ecs #58
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@ -7,7 +7,7 @@ from plugins.inputs import Pressed
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from plugins.text import Text
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from plugins.text import Text
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class Typing:
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class Writing:
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"""
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"""
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Marque une entité comme un texte qui s'ecrit en fonction du clavier
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Marque une entité comme un texte qui s'ecrit en fonction du clavier
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"""
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"""
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@ -22,7 +22,7 @@ def __update(world: World):
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Met a jour les entitées contenant le composant Typing
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Met a jour les entitées contenant le composant Typing
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"""
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"""
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pressed = world[Pressed]
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pressed = world[Pressed]
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for entity in world.query(Typing, Text):
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for entity in world.query(Writing, Text):
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text = entity[Text]
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text = entity[Text]
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for key in pressed:
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for key in pressed:
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if key == "backspace":
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if key == "backspace":
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@ -30,8 +30,8 @@ def __update(world: World):
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if key.startswith("["): # pavé numerique
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if key.startswith("["): # pavé numerique
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key = key[1]
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key = key[1]
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if (
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if (
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key in entity[Typing].accepted_chars
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key in entity[Writing].accepted_chars
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and len(text.text) < entity[Typing].max_chars
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and len(text.text) < entity[Writing].max_chars
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):
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):
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text.text += key
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text.text += key
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@ -3,7 +3,7 @@ La scène du menu principal du jeu.
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Dans cette scène nous pouvons choisir le mode de jeu.
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Dans cette scène nous pouvons choisir le mode de jeu.
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"""
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"""
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from scenes import basic_game
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from engine import CurrentScene, Scene
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from engine import CurrentScene, Scene
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from engine.ecs import Entity, World
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from engine.ecs import Entity, World
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from engine.math import Vec2
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from engine.math import Vec2
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@ -40,11 +40,11 @@ def __on_click_butons(world: World, entity: Entity, name: str):
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world.new_entity().set(Sound(world[Assets].get_sound("click")))
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world.new_entity().set(Sound(world[Assets].get_sound("click")))
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match name:
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match name:
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case "classique":
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case "classique":
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pass # TODO
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world[CurrentScene] = basic_game.CLASSIC
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case "menteur":
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case "menteur":
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pass # TODO
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world[CurrentScene] = basic_game.LIAR
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case "tricheur":
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case "tricheur":
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pass # TODO
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world[CurrentScene] = basic_game.CHEATER
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case "histoire":
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case "histoire":
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pass # TODO
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pass # TODO
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case _:
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case _:
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|
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Loading…
Reference in a new issue