Ajout du système d'objets cliquable et changement du système #21
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@ -435,7 +435,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during pre-startup task: {e}")
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world.apply()
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world.apply()
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# On execute les taches d'initialisation du monde
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for task in self._startup_tasks:
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@ -443,7 +443,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during startup task: {e}")
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world.apply()
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world.apply()
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# On execute les taches de post initialisation du monde
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for task in self._post_startup_tasks:
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@ -451,7 +451,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during post-startup task: {e}")
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world.apply()
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world.apply()
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while self._running:
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# On execute les taches de pré mise à jour du monde
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@ -460,7 +460,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during pre-update task: {e}")
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world.apply()
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world.apply()
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# On exécute les taches de mise a jour du monde
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for task in self._update_tasks:
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@ -468,7 +468,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during update task: {e}")
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world.apply()
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world.apply()
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# On execute les taches de post mise à jour du monde
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for task in self._post_update_tasks:
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@ -476,7 +476,15 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during post-update task: {e}")
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world.apply()
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world.apply()
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# On execute les taches de pré rendu du jeu
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for task in self._pre_render_tasks:
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try:
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task(world)
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except Exception as e:
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error(f"Error during pre-render task: {e}")
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world.apply()
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# On execute les taches de rendu du jeu
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for task in self._render_tasks:
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@ -484,7 +492,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during render task: {e}")
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world.apply()
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world.apply()
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# On execute les taches de fin de rendu du jeu
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for task in self._post_render_tasks:
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@ -492,7 +500,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during post-render task: {e}")
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world.apply()
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world.apply()
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# On execute les taches de pré fin de boucle
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for task in self._pre_shutdown_tasks:
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@ -500,7 +508,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during pre-shutdown task: {e}")
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world.apply()
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world.apply()
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# On exécute les taches de fin du monde
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for task in self._shutdown_tasks:
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@ -508,7 +516,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during shutdown task: {e}")
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world.apply()
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world.apply()
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# On execute les taches de post fin de boucle
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for task in self._post_shutdown_tasks:
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@ -516,7 +524,7 @@ class Game:
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task(world)
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except Exception as e:
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error(f"Error during post-shutdown task: {e}")
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world.apply()
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world.apply()
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# On retourne le monde
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return world
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@ -3,6 +3,9 @@ Definit un plugin qui verifie si un objet Hover est cliqué.
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"""
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from engine import *
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from typing import Callable
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from engine.plugins.hover import Hover
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from engine.plugins.pygame import Mouse
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class ClickablePlugin(Plugin):
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@ -12,16 +15,40 @@ class ClickablePlugin(Plugin):
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@staticmethod
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def _update(world: World) -> None:
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"""
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Met à jour les objets cliquables du monde.
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"""
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for entity in world.query(Clickable):
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if Hover in entity:
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if world[Mouse].is_button_pressed(1):
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entity[Clickable].callback(world, entity)
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if world[Mouse].is_button(1):
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entity.set(Clicked())
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else:
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entity.remove(Clicked)
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else:
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entity.remove(Clicked)
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def apply(self, game: Game) -> None:
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"""
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Applique le plugin a un jeu.
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Paramètres:
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game: Le jeu auquel appliquer le plugin.
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"""
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game.add_pre_update_tasks(self._update)
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class Clickable:
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"""
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Un composant qui marque une entitée comme pouvant etre cliqué.
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Un composant qui marque une entitée comme pouvant etre cliquer.
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"""
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def __init__(self, callback: Callable[[World, Entity], None]) -> None:
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self.callback = callback
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class Clicked:
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"""
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Un composant qui marque une entitée comme etant cliqué.
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Un composant qui marque une entitée comme en train d'être cliquée.
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"""
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@ -3,8 +3,9 @@ Definit un plugin qui verifie si la souris est sur un element (qui a une texture
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"""
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from engine import *
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from engine.math import Vec2
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from engine.plugins.pygame import Mouse
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from engine.plugins.render import Position, Texture, TextureManager
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from engine.plugins.render import Position, Offset, Texture, TextureManager
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class HoverPlugin(Plugin):
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@ -14,16 +15,21 @@ class HoverPlugin(Plugin):
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@staticmethod
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def _update(world: World) -> None:
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entities = world.query(Hoverable, Texture, Position)
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entities = world.query(Texture, Position)
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textures = world[TextureManager]
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mouse_pos = world[Mouse].position
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for entity in entities:
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entity_pos = entity[Position]
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# Récupération de la position et de la taille de l'entité
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entity_pos: Vec2 = entity[Position]
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if Offset in entity:
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entity_pos = entity_pos + entity[Offset]
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entity_size = Vec2(*textures[entity[Texture]].get_size())
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if (
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entity_pos.x >= mouse_pos.x
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and mouse_pos.x >= textures[entity[Texture]].get_width() + entity_pos.x
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and entity_pos.y >= mouse_pos.y
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and mouse_pos.y >= textures[entity[Texture]].get_height() + entity_pos.y
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mouse_pos.x >= entity_pos.x
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and mouse_pos.x <= entity_pos.x + entity_size.x
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and mouse_pos.y >= entity_pos.y
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and mouse_pos.y <= entity_pos.y + entity_size.y
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):
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entity.set(Hover())
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else:
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@ -36,13 +42,7 @@ class HoverPlugin(Plugin):
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Paramètres:
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game: Le jeu auquel appliquer le plugin.
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"""
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game.add_update_tasks(self._update)
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class Hoverable:
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"""
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Un composant qui marque une entitée comme pouvant etre survolée.
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"""
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game.add_pre_update_tasks(self._update)
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class Hover:
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@ -35,7 +35,9 @@ class RenderPlugin(Plugin):
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entities = sorted(world.query(Order, Position), key=lambda e: e[Order])
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for entity in entities:
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# Récupération de la position des entitées
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position = entity[Position]
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position: Vec2 = entity[Position]
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if Offset in entity:
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position = position + entity[Offset]
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# Affichage de la texture
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if Texture in entity:
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@ -71,6 +73,12 @@ class Position(Vec2):
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"""
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class Offset(Vec2):
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"""
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Composant qui represente un décalage de la position d'une entité.
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"""
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class Order(int):
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"""
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Composant qui represente l'ordre d'affichage d'un objet.
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@ -85,11 +93,13 @@ class TextureManager:
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def __init__(self, display: Display) -> None:
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self._textures: dict[str, pygame.Surface] = {}
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for file in glob.iglob("textures/**/*.png", recursive=True):
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self._textures[file[9:]] = pygame.image.load(file).convert_alpha(
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display._surface
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)
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self._textures[file[9:].replace("\\", "/")] = pygame.image.load(
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file
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).convert_alpha(display._surface)
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for file in glob.iglob("textures/**/*.jpg", recursive=True):
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self._textures[file[9:]] = pygame.image.load(file).convert(display._surface)
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self._textures[file[9:].replace("\\", "/")] = pygame.image.load(
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file
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).convert(display._surface)
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error_texture = pygame.Surface((256, 256))
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error_texture.fill((0, 0, 0))
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pygame.draw.rect(error_texture, (255, 0, 255), (0, 0, 128, 128))
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47
src/main.py
47
src/main.py
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@ -5,23 +5,27 @@ Ceci est un exemple de comment l'on peut utiliser le moteur du jeu.
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from engine import *
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from engine.math import Vec2
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from engine.plugins.hover import HoverPlugin
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from engine.plugins.clickable import Clickable, ClickablePlugin
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from engine.plugins.hover import Hover, HoverPlugin
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from engine.plugins.render import (
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Order,
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RenderPlugin,
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Position,
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Text,
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TextColor,
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TextSize,
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Offset,
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Texture,
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)
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from engine.plugins.timing import Delta, TimePlugin
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from engine.plugins.timing import Time, Delta, TimePlugin
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from engine.plugins.pygame import Display, Keyboard, PygamePlugin
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from random import random
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# Initialisation
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game = Game(
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TimePlugin(), PygamePlugin("Guess The Number"), RenderPlugin(), HoverPlugin()
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TimePlugin(),
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PygamePlugin("Guess The Number"),
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RenderPlugin(),
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HoverPlugin(),
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ClickablePlugin(),
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)
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@ -32,20 +36,41 @@ def spawn_sprites(world: World) -> None:
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"""
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for i in range(100):
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red = random() < 0.1
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world.create_entity(
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entity = world.create_entity(
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Position(random() * Display.WIDTH, random() * Display.HEIGHT),
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# Texture("test2.png") if red else Texture("test.png"),
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Text("Hello les gens"),
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TextSize(50),
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TextColor(255, 0, 0) if red else TextColor(255, 255, 255),
|
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Texture("directory.png") if red else Texture("test.png"),
|
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Order(1 if red else 0),
|
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)
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if red:
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entity.set(Clickable(lambda world, entity: print("click")))
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|
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|
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# On ajoutant la tache
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game.add_startup_tasks(spawn_sprites)
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# On créer un tache pour vérifier le système d'hover
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def change_on_hover(world: World) -> None:
|
||||
"""
|
||||
Change la texture du sprite quand on passe la souris sur lui.
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||||
"""
|
||||
for entity in world.query(Position, Texture):
|
||||
if Hover in entity:
|
||||
entity.set(
|
||||
Texture(
|
||||
f"anim/edmond_serch_directory/{(int(world[Time] * 60) % 270):04}.png"
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||||
)
|
||||
)
|
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entity.set(Offset(-48, -176))
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else:
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entity.set(Texture("directory.png"))
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entity.remove(Offset)
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||||
|
||||
|
||||
# On ajoute la tache
|
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game.add_update_tasks(change_on_hover)
|
||||
|
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|
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def move_sprites(world: World) -> None:
|
||||
"""
|
||||
Change la position des sprites.
|
||||
|
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Loading…
Reference in a new issue