Dialogues (fais pas chier j'ai trop mal a la tête pour faire une bonne PR) #62
6
assets/dialogs/failed.json
Normal file
6
assets/dialogs/failed.json
Normal file
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@ -0,0 +1,6 @@
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[
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"Ah te voila !",
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"Aller hop ! A la corbeille !",
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"La cavale est finit !",
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"On fais moins le malin sans son bouclier hein !"
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]
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BIN
assets/waiting.mp3
Normal file
BIN
assets/waiting.mp3
Normal file
Binary file not shown.
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@ -8,6 +8,7 @@ import pygame
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from engine import CurrentScene, GlobalPlugin, KeepAlive, Scene
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from engine import CurrentScene, GlobalPlugin, KeepAlive, Scene
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from engine.ecs import World
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from engine.ecs import World
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from plugins import render
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from plugins import render
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from plugins.sound import Sound
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class Assets(KeepAlive):
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class Assets(KeepAlive):
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@ -25,6 +26,7 @@ class Assets(KeepAlive):
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# Chragement du son d'erreur
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# Chragement du son d'erreur
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self.__error_sound = pygame.mixer.Sound("assets/error.mp3")
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self.__error_sound = pygame.mixer.Sound("assets/error.mp3")
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self.__waiting_sound = pygame.mixer.Sound("assets/waiting.mp3")
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# Chargement des textures de chargement
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# Chargement des textures de chargement
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self.__unloaded_texture = pygame.image.load("assets/unloaded.png").convert()
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self.__unloaded_texture = pygame.image.load("assets/unloaded.png").convert()
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@ -54,6 +56,13 @@ class Assets(KeepAlive):
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"""
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"""
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return self.__error_sound
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return self.__error_sound
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@property
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def waiting_sound(self) -> pygame.mixer.Sound:
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"""
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Le son de chargement.
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"""
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return self.__waiting_sound
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@property
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@property
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def unloaded_texture(self) -> pygame.Surface:
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def unloaded_texture(self) -> pygame.Surface:
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"""
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"""
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@ -207,6 +216,7 @@ def loading_scene(target: Scene, name: str, clear_cache: bool = True):
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order=1000000001,
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order=1000000001,
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area=(0, 0, 0, render.HEIGHT),
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area=(0, 0, 0, render.HEIGHT),
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),
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),
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Sound(assets.waiting_sound, loop=True, fade_ms=10000),
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)
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)
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@staticmethod
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@staticmethod
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@ -10,6 +10,7 @@ from plugins import (
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display,
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display,
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hover,
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hover,
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inputs,
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inputs,
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multisound,
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render,
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render,
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sound,
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sound,
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text,
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text,
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@ -25,6 +26,7 @@ PLUGIN = (
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+ hover.PLUGIN
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+ hover.PLUGIN
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+ click.PLUGIN
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+ click.PLUGIN
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+ coroutine.PLUGIN
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+ coroutine.PLUGIN
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+ multisound.PLUGIN
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+ sound.PLUGIN
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+ sound.PLUGIN
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+ text.PLUGIN
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+ text.PLUGIN
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+ animation.PLUGIN
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+ animation.PLUGIN
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42
src/plugins/dialog.py
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42
src/plugins/dialog.py
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@ -0,0 +1,42 @@
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"""
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Un plugin permettant de gérer l'affichage et l'audio des dialogues.
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"""
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import json
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import random
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import threading
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import pygame
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from engine.ecs import World
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from engine.math import Vec2
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from plugins import render
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# from plugins.assets import Assets
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from plugins.sound import Sound
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from plugins.text import Text
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import pyttsx3
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engine = pyttsx3.init()
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def spawn_dialog(world: World, name: str, height: float = 900):
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"""
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Fait apparaitre un dialogue dans le monde.
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"""
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global engine
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texts: list[str] = json.load(
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open(f"assets/dialogs/{name}.json", "r", encoding="utf-8")
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)
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text = random.choice(texts)
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# engine.say(text)
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engine.save_to_file(text, "voice.mp3")
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engine.runAndWait()
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world.new_entity().set(
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Sound(
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pygame.mixer.Sound("voice.mp3"),
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callback=lambda world, entity: entity.destroy(),
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),
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Text(text, position=Vec2(render.WIDTH / 2, height), origin=Vec2(0.5)),
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)
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65
src/plugins/multisound.py
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65
src/plugins/multisound.py
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@ -0,0 +1,65 @@
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"""
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Plugin pour les sons multiples.
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"""
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import random
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from typing import Callable
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from engine import GlobalPlugin
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from engine.ecs import Entity, World
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from plugins.assets import Assets
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from plugins.sound import Sound
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class MultiSound:
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"""
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Composant qui quand il est ajouté a une entité, il joue un son aléatoire
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parmis la liste de ses sons, il est ensuite retiré de l'entité.
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Ce composant est fait pour être définis en tant que constante
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puis utilisé ensuite, pour cela il prend seulement le nom des
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sons au lieu des sons eux memes. Les sons seront donc récupérés
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a l'aide de `Assets`.
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"""
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def __init__(
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self,
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*sound_names: str,
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loop: bool = False,
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volume: float = 1.0,
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fade_ms: int = 0,
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callback: Callable[[World, Entity], object] = lambda _w, _e: None,
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):
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self.sound_names = sound_names
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self.loop = loop
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self.volume = volume
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self.fade_ms = fade_ms
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self.callback = callback
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def __update_sounds(world: World):
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"""
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Met à jour les sons du jeu.
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"""
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# Ajout des sons aléatoires
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assets = world[Assets]
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for entity in world.query(MultiSound):
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multi_sound = entity[MultiSound]
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sound = assets.get_sound(random.choice(multi_sound.sound_names))
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entity[Sound] = Sound(
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sound,
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multi_sound.loop,
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multi_sound.volume,
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multi_sound.fade_ms,
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multi_sound.callback,
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)
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del entity[MultiSound]
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PLUGIN = GlobalPlugin(
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[],
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[],
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[__update_sounds],
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[],
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)
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@ -3,12 +3,10 @@ Un plugin permettant de jouer des sons.
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"""
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"""
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import random
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from typing import Callable
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from typing import Callable
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import pygame
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import pygame
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from engine import GlobalPlugin, KeepAlive
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from engine import GlobalPlugin, KeepAlive
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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 plugins.assets import Assets
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class Channels(KeepAlive, dict[Entity, pygame.mixer.Channel]):
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class Channels(KeepAlive, dict[Entity, pygame.mixer.Channel]):
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@ -37,32 +35,6 @@ class Sound:
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self.callback = callback
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self.callback = callback
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class MultiSound:
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"""
|
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Composant qui quand il est ajouté a une entité, il joue un son aléatoire
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parmis la liste de ses sons, il est ensuite retiré de l'entité.
|
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|
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Ce composant est fait pour être définis en tant que constante
|
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puis utilisé ensuite, pour cela il prend seulement le nom des
|
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sons au lieu des sons eux memes. Les sons seront donc récupérés
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a l'aide de `Assets`.
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"""
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def __init__(
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self,
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*sound_names: str,
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loop: bool = False,
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volume: float = 1.0,
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fade_ms: int = 0,
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callback: Callable[[World, Entity], object] = lambda _w, _e: None,
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):
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self.sound_names = sound_names
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self.loop = loop
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self.volume = volume
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self.fade_ms = fade_ms
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self.callback = callback
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def __initialize(world: World):
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def __initialize(world: World):
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"""
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"""
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Ajoute les ressources utiles pour le plugin.
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Ajoute les ressources utiles pour le plugin.
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@ -74,20 +46,6 @@ def __update_sounds(world: World):
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"""
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"""
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Met à jour les sons du jeu.
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Met à jour les sons du jeu.
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"""
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"""
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# Ajout des sons aléatoires
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assets = world[Assets]
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for entity in world.query(MultiSound):
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multi_sound = entity[MultiSound]
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sound = assets.get_sound(random.choice(multi_sound.sound_names))
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entity[Sound] = Sound(
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sound,
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multi_sound.loop,
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multi_sound.volume,
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multi_sound.fade_ms,
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multi_sound.callback,
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)
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del entity[MultiSound]
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# Ajout des sons non gérés
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# Ajout des sons non gérés
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channels = world[Channels]
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channels = world[Channels]
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sound_entities = world.query(Sound)
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sound_entities = world.query(Sound)
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@ -2,7 +2,7 @@
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Module contenant toutes les scènes du jeu.
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Module contenant toutes les scènes du jeu.
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"""
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"""
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from plugins.sound import MultiSound
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from plugins.multisound import MultiSound
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CLICK_SOUND = MultiSound("click/0", "click/1", "click/2")
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CLICK_SOUND = MultiSound("click/0", "click/1", "click/2")
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@ -13,7 +13,7 @@ from plugins.assets import Assets
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from plugins.click import Clickable
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from plugins.click import Clickable
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from plugins.hover import HoveredTexture
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from plugins.hover import HoveredTexture
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from plugins.render import Sprite
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from plugins.render import Sprite
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from scenes.story import boss_fight
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from scenes.story import boss_fight, directory_search
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def __create_button(world: World, assets: Assets, i: int, name: str):
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def __create_button(world: World, assets: Assets, i: int, name: str):
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@ -48,7 +48,7 @@ def __on_click_butons(world: World, _entity: Entity, name: str):
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case "tricheur":
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case "tricheur":
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world[CurrentScene] = base_game.CHEATER
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world[CurrentScene] = base_game.CHEATER
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case "histoire":
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case "histoire":
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world[CurrentScene] = boss_fight.SCENE
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world[CurrentScene] = directory_search.SCENE
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case _:
|
case _:
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pass
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pass
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|
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|
|
|
@ -6,7 +6,7 @@ import random
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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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from plugins import assets as plugin_assets, render, smooth
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from plugins import assets as plugin_assets, dialog, render, smooth
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from plugins.animation import Animation
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from plugins.animation import Animation
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from plugins.coroutine import Coroutine, wait
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from plugins.coroutine import Coroutine, wait
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from plugins.click import Clickable, Clicked
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from plugins.click import Clickable, Clicked
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@ -254,6 +254,7 @@ def __spawn_search_directory(world: World):
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),
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),
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),
|
),
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)
|
)
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dialog.spawn_dialog(world, "failed")
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entity[Sprite].order = 5
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entity[Sprite].order = 5
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for entity in world.query(Coroutine): # On arrete la boucle de jeu
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for entity in world.query(Coroutine): # On arrete la boucle de jeu
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entity.destroy()
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entity.destroy()
|
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|
|
Loading…
Reference in a new issue