Merge branch 'main' into score
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assets/error.mp3
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|
@ -6,7 +6,8 @@ from enum import Enum
|
|||
from engine import CurrentScene, KeepAlive, Plugin, Scene
|
||||
from engine.ecs import Entity, World
|
||||
from engine.math import Vec2
|
||||
from plugins import physics, render
|
||||
from plugins import render
|
||||
from plugins import physics
|
||||
from plugins.inputs import Held
|
||||
from plugins.render import (
|
||||
Origin,
|
||||
|
@ -19,6 +20,7 @@ from plugins.render import (
|
|||
)
|
||||
from plugins.timing import Delta, Time
|
||||
import random
|
||||
from plugins.physics import CollisionHandler, Solid, Velocity
|
||||
|
||||
from scenes import game_over
|
||||
|
||||
|
@ -116,21 +118,105 @@ class Wall:
|
|||
"""
|
||||
|
||||
|
||||
def __spawn_elements(world: World):
|
||||
class TimeUntilBonus:
|
||||
"""
|
||||
ressource qui represente le temps restant avant d'avoir le bonus
|
||||
"""
|
||||
|
||||
def __init__(self, time: float, world: World):
|
||||
self.time = time
|
||||
self.started_time = int(world[Time])
|
||||
|
||||
def is_ended(self, world: World):
|
||||
return world[Time] - self.started_time >= self.time
|
||||
|
||||
def start(self, world: World):
|
||||
self.started_time = world[Time]
|
||||
|
||||
|
||||
class LastPlayerTurn:
|
||||
"""
|
||||
un composant qui represente le dernier joueur qui a joué.
|
||||
"""
|
||||
|
||||
|
||||
class HasBonus:
|
||||
"""
|
||||
un composant qui represente si l'entité a un bonus
|
||||
"""
|
||||
|
||||
def __init__(self, bonus: "Bonus", time: float, world: World):
|
||||
self.bonus = bonus
|
||||
self.time = time
|
||||
|
||||
self.start_time = world[Time]
|
||||
|
||||
def is_ended(self, world: World):
|
||||
return world[Time] - self.start_time >= self.time
|
||||
|
||||
def suppr_bonus_from_entity(self, entity: Entity):
|
||||
match self.bonus:
|
||||
case Bonus.MULTI:
|
||||
pass
|
||||
case Bonus.BIG:
|
||||
entity[Scale] /= 2
|
||||
case Bonus.FAST:
|
||||
entity[Speed] /= 1.5
|
||||
case Bonus.REVERSE:
|
||||
entity[UpKey], entity[DownKey] = entity[DownKey], entity[UpKey]
|
||||
|
||||
|
||||
class Bonus(Enum):
|
||||
MULTI = 0
|
||||
BIG = 1
|
||||
FAST = 2
|
||||
REVERSE = 3
|
||||
|
||||
@staticmethod
|
||||
def aleatoire():
|
||||
type = random.randint(0, 3)
|
||||
match type:
|
||||
case 0:
|
||||
return Bonus.MULTI
|
||||
case 1:
|
||||
return Bonus.BIG
|
||||
case 2:
|
||||
return Bonus.FAST
|
||||
case _:
|
||||
return Bonus.REVERSE
|
||||
|
||||
@staticmethod
|
||||
def get_texture(bonus: "Bonus"):
|
||||
match bonus:
|
||||
case Bonus.MULTI:
|
||||
return "multi.png"
|
||||
case Bonus.BIG:
|
||||
return "big.png"
|
||||
case Bonus.FAST:
|
||||
return "fast.png"
|
||||
case _:
|
||||
return "reverse.png"
|
||||
|
||||
|
||||
def __spawn_ellements(world: World):
|
||||
"""
|
||||
La fonction permet de initializer les ellements de la scene.
|
||||
"""
|
||||
|
||||
world.new_entity().set(SpriteBundle(("background.jpg"), -5))
|
||||
|
||||
world.set(
|
||||
TimeUntilBonus(5, world),
|
||||
)
|
||||
|
||||
# Mon mur de gauche
|
||||
world.new_entity().set(
|
||||
Origin(Vec2(1, 0)),
|
||||
Scale(Vec2(10, render.HEIGHT)),
|
||||
Position(Vec2(70, 0)),
|
||||
physics.Solid(),
|
||||
Solid(),
|
||||
LeftWall(),
|
||||
physics.CollisionHandler(__bounce_on_left_wall),
|
||||
CollisionHandler(__bounce_on_left_wall),
|
||||
)
|
||||
|
||||
# Mon mur du RN
|
||||
|
@ -138,9 +224,9 @@ def __spawn_elements(world: World):
|
|||
Origin(Vec2(0, 0)),
|
||||
Scale(Vec2(10, render.HEIGHT)),
|
||||
Position(Vec2(render.WIDTH - 70, 0)),
|
||||
physics.Solid(),
|
||||
Solid(),
|
||||
RightWall(),
|
||||
physics.CollisionHandler(__bounce_on_right_wall),
|
||||
CollisionHandler(__bounce_on_right_wall),
|
||||
)
|
||||
|
||||
# Mon mur du bas
|
||||
|
@ -148,10 +234,10 @@ def __spawn_elements(world: World):
|
|||
Origin(Vec2(0, 0)),
|
||||
Scale(Vec2(render.WIDTH, 10)),
|
||||
Position(Vec2(0, render.HEIGHT)),
|
||||
physics.Solid(),
|
||||
(Wall(), physics.CollisionHandler(__bounce_on_top_or_bot_wall))
|
||||
if world[GameMode] == GameMode.ONE
|
||||
else None,
|
||||
Solid(),
|
||||
)
|
||||
|
||||
# Mon mur du haut
|
||||
|
@ -159,10 +245,10 @@ def __spawn_elements(world: World):
|
|||
Origin(Vec2(0, 1)),
|
||||
Scale(Vec2(render.WIDTH, 10)),
|
||||
Position(Vec2(0, 0)),
|
||||
physics.Solid(),
|
||||
(Wall(), physics.CollisionHandler(__bounce_on_top_or_bot_wall))
|
||||
if world[GameMode] == GameMode.ONE
|
||||
else None,
|
||||
Solid(),
|
||||
)
|
||||
|
||||
# Joueur 1
|
||||
|
@ -174,11 +260,12 @@ def __spawn_elements(world: World):
|
|||
Vec2(44, 250),
|
||||
Vec2(0.5),
|
||||
),
|
||||
physics.Solid(),
|
||||
Solid(),
|
||||
Player1(),
|
||||
UpKey("z"),
|
||||
DownKey("s"),
|
||||
Speed(1000),
|
||||
LastPlayerTurn(),
|
||||
)
|
||||
|
||||
# Joueur 2
|
||||
|
@ -190,11 +277,11 @@ def __spawn_elements(world: World):
|
|||
Vec2(44, 250),
|
||||
Vec2(0.5),
|
||||
),
|
||||
physics.Solid(),
|
||||
Solid(),
|
||||
Player2(),
|
||||
(UpKey("up"), DownKey("down"), Speed(1000))
|
||||
if world[GameMode] == GameMode.TWO
|
||||
else None,
|
||||
else Speed(300),
|
||||
)
|
||||
|
||||
__spawn_ball(world)
|
||||
|
@ -227,6 +314,23 @@ def __spawn_elements(world: World):
|
|||
)
|
||||
|
||||
|
||||
def __spawn_bonus(world: World):
|
||||
bonus = Bonus.aleatoire()
|
||||
world.new_entity().set(
|
||||
SpriteBundle(
|
||||
Bonus.get_texture(bonus),
|
||||
3,
|
||||
Vec2(
|
||||
random.randint(200, render.WIDTH - 200),
|
||||
random.randint(100, render.HEIGHT - 100),
|
||||
),
|
||||
Vec2(70),
|
||||
Vec2(0.5),
|
||||
),
|
||||
bonus,
|
||||
)
|
||||
|
||||
|
||||
def __spawn_ball(world: World):
|
||||
"""
|
||||
Fonction qui fait apparaitre une balle avec une velocitée aleatoire
|
||||
|
@ -248,12 +352,45 @@ def __spawn_ball(world: World):
|
|||
Vec2(0.5),
|
||||
),
|
||||
Ball(),
|
||||
#
|
||||
physics.Velocity(velocity),
|
||||
physics.CollisionHandler(__bounce_on_player),
|
||||
Velocity(velocity),
|
||||
CollisionHandler(__collision_with_ball),
|
||||
)
|
||||
|
||||
|
||||
def __collision_with_ball(a: Entity, b: Entity):
|
||||
if Player1 in b or Player2 in b:
|
||||
for player in a.world.query(LastPlayerTurn):
|
||||
del player[LastPlayerTurn]
|
||||
b.set(LastPlayerTurn())
|
||||
return __bounce_on_player(a, b)
|
||||
return True
|
||||
|
||||
|
||||
def __bonus_touched(ball: Entity, bonus: Entity):
|
||||
player = ball.world.query(LastPlayerTurn).pop()
|
||||
match bonus[Bonus]:
|
||||
case Bonus.MULTI:
|
||||
__spawn_ball(bonus.world)
|
||||
__spawn_ball(bonus.world)
|
||||
ball.world[TimeUntilBonus].start(ball.world)
|
||||
case Bonus.BIG:
|
||||
player[Scale] *= 2
|
||||
player.set(HasBonus(Bonus.BIG, 10, bonus.world))
|
||||
case Bonus.FAST:
|
||||
player[Speed] *= 1.5
|
||||
player.set(HasBonus(Bonus.FAST, 10, bonus.world))
|
||||
case Bonus.REVERSE:
|
||||
for entity in ball.world.query(UpKey):
|
||||
if LastPlayerTurn in entity:
|
||||
continue
|
||||
entity[UpKey], entity[DownKey] = entity[DownKey], entity[UpKey]
|
||||
|
||||
entity.set(HasBonus(Bonus.REVERSE, 10, bonus.world))
|
||||
|
||||
bonus.destroy()
|
||||
return False
|
||||
|
||||
|
||||
def __bounce_on_player(a: Entity, b: Entity):
|
||||
"""
|
||||
Fonction qui decrit se qui se passe lorque la ball entre en collision avec un joueur
|
||||
|
@ -360,17 +497,17 @@ def __simulate_wall_position(entity: Entity, component_type: type):
|
|||
simulation_entity = entity.world.new_entity()
|
||||
|
||||
def __collision_handler(a: Entity, b: Entity):
|
||||
entity[physics.CollisionHandler].callback(a, b)
|
||||
entity[CollisionHandler].callback(a, b)
|
||||
return component_type not in b
|
||||
|
||||
simulation_entity.set(
|
||||
Position(entity[Position]),
|
||||
Scale(entity[Scale]),
|
||||
physics.Velocity(entity[physics.Velocity]),
|
||||
Velocity(entity[Velocity]),
|
||||
Origin(entity[Origin]),
|
||||
physics.CollisionHandler(__collision_handler),
|
||||
CollisionHandler(__collision_handler),
|
||||
)
|
||||
physics.move_entity(simulation_entity, entity[physics.Velocity] * 500)
|
||||
physics.move_entity(simulation_entity, entity[Velocity] * 500)
|
||||
return simulation_entity
|
||||
|
||||
|
||||
|
@ -379,7 +516,7 @@ def _update_bot(world: World):
|
|||
Fonction qui update les mouvement du bot
|
||||
"""
|
||||
# On récupère la balle la plus proche du bot
|
||||
ball_query = world.query(Position, physics.Velocity, physics.CollisionHandler)
|
||||
ball_query = world.query(Position, Velocity, CollisionHandler)
|
||||
if ball_query == set():
|
||||
return None
|
||||
ball = max(ball_query, key=lambda entity: entity[Position].y)
|
||||
|
@ -389,24 +526,24 @@ def _update_bot(world: World):
|
|||
player = world.query(Player1).pop()
|
||||
|
||||
# On trouve l'endroit ou la balle va arriver sur le mur de droite
|
||||
bot.remove(physics.Solid)
|
||||
bot.remove(Solid)
|
||||
right_wall_ball = __simulate_wall_position(ball, RightWall)
|
||||
right_touch_height = right_wall_ball[Position].y
|
||||
right_wall_ball.destroy()
|
||||
bot.set(physics.Solid())
|
||||
bot.set(Solid())
|
||||
|
||||
# On teste différentes possitions pour voir laquelle la plus éloigné du joueur
|
||||
# Mais seulement si la balle vas vers la droite car sinon elle touchera le mur
|
||||
# de gauche sans intervention du bot
|
||||
if ball[physics.Velocity].x > 0:
|
||||
if ball[Velocity].x > 0:
|
||||
bot_base_y = bot[Position].y
|
||||
target: float = right_touch_height
|
||||
better_distance = None
|
||||
for offset in [-100, -50, 0, 50, 100]:
|
||||
bot[Position].y = right_touch_height + offset
|
||||
player.remove(physics.Solid)
|
||||
player.remove(Solid)
|
||||
left_wall_ball = __simulate_wall_position(ball, LeftWall)
|
||||
player.set(physics.Solid())
|
||||
player.set(Solid())
|
||||
left_touch_height = left_wall_ball[Position].y
|
||||
left_wall_ball.destroy()
|
||||
if (
|
||||
|
@ -422,7 +559,35 @@ def _update_bot(world: World):
|
|||
# On se déplace vers la meilleure option
|
||||
diff = target - bot[Position].y
|
||||
if abs(diff) > 10:
|
||||
bot[Position].y += (diff / abs(diff)) * 300 * world[Delta]
|
||||
bot[Position].y += (diff / abs(diff)) * bot[Speed] * world[Delta]
|
||||
|
||||
|
||||
def __check_bonus_collision(world: World):
|
||||
"""
|
||||
Fonction qui permet de voir si un bonus est entrée en collision avec une entité.
|
||||
"""
|
||||
|
||||
def __collision_handler(a: Entity, b: Entity):
|
||||
if Bonus in b:
|
||||
__bonus_touched(a, b)
|
||||
return False
|
||||
return True
|
||||
|
||||
for entity in world.query(Bonus):
|
||||
entity.set(Solid())
|
||||
for entity in world.query(Ball):
|
||||
simulated_ball = world.new_entity()
|
||||
simulated_ball.set(
|
||||
Position(entity[Position]),
|
||||
Scale(entity[Scale]),
|
||||
Velocity(entity[Velocity]),
|
||||
Origin(entity[Origin]),
|
||||
CollisionHandler(__collision_handler),
|
||||
)
|
||||
physics.move_entity(simulated_ball, entity[Velocity] * world[Delta])
|
||||
simulated_ball.destroy()
|
||||
for entity in world.query(Bonus):
|
||||
entity.remove(Solid)
|
||||
|
||||
|
||||
def __update_scores(world: World, ball: Entity):
|
||||
|
@ -480,9 +645,25 @@ def __update_animation(world: World):
|
|||
animation.destroy()
|
||||
|
||||
|
||||
def __update_bonus_time(world: World):
|
||||
"""
|
||||
Fonction qui permet de mettre à jour les bonus.
|
||||
"""
|
||||
for player in world.query(HasBonus):
|
||||
if not player[HasBonus].is_ended(world):
|
||||
return None
|
||||
player[HasBonus].suppr_bonus_from_entity(player)
|
||||
del player[HasBonus]
|
||||
world[TimeUntilBonus].start(world)
|
||||
|
||||
if world.query(Bonus) == set() and world.query(HasBonus) == set():
|
||||
if world[TimeUntilBonus].is_ended(world):
|
||||
__spawn_bonus(world)
|
||||
|
||||
|
||||
__SCENE = Scene(
|
||||
[__spawn_elements],
|
||||
[__update_move, __update_animation],
|
||||
[__spawn_ellements],
|
||||
[__update_move, __check_bonus_collision, __update_animation, __update_bonus_time],
|
||||
[],
|
||||
)
|
||||
|
||||
|
|