max_chars + ): + if text.text == writing.base_text: + text.text = key + else: + text.text += key + world.new_entity().set(CLICK_SOUND) + if text.text == "": + text.text = writing.base_text + + +PLUGIN = Scene( + [], + [__update], + [], +) diff --git a/src/scenes/__init__.py b/src/scenes/__init__.py index 40fe25c..83db103 100644 --- a/src/scenes/__init__.py +++ b/src/scenes/__init__.py @@ -1,3 +1,8 @@ """ -Contient toutes les scènes du jeu. +Module contenant toutes les scènes du jeu. """ + +from plugins.sound import MultiSound + + +CLICK_SOUND = MultiSound("click/0", "click/1", "click/2") diff --git a/src/scenes/base_game.py b/src/scenes/base_game.py new file mode 100644 index 0000000..feb50e2 --- /dev/null +++ b/src/scenes/base_game.py @@ -0,0 +1,323 @@ +""" +Définit 3 scènes de jeu basique +""" + +from enum import Enum +import random +import pygame +from engine import CurrentScene, KeepAlive, Scene, Plugin +from engine.ecs import Entity, World +from engine.math import Vec2 +from plugins import assets +from plugins import render +from plugins import writing +from plugins.assets import Assets +from plugins.hover import HoveredTexture +from plugins.inputs import Pressed +from plugins.render import Sprite +from plugins.sound import Sound +from plugins.text import Text +from plugins.writing import Writing +from plugins.click import Clickable +from scenes import CLICK_SOUND, menu + + +class GameMode(Enum): + """ + Definit un ressource represantant le mode de jeu actuel. + """ + + CLASSIC = 0 + LIAR = 1 + CHEATER = 2 + + +class RemainingAttempts(int): + """ + Definit une ressources qui represente le nombre d'essais restants du joueur + """ + + +class Attempts: + """ + Definit un composant qui representes le texte du nombre d'essai + """ + + +class Response: + """ + Definit un composant qui representes le texte de reponse + """ + + +class Number(int): + """ " + Definit une ressource contenant le nombre a trouver + """ + + +class IsRunning: + """ + Ressource qui defint si le jeux est en cour ou non + """ + + +class PlayAgain: + """ + Definit un composant qui identifie le bouton Valider/PlayAgain + """ + + +def __return_to_menu(world: World, _entity: Entity): + """ + Reviens sur le menu lorsque l'on clique sur la flèche de retour. + """ + world[CurrentScene] = menu.SCENE + world.new_entity().set(KeepAlive(), CLICK_SOUND) + + +def __initialize_world(world: World): + world.set(Number(random.randint(0, 99))) + world.set(IsRunning()) + + world.new_entity().set(Sprite(world[Assets].get_texture("background"))) + world.new_entity().set( + Sprite(world[Assets].get_texture("arrow"), Vec2(150), 0), + HoveredTexture( + world[Assets].get_texture("arrow"), world[Assets].get_texture("arrow_hover") + ), + Clickable(__return_to_menu), + ) + world.new_entity().set( + Sprite( + world[Assets].get_texture("valider"), + Vec2(render.WIDTH / 2, 850), + 0, + origin=Vec2(0.5), + ), + HoveredTexture( + world[Assets].get_texture("valider"), + world[Assets].get_texture("valider_hover"), + ), + Clickable(lambda world, entity: __update(world)), + PlayAgain(), + ) + + # Assigne le nombre d'essai et la couleur du texte enf ocntion du mode de jeux + match world[GameMode]: + case GameMode.CLASSIC: + world.set(RemainingAttempts(7)) + text_color = pygame.Color(64, 37, 146) + case GameMode.LIAR: + world.set(RemainingAttempts(15)) + text_color = pygame.Color(57, 160, 0) + case GameMode.CHEATER: + world.set(RemainingAttempts(10)) + text_color = pygame.Color(133, 51, 25) + + world.new_entity().set( + Text( + f"Il reste : {world[RemainingAttempts]} essais", + 100, + text_color, + Vec2(650, 150), + 0, + ), + Attempts(), + ) + + world.new_entity().set( + Text( + "Devines le nombre !", + 150, + text_color, + Vec2(render.WIDTH / 2, 450), + 0, + Vec2(0.5), + ), + Response(), + ) + + world.new_entity().set( + Text( + "...", + 150, + text_color, + Vec2(render.WIDTH / 2, 650), + 0, + Vec2(0.5), + ), + Writing("0123456789", 2, "..."), + ) + + +def __key_check(world: World): + """ + Fonction qui verirife si les touches entrer et entrer du pavé numeriques sont pressées + """ + pressed = world[Pressed] + for key in pressed: + if key == "return" or key == "enter": + __update(world) + + +def __update(world: World): + """ + Fonction qui update la scene et qui verifie le nombre donné par rapport au nombre chosie + """ + world.new_entity().set(Sound(world[Assets].get_sound("base_game/click"))) + # Gestion du pluriel pour le nombre d'essais restants + pluriel = "s" + if int(world[RemainingAttempts]) == 2: + pluriel: str = "" + else: + pluriel = "s" + lying = False + + # On verifie si le mode actuel est le mode tricheur + if world[GameMode] == GameMode.LIAR: + # On verifie si l'ordinateur triche a durant ce tour-ci + lie = random.randint(1, 4) + if lie == 4: + lying = True + else: + lying = False + + # Si le jeu est fini + if IsRunning not in world: + # On relance la scene/jeu + match world[GameMode]: + case GameMode.CLASSIC: + world.set(CurrentScene(CLASSIC)) + case GameMode.LIAR: + world.set(CurrentScene(LIAR)) + case GameMode.CHEATER: + world.set(CurrentScene(CHEATER)) + + for entity in world.query(Text, Writing): + # On verifie si l'entrée est vide ou contient le texte par defaut + if entity[Text].text != "" and entity[Text].text != "...": + # On verifie si l'entrée est égale au nombre choisie + if int(entity[Text].text) == world[Number]: + for response in world.query(Text, Response): + response[Text].text = "Gagné !" + entity[Text].text = f"Le nombre etait {world[Number]}" + + # On joue le sond e victoire + world.new_entity().set( + Sound(world[Assets].get_sound("base_game/win_sound")) + ) + + # Le jeu est finit et on ne peux plus ecrire + del world[IsRunning] + del entity[Writing] + + # On verifie si l'entrée est superieur au nombre choisie + elif int(entity[Text].text) > world[Number]: + # On verifie que l'ordinateur ne ment pas + if world[GameMode] != GameMode.LIAR or not lying: + for response in world.query(Text, Response): + response[Text].text = "Plus petit" + # Sinon il dit l'invers + else: + for response in world.query(Text, Response): + response[Text].text = "Plus grand" + + # Dans tout les cas + world[RemainingAttempts] -= 1 + for attempts in world.query(Text, Attempts): + attempts[ + Text + ].text = f"Il reste : {world[RemainingAttempts]} essai{pluriel}" + entity[Text].text = "..." + + # Dans tous les autre cas (quand c'est inferieur) + else: + if world[GameMode] != GameMode.LIAR or not lying: + for response in world.query(Text, Response): + response[Text].text = "Plus grand" + else: + for response in world.query(Text, Response): + response[Text].text = "Plus petit" + + world[RemainingAttempts] -= 1 + for attempts in world.query(Text, Attempts): + attempts[ + Text + ].text = f"Il reste : {world[RemainingAttempts]} essai{pluriel}" + entity[Text].text = "..." + + else: + # Si l'entrée est vide ou avec le texte par defaut + for response in world.query(Text, Response): + response[Text].text = "Entrez un nombre !" + + # On verifie si le joueur a encore des essais + if world[RemainingAttempts] == 0: + for response in world.query(Text, Response): + response[Text].text = "Perdu !" + # On affiche le nombre + entity[Text].text = f"Le nombre etait {world[Number]}" + + world.new_entity().set( + Sound(world[Assets].get_sound("base_game/lose_sound")) + ) + # On change la texure du bouton valider en bouton rejouer + for play_again in world.query(PlayAgain): + play_again[Sprite].texture = world[Assets].get_texture("play_again") + play_again[HoveredTexture].normal = world[Assets].get_texture( + "play_again" + ) + play_again[HoveredTexture].hovered = world[Assets].get_texture( + "play_again_hover" + ) + del entity[Writing] + del world[IsRunning] + + # On verifie le mode de jeu actuel est le mode trichuer + if world[GameMode] == GameMode.CHEATER: + # on modifie le nombre en ajoutant un nombre de l'intervalle [-3, 3] + world[Number] += random.randint(-3, 3) + + +# Definit la Scene "par defaut" qui contient l'entireté des 3 modes en fonction de GameMode +__SCENE = ( + Scene( + [__initialize_world], + [__key_check], + [], + ) + + writing.PLUGIN +) + +# Crée le scene classique en fonction de la scene par defaut +CLASSIC = assets.loading_scene( + Plugin( + # Modifie le GameMode en CLASSIC a l'initialisation de la scene + [lambda world: world.set(GameMode.CLASSIC)], + [], + [], + ) + + __SCENE, + "base_game/classic", +) + +LIAR = assets.loading_scene( + Plugin( + [lambda world: world.set(GameMode.LIAR)], + [], + [], + ) + + __SCENE, + "base_game/liar", +) + +CHEATER = assets.loading_scene( + Plugin( + [lambda world: world.set(GameMode.CHEATER)], + [], + [], + ) + + __SCENE, + "base_game/cheater", +) diff --git a/src/scenes/classique.py b/src/scenes/classique.py deleted file mode 100644 index affedc7..0000000 --- a/src/scenes/classique.py +++ /dev/null @@ -1,230 +0,0 @@ -""" -Définis la scène du jeu classique, sans variante. -""" - -import random -from plugins import typing -from engine import ( - Centered, - Clickable, - Color, - Display, - Entity, - Game, - HoveredTexture, - Keyboard, - Order, - Position, - Scene, - Sound, - Text, - TextSize, - Texture, - World, -) - -COLOR_TEXT = Color(66, 39, 148) - - -class RandomNumber(int): - """ - La ressource qui est le nombre a deviner. - """ - - -class TextDialogue: - """ - Le component qui declare l'entitee Text qui affiche le plus petit ou le plus grand - """ - - -class NombreEssai(int): - """ - Le component qui declare le nombre d'essai - """ - - -class NombreEssaiText: - """ - Le component qui affiche le nombre d'essai - """ - - -class IsRunning: - """ - Le component qui indique si le jeu est en cours - """ - - -def __initialize_world(world: World): - """ - Initialise le monde du menu. - """ - - # Fond d'ecran - world.create_entity( - Position(), - Order(0), - Texture("classique/background.png"), - ) - - # Bouton valider/rejouer - world.create_entity( - Position(Display.WIDTH / 2, 875), - Order(1), - Centered(), - Texture("classique/valider.png"), - HoveredTexture("classique/valider_hover.png"), - Clickable(lambda world, _: _update(world)), - ) - - # Zone de saisie - world.create_entity( - Position(Display.WIDTH / 2, 750), - Order(2), - Centered(), - typing.Typing("1234567890", 2), - Text(""), - COLOR_TEXT, - TextSize(150), - ) - - # Text qui dit si ton nombre et trop grand ou trop petit - world.create_entity( - Position(Display.WIDTH / 2, 500), - Order(3), - Centered(), - TextDialogue(), - TextSize(150), - COLOR_TEXT, - Text("Devine le nombre..."), - ) - - # Text qui affiche le nombre d'essai - world.create_entity( - Position(Display.WIDTH / 2 - 100, 150), - Order(4), - TextSize(100), - NombreEssaiText(), - COLOR_TEXT, - Text("il reste : 7 essais"), - ) - - # Bouton pour revenir au menu - world.create_entity( - Order(11), - Position(150, 150), - Texture("classique/arrow.png"), - Clickable(on_menu_button), - HoveredTexture("classique/arrow_hover.png"), - ) - - # Les ressources. - world[NombreEssai] = NombreEssai(7) - world[RandomNumber] = RandomNumber(random.randint(0, 99)) - world[IsRunning] = IsRunning() - - -def on_menu_button(world: World, entity: Entity): - """ - Fonction qui s'execute quand on clique sur un bouton. - """ - world[Game].change_scene("menu") - entity[Sound] = Sound("click") - - -def _update(world: World): - """ - Verifie si le nombre donné est le meme que celui que l'on a choisi. - Boucle du jeu. - """ - - world.create_entity(Sound("menu_click.wav")) - - # si le jeu s'est arrete. - if IsRunning not in world: - # on relance le jeu. - world[Game].change_scene("classique") - - for entity in world.query(typing.Typing, Text): - # One efface le nombre. - number: str = entity[Text] - entity[Text] = Text("") - - # On gere le l'input de l'utilisateur. - for entity_text in world.query(TextDialogue): - if number == "": # si il a rien evoyé. - entity_text[Text] = Text("Entrez un nombre !") - return - if world[RandomNumber] == int(number): # si il a trouve le nombre. - end_game(world, "Gagné") - return - elif world[NombreEssai] <= 1: # si il n'a plus d'essai. - end_game(world, "Perdu") - return - elif world[RandomNumber] > int(number): # si le nombre est trop petit. - entity_text[Text] = Text("Plus grand...") - else: # si le nombre est trop grand. - entity_text[Text] = Text("Plus petit...") - - # on update l'affichage du nombre d'essai. - world[NombreEssai] = NombreEssai(world[NombreEssai] - 1) - for entity in world.query(NombreEssaiText): - entity[Text] = Text( - f"il reste : {world[NombreEssai]} essai{'s' if world[NombreEssai] != 1 else ''}" - ) - - -def end_game(world: World, state: str): - """ - fonction applé quand le jeu est fini. - """ - del world[IsRunning] # le jeu est fini. - - # On joue le son - if state == "Gagné": - world.create_entity(Sound("win_sound.wav")) - else: - world.create_entity(Sound("lose_sound.wav")) - - # On affiche le message de fin. - for entity_text in world.query(TextDialogue): - entity_text[Text] = Text(f"{state} !") - - if state == "Gagné": - for entity in world.query(NombreEssaiText): - entity[Text] = Text("") - else: - for entity in world.query(NombreEssaiText): - entity[Text] = Text(" plus d'essais") - for entity in world.query(typing.Typing): - entity[Position] = Position(Display.WIDTH / 2, 650) - entity[Text] = Text("Le nombre etait : " + str(world[RandomNumber])) - - # On empeche de pourvoir continuer le jeu. - for entity in world.query(typing.Typing, Text): - del entity[typing.Typing] - - # on change la texture du button submit. - for entity in world.query(Clickable, Centered): - entity[Texture] = Texture("classique/play_again.png") - entity[HoveredTexture] = HoveredTexture("classique/play_again_hover.png") - - -def _check_return(world: World): - """ - Verifie si la touche entrée est appuyée. - """ - keyboard = world[Keyboard] - if keyboard.is_key_pressed("return") or keyboard.is_key_pressed("enter"): - _update(world) - - -SCENE = ( - Scene( - [__initialize_world], - [_check_return], - [], - ) - + typing.PLUGIN -) diff --git a/src/scenes/directory_search.py b/src/scenes/directory_search.py deleted file mode 100644 index 2455732..0000000 --- a/src/scenes/directory_search.py +++ /dev/null @@ -1,438 +0,0 @@ -""" -Scène du jeu dans lequel on se cache de Edmond dans les dossiers. -""" - -from enum import Enum -import random -from engine import ( - Animation, - Centered, - Delta, - Display, - Entity, - Hovered, - Mouse, - Order, - Position, - Scene, - Sound, - Text, - TextSize, - Texture, - Vec2, - World, -) -from plugins import smooth - - -LINES = 3 -COLUMNS = 5 -SPACING = 200 - - -class State(Enum): - """ - Etat de la scène. - """ - - MOVING = 0 - SEARCHING = 1 - GAME_OVER = 2 - - -class SelectedDirectory: - """ - Une ressource qui stoque le dossier selectionné pour le déplacement. - """ - - def __init__(self, entity: Entity, start_position: Vec2): - self.entity = entity - self.position = start_position - - -class AttackTimer(float): - """ - Ressource qui stoque un timer pour l'attaque. - """ - - -class AttackSpeed(float): - """ - Ressource qui dit le temps de l'attaque. - """ - - -class DirectoryPosition: - """ - La position d'un dossier dans la grille. - """ - - def __init__(self, x: int, y: int): - self.x = x - self.y = y - - def __eq__(self, value: object) -> bool: - if isinstance(value, DirectoryPosition): - return self.x == value.x and self.y == value.y - return False - - def screen_position(self) -> Vec2: - """ - Calcule la position de l'entité sur l'ecran. - """ - size = Vec2(SPACING) - offset = -(size * Vec2(COLUMNS - 1, LINES - 1) / 2) - first_position = Vec2(Display.WIDTH / 2, Display.HEIGHT / 2) + offset - return first_position + Vec2(self.x, self.y) * size - - -class AttackPoint(DirectoryPosition): - """ - Composant qui marque un point d'attaque. - """ - - -class DirectoryName: - """ - Composant qui marque une entité comme étant le nom d'un dossier. - """ - - def __init__(self, entity: Entity): - self.entity = entity - - -class UserDirectory: - """ - Composant qui marque le dossier que l'utilisateur doit protéger. - """ - - -class BlockedDirectory: - """ - Un component qui permet de savoir que le dossier est bloqué. - """ - - -class GameStarted: - """ - Une ressource qui permet de savoir que le jeu commence. - """ - - -def __change_folders_speeds(world: World, _e: Entity): - """ - Change les vitesses des dossiers. - """ - for entity in world.query(DirectoryPosition, smooth.Speed): - entity[smooth.Speed] = smooth.Speed(random.uniform(2.0, 2.5)) - for entity in world.query(TextSize): - entity[TextSize] = TextSize(40) - - -def __remove_folders_speeds(world: World): - """ - Supprime les vitesses des dossiers. - """ - if GameStarted not in world and world[AttackTimer] >= 3.0: - for entity in world.query(DirectoryPosition, smooth.Speed): - del entity[smooth.Speed] - world[GameStarted] = GameStarted() - - -def __initialize_world(world: World): - """ - Initialise le monde de la scène. - """ - world[State] = State.MOVING - world[AttackTimer] = AttackTimer(0.0) - world[AttackSpeed] = AttackSpeed(5.0) - - world.create_entity( - Position(), - Order(0), - Animation("fade_desktop", __change_folders_speeds), - ) - - names = [ - "Classique", - "Menteur", - "Tricheur", - "Histoire", - "Je t'aime", - "Hello", - "Cheval", - "Defender", - "Dansons", - "Secrets", - "Edmond", - "Mon Amour", - "Melatonin", - "Films", - "Cinéma", - ] - - positions = [ - Position(40 + (7 * 180) + 48, 35 + (5 * 166) + 38), - Position(40 + (5 * 180) + 48, 35 + (5 * 166) + 38), - Position(40 + (4 * 180) + 48, 35 + (4 * 166) + 38), - Position(40 + (3 * 180) + 48, 35 + (5 * 166) + 38), - Position(40 + (1 * 180) + 48, 35 + (5 * 166) + 38), - Position(40 + (6 * 180) + 48, 35 + (2 * 166) + 38), - Position(40 + (5 * 180) + 48, 35 + (3 * 166) + 38), - Position(40 + (4 * 180) + 48, 35 + (2 * 166) + 38), - Position(40 + (2 * 180) + 48, 35 + (4 * 166) + 38), - Position(40 + (1 * 180) + 48, 35 + (2 * 166) + 38), - Position(40 + (7 * 180) + 48, 35 + (1 * 166) + 38), - Position(40 + (5 * 180) + 48, 35 + (1 * 166) + 38), - Position(40 + (3 * 180) + 48, 35 + (0 * 166) + 38), - Position(40 + (2 * 180) + 48, 35 + (1 * 166) + 38), - Position(40 + (0 * 180) + 48, 35 + (1 * 166) + 38), - ] - - for y in range(LINES): - for x in range(COLUMNS): - position = DirectoryPosition(x, y) - entity = world.create_entity( - positions.pop(), - smooth.Speed(0), - Order(1), - Centered(), - Texture("directory.png"), - position, - ) - - if x == 2 and y == 1: - entity[UserDirectory] = UserDirectory() - entity[Texture] = Texture("user_directory.png") - - world.create_entity( - Position(0, 0), - Order(1), - Centered(), - Text(names.pop()), - TextSize(0), - DirectoryName(entity), - ) - - -def __attacks(world: World): - """ - Déclenche les attaques de Edmond. - """ - if world[State] == State.GAME_OVER: - return - world[AttackTimer] = AttackTimer(world[AttackTimer] + world[Delta]) - timer = world[AttackTimer] - if timer >= world[AttackSpeed] and world[State] == State.MOVING: - world[State] = State.SEARCHING - for entity in world.query(AttackPoint): - position = entity[AttackPoint] - for directory_entity in world.query(DirectoryPosition): - if directory_entity[DirectoryPosition] == position: - if UserDirectory in directory_entity: - directory_entity[Animation] = Animation( - "search_directory_failed" - ) - world[State] = State.GAME_OVER - else: - directory_entity[Animation] = Animation("search_directory") - del entity[AttackPoint] - - def del_anim_entity(_: World, entity: Entity): - del entity[Animation] - del entity[Position] - del entity[Order] - del entity[Centered] - - entity[Animation] = Animation( - "attack_point/despawn", - callback=del_anim_entity, - ) - - elif timer >= world[AttackSpeed] + 4.5 and world[State] == State.SEARCHING: - world[State] = State.MOVING - - # on suprime les dossiers bloqués - for entity in world.query(BlockedDirectory): - del entity[BlockedDirectory] - del entity[Texture] - entity[Animation] = Animation("blocked_to_directory") - - # On definit les directories comme bloques - for _ in range(3): - x = random.randint(0, COLUMNS - 1) - y = random.randint(0, LINES - 1) - - position = DirectoryPosition(x, y) - - for entity in world.query( - DirectoryPosition, Texture, without=[UserDirectory] - ): - if ( - entity[DirectoryPosition].screen_position() - == position.screen_position() - ): - entity[BlockedDirectory] = BlockedDirectory() - del entity[Texture] - entity[Animation] = Animation("directory_to_blocked") - for _ in range(10): - x = random.randint(0, COLUMNS - 1) - y = random.randint(0, LINES - 1) - position = AttackPoint(x, y) - - # On verifie que l'entité n'est pas bloquée - is_on_blocked_directory = False - for entity in world.query(BlockedDirectory, DirectoryPosition): - if ( - entity[DirectoryPosition].screen_position() - == position.screen_position() - ): - is_on_blocked_directory = True - break - - if not is_on_blocked_directory: - world.create_entity( - position, - Position(position.screen_position()), - Order(50), - Centered(), - Animation("attack_point/spawn"), - ) - - world[AttackTimer] = AttackTimer(0.0) - world[AttackSpeed] = AttackSpeed(world[AttackSpeed] * 0.9) - - -def __move_directories(world: World): - """ - Permet de déplacer les dossiers avec la souris. - """ - # Si on n'est pas dans le bon state on annule - if GameStarted not in world or world[State] == State.GAME_OVER: - return - - # On met à jour la séléction - mouse = world[Mouse] - for entity in world.query(Hovered, DirectoryPosition): - if Animation in entity: - continue - if mouse.is_button_pressed(1): - world[SelectedDirectory] = SelectedDirectory(entity, Vec2(mouse.position)) - break - - # Si un dossier est séléctionné - if SelectedDirectory in world: - selected_directory = world[SelectedDirectory] - selected_entity = selected_directory.entity - directory_position = selected_entity[DirectoryPosition] - - # Vérification du relachement de la souris - if not mouse.is_button(1): - del world[SelectedDirectory] - return - - # On annule si le dossier selectionne est bloqué - if BlockedDirectory in selected_entity: - del world[SelectedDirectory] - return - - # On calcule le déplacement de la souris - mouse_delta = mouse.position - selected_directory.position - - # On annule si il y a pas eu de déplacement significatif de la souris - if mouse_delta.length < 40: - return - - # Récupération du mouvement voulu - if abs(mouse_delta.x) >= abs(mouse_delta.y): - movement = (int(mouse_delta.x / abs(mouse_delta.x)), 0) - else: - movement = (0, int(mouse_delta.y / abs(mouse_delta.y))) - - # Récupération des mouvements possible du dossier - movements: list[tuple[int, int]] = [] - if directory_position.x != 0: - movements.append((-1, 0)) - if directory_position.x != COLUMNS - 1: - movements.append((1, 0)) - if directory_position.y != 0: - movements.append((0, -1)) - if directory_position.y != LINES - 1: - movements.append((0, 1)) - if len(movements) == 0: - return - - # Si le mouvement n'est pas possible, on annule - if movement not in movements: - return - - # Si l'entité est animé on annule - if Animation in selected_entity: - return - - # On trouve l'autre dossier - for entity in world.query(DirectoryPosition, without=(Animation,)): - if entity != selected_entity and entity[ - DirectoryPosition - ] == DirectoryPosition( - directory_position.x + movement[0], - directory_position.y + movement[1], - ): - if BlockedDirectory not in entity: - other_directory = entity - break - else: - world.create_entity(Sound("block.wav")) - del entity[SelectedDirectory] - del world[SelectedDirectory] - else: - return - - # On actualise la position de l'autre dossier - other_directory[DirectoryPosition].x -= movement[0] - other_directory[DirectoryPosition].y -= movement[1] - - # On actualise la position du dossier - selected_entity[DirectoryPosition].x += movement[0] - selected_entity[DirectoryPosition].y += movement[1] - - # On joue un son - world.create_entity(Sound("slide.wav", 1)) - - # On retire le dossier selectionné - del world[SelectedDirectory] - - -def __update_positions(world: World): - """ - Met à jour la position cible des dossiers. - """ - for entity in world.query(DirectoryPosition): - position = entity[DirectoryPosition] - entity[smooth.Target] = smooth.Target(position.screen_position()) - entity[Order] = Order(position.y + 1) - - -def __update_directory_names(world: World): - """ - Met à jour la position des noms des dossiers. - """ - for entity in world.query(DirectoryName): - directory_entity = entity[DirectoryName].entity - entity[Position] = Position(directory_entity[Position] + Vec2(0, 75)) - entity[Order] = directory_entity[Order] - - -SCENE = ( - Scene( - [__initialize_world], - [__attacks, __move_directories, __update_positions, __remove_folders_speeds], - [], - ) - + smooth.PLUGIN - + Scene( - [], - [__update_directory_names], - [], - ) -) diff --git a/src/scenes/menteur.py b/src/scenes/menteur.py deleted file mode 100644 index 3b98642..0000000 --- a/src/scenes/menteur.py +++ /dev/null @@ -1,239 +0,0 @@ -""" -Définis la scène du jeu menteur, sans variante. -""" - -from random import randint -from plugins import typing -from engine import ( - Centered, - Clickable, - Color, - Display, - Entity, - Game, - HoveredTexture, - Keyboard, - Order, - Position, - Scene, - Sound, - Text, - TextSize, - Texture, - World, -) - - -class RandomNumber(int): - """ - La ressource qui est le nombre a deviner. - """ - - -class TextDialogue: - """ - Le component qui declare l'entitee Text qui affiche le plus petit ou le plus grand - """ - - -class NombreEssai(int): - """ - Le component qui declare le nombre d'essai - """ - - -class NombreEssaiText: - """ - Le component qui affiche le nombre d'essai - """ - - -class IsRunning: - """ - Le component qui indique si le jeu est en cours - """ - - -COLOR_TEXT = Color(59, 162, 0) - - -def __initialize_world(world: World): - """ - Initialise le monde du menu. - """ - - # Fond d'ecran - world.create_entity( - Position(), - Order(0), - Texture("menteur/background.png"), - ) - - # Bouton valider/rejouer - world.create_entity( - Position(Display.WIDTH / 2, 880), - Order(1), - Centered(), - Texture("menteur/valider.png"), - HoveredTexture("menteur/valider_hover.png"), - Clickable(lambda world, _: _update(world)), - ) - - # Zone de saisie - world.create_entity( - Position(Display.WIDTH / 2, 750), - Order(2), - Centered(), - typing.Typing("1234567890", 2), - Text(""), - COLOR_TEXT, - TextSize(150), - ) - - # Text qui dit si ton nombre et trop grand ou trop petit - world.create_entity( - Position(Display.WIDTH / 2, 500), - Order(3), - Centered(), - TextDialogue(), - TextSize(150), - COLOR_TEXT, - Text("Devine le nombre..."), - ) - - # Text qui affiche le nombre d'essai - world.create_entity( - Position(Display.WIDTH - 750, 120), - Order(4), - TextSize(100), - NombreEssaiText(), - COLOR_TEXT, - Text("il reste : 15 essais"), - ) - - # Bouton pour revenir au menu - world.create_entity( - Order(11), - Position(100, 100), - Texture("menteur/arrow.png"), - Clickable(on_menu_button), - HoveredTexture("menteur/arrow_hover.png"), - ) - - # Les ressources. - world[NombreEssai] = NombreEssai(15) - world[RandomNumber] = RandomNumber(randint(0, 99)) - world[IsRunning] = IsRunning() - - -def on_menu_button(world: World, entity: Entity): - """ - Fonction qui s'execute quand on clique sur un bouton. - """ - world[Game].change_scene("menu") - entity[Sound] = Sound("click") - - -def _update(world: World): - """ - Verifie si le nombre donné est le meme que celui que l'on a choisi. - Boucle du jeu. - """ - - world.create_entity(Sound("menu_click.wav")) - - # si le jeu s'est arrete. - if IsRunning not in world: - # on relance le jeu. - world[Game].change_scene("menteur") - - for entity in world.query(typing.Typing, Text): - # One efface le nombre. - number: str = entity[Text] - entity[Text] = Text("") - - # On gere le l'input de l'utilisateur. - for entity_text in world.query(TextDialogue): - if number == "": # si il a rien evoyé. - entity_text[Text] = Text("Entrez un nombre !") - return - if world[RandomNumber] == int(number): # si il a trouve le nombre. - end_game(world, "Gagné") - return - elif world[NombreEssai] <= 1: # si il n'a plus d'essai. - end_game(world, "Perdu") - return - elif world[RandomNumber] > int(number): # si le nombre est trop petit. - lie = randint(1, 4) - if lie == 4: - entity_text[Text] = Text("Plus petit...") - else: - entity_text[Text] = Text("Plus grand...") - else: # si le nombre est trop grand. - lie = randint(1, 4) - if lie == 4: - entity_text[Text] = Text("Plus grand...") - else: - entity_text[Text] = Text("Plus petit...") - - # on update l'affichage du nombre d'essai. - world[NombreEssai] = NombreEssai(world[NombreEssai] - 1) - for entity in world.query(NombreEssaiText): - entity[Text] = Text( - f"il reste : {world[NombreEssai]} essai{'s' if world[NombreEssai] != 1 else ''}" - ) - - -def end_game(world: World, state: str): - """ - fonction applé quand le jeu est fini. - """ - del world[IsRunning] # le jeu est fini. - - # On joue le son - if state == "Gagné": - world.create_entity(Sound("win_sound.wav")) - else: - world.create_entity(Sound("lose_sound.wav")) - - # On affiche le message de fin. - for entity_text in world.query(TextDialogue): - entity_text[Text] = Text(f"{state} !") - - if state == "Gagné": - for entity in world.query(NombreEssaiText): - entity[Text] = Text("") - else: - for entity in world.query(NombreEssaiText): - entity[Text] = Text(" plus d'essais") - for entity in world.query(typing.Typing): - entity[Position] = Position(Display.WIDTH / 2, 650) - entity[Text] = Text("Le nombre etait : " + str(world[RandomNumber])) - - # On empeche de pourvoir continuer le jeu. - for entity in world.query(typing.Typing, Text): - del entity[typing.Typing] - - # on change la texture du button submit. - for entity in world.query(Clickable, Centered): - entity[Texture] = Texture("menteur/play_again.png") - entity[HoveredTexture] = HoveredTexture("menteur/play_again_hover.png") - - -def _check_return(world: World): - """ - Verifie si la touche entrée est appuyée. - """ - keyboard = world[Keyboard] - if keyboard.is_key_pressed("return") or keyboard.is_key_pressed("enter"): - _update(world) - - -SCENE = ( - Scene( - [__initialize_world], - [_check_return], - [], - ) - + typing.PLUGIN -) diff --git a/src/scenes/menu.py b/src/scenes/menu.py index 1fb3d80..93f42b5 100644 --- a/src/scenes/menu.py +++ b/src/scenes/menu.py @@ -1,57 +1,74 @@ """ -Définis la scène du menu du jeu. +La scène du menu principal du jeu. + +Dans cette scène nous pouvons choisir le mode de jeu. """ - -from engine import ( - Centered, - Clickable, - Display, - Entity, - Game, - HoveredTexture, - Order, - Position, - Scene, - Sound, - Texture, - World, -) +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 +from plugins import render +from plugins import assets as plugin_assets +from plugins.assets import Assets +from plugins.click import Clickable +from plugins.hover import HoveredTexture +from plugins.render import Sprite -def __create_button(world: World, i: int, name: str): +def __create_button(world: World, assets: Assets, i: int, name: str): """ Ajoute un bouton au monde. """ - world.create_entity( - Position(Display.WIDTH / 2, 450 + 150 * i), - Order(1), - Centered(), - Texture(f"menu/button_{name}.png"), - HoveredTexture(f"menu/button_{name}_hover.png"), - Clickable(lambda world, entity: on_click_butons(world, entity, name)), + world.new_entity().set( + Sprite( + assets.error_texture, + Vec2(render.WIDTH / 2, 450 + 150 * i), + 1, + origin=Vec2(0.5), + ), + HoveredTexture( + assets.get_texture(f"button_{name}"), + assets.get_texture(f"button_{name}_hover"), + ), + Clickable(lambda world, entity: __on_click_butons(world, entity, name)), ) -def on_click_butons(world: World, entity: Entity, name: str): +def __on_click_butons(world: World, _entity: Entity, name: str): """ Fonction qui s'execute quand on clique sur un bouton. """ - entity[Sound] = Sound("click") - world[Game].change_scene(name) + world.new_entity().set(KeepAlive(), CLICK_SOUND) + match name: + case "classique": + world[CurrentScene] = base_game.CLASSIC + case "menteur": + world[CurrentScene] = base_game.LIAR + case "tricheur": + world[CurrentScene] = base_game.CHEATER + case "histoire": + world[CurrentScene] = directory_search.SCENE + case _: + pass -def __initialize_world(world: World): +def __spawn_elements(world: World): """ - Initialise le monde du menu. + Ajoute les éléments du menu dans le monde. """ - world.create_entity(Position(), Order(0), Texture("menu/background.png")) + assets = world[Assets] + world.new_entity().set(Sprite(assets.get_texture("background"))) scenes_name = ["classique", "menteur", "tricheur", "histoire"] for i, name in enumerate(scenes_name): - __create_button(world, i, name) + __create_button(world, assets, i, name) -SCENE = Scene( - [__initialize_world], - [], - [], +SCENE = plugin_assets.loading_scene( + Scene( + [__spawn_elements], + [], + [], + ), + "menu", ) diff --git a/src/scenes/story/__init__.py b/src/scenes/story/__init__.py new file mode 100644 index 0000000..7d874be --- /dev/null +++ b/src/scenes/story/__init__.py @@ -0,0 +1,3 @@ +""" +Ce module contient les scènes du mode histoire du jeu. +""" diff --git a/src/scenes/story/directory_search.py b/src/scenes/story/directory_search.py new file mode 100644 index 0000000..efde46b --- /dev/null +++ b/src/scenes/story/directory_search.py @@ -0,0 +1,422 @@ +""" +Scène du jeu dans lequel Windows Defender se cache de Edmond dans les dossiers. +""" + +import random +from engine import CurrentScene, Scene +from engine.ecs import Entity, World +from engine.math import Vec2 +from plugins import assets as plugin_assets, render, smooth +from plugins.animation import Animation +from plugins.coroutine import Coroutine, wait +from plugins.click import Clickable, Clicked +from plugins.inputs import Held, MousePosition +from plugins.assets import Assets +from plugins.render import Sprite +from plugins.sound import Sound +from plugins.text import Text + + +LINES = 3 +COLUMNS = 5 +SPACING = 200 + + +class Directory: + """ + Composant marquand une entité comme étant un dossier. + """ + + +class DefenderDirectory: + """ + Composant marquant une entité comme étant le dossier de Windows Defender. + """ + + +class BlockedDirectory: + """ + Composant marquant une entité comme etant un dossier bloqué. + """ + + +class SearchingDirectory: + """ + Composant marquant une entité comme etant un dossier en train de être fouillé. + """ + + +class SearchedDirectoryAlert: + """ + Composant marquant une entité comme etant un dossier etant dans la recherche plus tard. + """ + + +class DirectoryName: + """ + Composant marquant une entité comme étant le nom d'un dossier. + + Ce composant contient l'entité auquel il est lie. + """ + + def __init__(self, entity: Entity): + self.entity = entity + + +class DirectoryPosition(Vec2): + """ + Composant représentant la position d'un dossier sur la grille. + """ + + def screen_position(self) -> Vec2: + """ + Calcule la position du dossier sur l'écran. + """ + offset = -(Vec2(SPACING) * Vec2(COLUMNS - 1, LINES - 1) / 2) + first_position = Vec2(render.WIDTH / 2, render.HEIGHT / 2) + offset + return first_position + Vec2(self.x, self.y) * Vec2(SPACING) + + +class SelectedDirectory: + """ + Ressource permettant de savoir quel dossier a été cliqué pour la dernière fois. + + Cette ressource est utilisé pous savoir quel dossier déplacer en + analysant les déplacements de la souris. Pour cela la ressource + contient l'entité du dossier cliqué ainsi que la position + de la souris lors du clic. + """ + + def __init__(self, entity: Entity, mouse_position: Vec2): + self.entity = entity + self.mouse_position = mouse_position + + +def __initialize(world: World): + """ + Prépare le monde pour le lancement de la scène. + + Cette fonction fait apparaitre tous les dossiers et lance la boucle de jeu. + """ + assets = world[Assets] + + # Définition des noms et positions des dossiers + names = [ + "Classique", + "Menteur", + "Tricheur", + "Histoire", + "Je t'aime", + "Hello", + "Cheval", + "Defender", + "Dansons", + "Secrets", + "Edmond", + "Mon Amour", + "Melatonin", + "Films", + "Cinéma", + ] + positions = [ + Vec2(1348, 903), + Vec2(988, 903), + Vec2(808, 737), + Vec2(628, 903), + Vec2(268, 903), + Vec2(1168, 405), + Vec2(988, 571), + Vec2(808, 405), + Vec2(448, 737), + Vec2(268, 405), + Vec2(1348, 239), + Vec2(988, 239), + Vec2(628, 73), + Vec2(448, 239), + Vec2(88, 239), + ] + + # Ajout du fond + world.new_entity().set(Sprite(assets.get_texture("background"))) + + # Ajout des dossiers et des noms + directory_texture = assets.get_texture("directory") + for y in range(LINES): + for x in range(COLUMNS): + # Récupération du nom et de la position + position = positions.pop() + name = names.pop() + + # Création de l'entité du dossier + entity = world.new_entity() + entity.set( + Sprite(directory_texture, position, 1, origin=Vec2(0.5)), + DirectoryPosition(x, y), + Directory(), + ) + if name == "Defender": + entity.set(DefenderDirectory()) + entity[Sprite].texture = assets.get_texture("defender_directory") + + # Création de l'entité du nom + world.new_entity().set( + Sprite(directory_texture, position + Vec2(0, 75)), + Text(name, 40, order=1, origin=Vec2(0.5)), + DirectoryName(entity), + ) + + # Lancement de la boucle de jeu + world.new_entity().set(Coroutine(__game_loop(world))) + + # Code cool + world.new_entity().set(Coroutine(__lamour_et_le_bonheur(world))) + + +def __game_loop(world: World): + """ + La boucle principale de la scène + """ + yield wait(5.0) + for i in range(10): + if i % 2 == 1: + __block_directory(world) + __spawn_search_alerts(world, int(i / 1.5) + 1) + yield wait(5.0 - (i * 0.4)) + __spawn_search_directory(world) + yield wait(5.0) + print("BRABO BG !") + + +def __spawn_search_alerts(world: World, nb_alerts: int): + """ + Spawn les alertes de recherche + """ + entities = world.query(Directory, DirectoryPosition, without=[BlockedDirectory]) + entities.difference_update(world.query(DefenderDirectory)) + for entity in random.sample(list(entities), nb_alerts - 1) + list( + world.query(DefenderDirectory) + ): + position = entity[DirectoryPosition] + world.new_entity().set( + Animation("search_alert/spawn"), + Sprite( + world[Assets].error_texture, + position.screen_position(), + origin=Vec2(0.5), + order=2, + ), + SearchedDirectoryAlert(), + DirectoryPosition(position), + ) + + +def __block_directory(world: World): + """ + Bloque un dossier. + """ + entity = random.choice( + list(world.query(Directory, without=(BlockedDirectory, DefenderDirectory))) + ) + entity.set(BlockedDirectory(), Animation("directory_to_blocked")) + + +def __spawn_search_directory(world: World): + """ + Fait apparaître le dossier en cours de recherche + """ + for search_alert in world.query(SearchedDirectoryAlert, DirectoryPosition): + # On joue l'animation de suppression + search_alert[Animation] = Animation( + "search_alert/despawn", callback=lambda _, entity: entity.destroy() + ) + + for search_alert in world.query(SearchedDirectoryAlert, DirectoryPosition): + for entity in world.query(Directory, DirectoryPosition): + if entity[DirectoryPosition] == search_alert[DirectoryPosition]: + if DefenderDirectory in entity: + # On joue une animation d'échec + entity.set( + SearchingDirectory(), + Animation( + "search_directory_failed", + callback=lambda world, _: world.new_entity().set( + Sprite( + world[Assets].get_texture("restart"), + Vec2(render.WIDTH / 2, 900), + 10, + origin=Vec2(0.5), + ), + Clickable( + lambda world, _: world.set( + CurrentScene(__new_game_scene()) + ) + ), + ), + ), + ) + entity[Sprite].order = 5 + for entity in world.query(Coroutine): # On arrete la boucle de jeu + entity.destroy() + continue + + # On joue l'animation de recherche + entity.set( + SearchingDirectory(), + Animation("search_directory", callback=__stop_search), + ) + break + + +def __stop_search(world: World, entity: Entity): + """ + Change la texture du dossier a la fin de sa recherche. + """ + entity.remove(SearchingDirectory) + entity[Sprite].texture = world[Assets].get_texture("directory") + + +def __control_directories(world: World): + """ + Ce système gère les déplacements de dossiers fais par l'utilisateur. + """ + # Si aucuns dossier n'est séléctioné, on attend que l'utilisateur clique sur un dossier, si + # le dossier cliqué est en train de être fouillé ou que le dossier est bloqué, on ignore + if SelectedDirectory not in world: + entities = world.query( + Clicked, Directory, without=(SearchingDirectory, BlockedDirectory) + ) + if len(entities) > 0: + world.set(SelectedDirectory(entities.pop(), Vec2(world[MousePosition]))) + else: + return + selected = world[SelectedDirectory] + + # Si le boutton de la souris a été relaché entre temps, on supprime le dossier selectionné. + if "button_1" not in world[Held]: + del world[SelectedDirectory] + return + + # Ensuite on vérifie de combien la souris a été déplacé depuis la selection du dossier, + # si cette valeur est en dessous d'un certain seuil, on ne fais rien + mouse_delta = world[MousePosition] - selected.mouse_position + if mouse_delta.length < 40: + return + + # On récupère le mouvement voulu, pour cela on compare la valeur absolue du déplacement + # de la souris sur l'axe des x et de la souris sur l'axe des y pour savoir lequel + # est le plus grand, puis on en deduit le mouvement voulu. + if abs(mouse_delta.x) >= abs(mouse_delta.y): + movement = Vec2(mouse_delta.x / abs(mouse_delta.x), 0) + else: + movement = Vec2(0, mouse_delta.y / abs(mouse_delta.y)) + + # On vérifie que le mouvement ne fait pas sortir le dossier de la grille. + new_position = selected.entity[DirectoryPosition] + movement + if ( + new_position.x < 0 + or new_position.x >= COLUMNS + or new_position.y < 0 + or new_position.y >= LINES + ): + return + + # On trouve le dossier vers lequel on souhaite se diriger, si le dossier + # est en train de être fouillé ou que le dossier est bloqué, on ne fait rien + for entity in world.query( + Directory, without=(SearchingDirectory, BlockedDirectory) + ): + if entity[DirectoryPosition] == new_position: + other_directory = entity + break + else: + return + + # On inverse la position des deux dossiers + selected_directory = selected.entity + other_directory[DirectoryPosition], selected_directory[DirectoryPosition] = ( + selected_directory[DirectoryPosition], + other_directory[DirectoryPosition], + ) + + # On joue un son de déplacement + world.new_entity().set(Sound(world[Assets].get_sound("move_directory"))) + + # On supprime le dossier selectionné + del world[SelectedDirectory] + + +def __update_graphics(world: World): + """ + Met à jour tous ce qui est relatif au graphismes de la scène. + """ + # On met à jour la position des dossiers + for entity in world.query(Directory, DirectoryPosition): + entity.set(smooth.Target(entity[DirectoryPosition].screen_position())) + + # On met à jour la position des noms des dossiers + for entity in world.query(DirectoryName): + entity[smooth.Target] = entity[DirectoryName].entity[smooth.Target] + Vec2( + 0, 75 + ) + + +def __lamour_et_le_bonheur(world: World): + """ + Une fonction qui créer le bonheur et le amour. + """ + while True: + yield wait(0.5) + # Code lugubre tkt c'est un bon code + i_love = None + my_amor = None + for entity in world.query(Text, DirectoryName): + if entity[Text].text == "Je t'aime": + i_love = entity[DirectoryName].entity[DirectoryPosition] + if entity[Text].text == "Mon Amour": + my_amor = entity[DirectoryName].entity[DirectoryPosition] + if ( + i_love is not None + and my_amor is not None + and i_love + Vec2(1, 0) == my_amor + ): + entity = world.new_entity() + x = random.randint(0, render.WIDTH) + entity.set( + Sprite( + world[Assets].get_texture("heart"), + Vec2(x, -100), + 10, + origin=Vec2(0.5), + ), + smooth.Target(x, render.HEIGHT + 100), + smooth.Speed(1), + Coroutine(__despawn_after(entity)), + ) + + +def __despawn_after(entity: Entity): + """ + Détruit l'entité après 5 secondes. + """ + yield wait(5.0) + entity.destroy() + + +def __new_game_scene() -> Scene: + """ + Créer une nouvelle scène + """ + return ( + Scene( + [__initialize], + [__control_directories, __update_graphics], + [], + ) + + smooth.PLUGIN + ) + + +SCENE = plugin_assets.loading_scene( + __new_game_scene(), + "story/directory_search", +) diff --git a/src/scenes/tricheur.py b/src/scenes/tricheur.py deleted file mode 100644 index ab6f356..0000000 --- a/src/scenes/tricheur.py +++ /dev/null @@ -1,235 +0,0 @@ -""" -Définis la scène du jeu en mode tricheur, sans variante. -""" - -import random -from plugins import typing -from engine import ( - Centered, - Clickable, - Color, - Display, - Entity, - Game, - HoveredTexture, - Keyboard, - Order, - Position, - Scene, - Sound, - Text, - TextSize, - Texture, - World, -) - -COLOR_TEXT = Color(135, 53, 27) - - -class RandomNumber(int): - """ - La ressource qui est le nombre a deviner. - """ - - -class TextDialogue: - """ - Le component qui declare l'entitee Text qui affiche le plus petit ou le plus grand - """ - - -class NombreEssai(int): - """ - Le component qui declare le nombre d'essai - """ - - -class NombreEssaiText: - """ - Le component qui affiche le nombre d'essai - """ - - -class IsRunning: - """ - Le component qui indique si le jeu est en cours - """ - - -def __initialize_world(world: World): - """ - Initialise le monde du menu. - """ - - # Fond d'ecran - world.create_entity( - Position(), - Order(0), - Texture("tricheur/background.png"), - ) - - # Bouton valider/rejouer - world.create_entity( - Position(Display.WIDTH / 2, 875), - Order(1), - Centered(), - Texture("tricheur/valider.png"), - HoveredTexture("tricheur/valider_hover.png"), - Clickable(lambda world, _: _update(world)), - ) - - # Zone de saisie - world.create_entity( - Position(Display.WIDTH / 2, 750), - Order(2), - Centered(), - typing.Typing("1234567890", 2), - Text(""), - COLOR_TEXT, - TextSize(150), - ) - - # Text qui dit si ton nombre et trop grand ou trop petit - world.create_entity( - Position(Display.WIDTH / 2, 500), - Order(3), - Centered(), - TextDialogue(), - TextSize(150), - COLOR_TEXT, - Text("Devine le nombre..."), - ) - - # Text qui affiche le nombre d'essai - world.create_entity( - Position(Display.WIDTH / 2 - 100, 150), - Order(4), - TextSize(100), - NombreEssaiText(), - COLOR_TEXT, - Text("il reste : 10 essais"), - ) - - # Bouton pour revenir au menu - world.create_entity( - Order(11), - Position(150, 150), - Texture("tricheur/arrow.png"), - Clickable(on_menu_button), - HoveredTexture("tricheur/arrow_hover.png"), - ) - - # Les ressources. - world[NombreEssai] = NombreEssai(10) - world[RandomNumber] = RandomNumber(random.randint(0, 99)) - world[IsRunning] = IsRunning() - - -def on_menu_button(world: World, entity: Entity): - """ - Fonction qui s'execute quand on clique sur un bouton. - """ - world[Game].change_scene("menu") - entity[Sound] = Sound("click") - - -def _update(world: World): - """ - Verifie si le nombre donné est le meme que celui que l'on a choisi. - Boucle du jeu. - """ - - world.create_entity(Sound("menu_click.wav")) - - # si le jeu s'est arrete. - if IsRunning not in world: - # on relance le jeu. - world[Game].change_scene("tricheur") - - for entity in world.query(typing.Typing, Text): - # One efface le nombre. - number: str = entity[Text] - entity[Text] = Text("") - - # On gere le l'input de l'utilisateur. - for entity_text in world.query(TextDialogue): - if number == "": # si il a rien evoyé. - entity_text[Text] = Text("Entrez un nombre !") - return - if world[RandomNumber] == int(number): # si il a trouve le nombre. - end_game(world, "Gagné") - return - elif world[NombreEssai] <= 1: # si il n'a plus d'essai. - end_game(world, "Perdu") - return - elif world[RandomNumber] > int(number): # si le nombre est trop petit. - entity_text[Text] = Text("Plus grand...") - else: # si le nombre est trop grand. - entity_text[Text] = Text("Plus petit...") - - # on update l'affichage du nombre d'essai. - world[NombreEssai] = NombreEssai(world[NombreEssai] - 1) - for entity in world.query(NombreEssaiText): - entity[Text] = Text( - f"il reste : {world[NombreEssai]} essai{'s' if world[NombreEssai] != 1 else ''}" - ) - - # ajout de la mechanique de triche - world[RandomNumber] = max( - 0, min(99, RandomNumber(world[RandomNumber] + random.randint(-3, 3))) - ) - - -def end_game(world: World, state: str): - """ - fonction applé quand le jeu est fini. - """ - del world[IsRunning] # le jeu est fini. - - # On joue le son - if state == "Gagné": - world.create_entity(Sound("win_sound.wav")) - else: - world.create_entity(Sound("lose_sound.wav")) - - # On affiche le message de fin. - for entity_text in world.query(TextDialogue): - entity_text[Text] = Text(f"{state} !") - - if state == "Gagné": - for entity in world.query(NombreEssaiText): - entity[Text] = Text("") - else: - for entity in world.query(NombreEssaiText): - entity[Text] = Text(" plus d'essais") - for entity in world.query(typing.Typing): - entity[Position] = Position(Display.WIDTH / 2, 650) - entity[Text] = Text("Le nombre etait : " + str(world[RandomNumber])) - - # On empeche de pourvoir continuer le jeu. - for entity in world.query(typing.Typing, Text): - del entity[typing.Typing] - - # on change la texture du button submit. - for entity in world.query(Clickable, Centered): - entity[Texture] = Texture("tricheur/play_again.png") - entity[HoveredTexture] = HoveredTexture("tricheur/play_again_hover.png") - - -def _check_return(world: World): - """ - Verifie si la touche entrée est appuyée. - """ - keyboard = world[Keyboard] - if keyboard.is_key_pressed("return") or keyboard.is_key_pressed("enter"): - _update(world) - - -SCENE = ( - Scene( - [__initialize_world], - [_check_return], - [], - ) - + typing.PLUGIN -)