This commit is contained in:
Raphaël 2024-01-06 17:45:07 +01:00
parent 31d08d2458
commit 344ed9d5f6
6 changed files with 373 additions and 24 deletions

57
src/plugins/writing.py Normal file
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@ -0,0 +1,57 @@
"""
Definit un plugin qui crée un texte avec les touches frappées
"""
from engine import Scene, World
from plugins.inputs import Held, Pressed
from plugins.render import Text
from plugins.sound import 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]
held = world[Held]
for entity in world.query(Writing, Text):
writing = entity[Writing]
for key in pressed:
if key == "backspace" and entity[Text] != writing.base_text:
entity[Text] = entity[Text][:-1]
world.new_entity().set(Sound("click.wav"))
if entity[Text] == "":
entity[Text] = writing.base_text
if key.startswith("["): # pavé numerique
key = key[1]
if key in writing.accepted_chars and (
entity[Text] == writing.base_text
or len(entity[Text]) < writing.max_chars
):
if entity[Text] == writing.base_text:
entity[Text] = key
else:
entity[Text] += key
world.new_entity().set(Sound("click.wav"))
if entity[Text] == "":
entity[Text] = writing.base_text
PLUGIN = Scene(
[],
[__update],
[],
)

View file

@ -3,7 +3,7 @@ Le jeux principale.
"""
from enum import Enum
from engine import Plugin, Scene
from engine import CurrentScene, KeepAlive, Plugin, Scene
from engine.ecs import Entity, World
from engine.math import Vec2
from plugins import physics, render
@ -20,6 +20,8 @@ from plugins.render import (
from plugins.timing import Delta, Time
import random
from scenes import game_over
class GameMode(Enum):
"""
@ -84,7 +86,7 @@ class Speed(int):
"""
class Player1Score(int):
class Player1Score(int, KeepAlive):
"""
Ressource qui represente le score du joueur 1.
"""
@ -108,7 +110,13 @@ class StartAnimation(float):
"""
def __spawn_ellements(world: World):
class Wall:
"""
Composant qui represente les mur du haut et du bas
"""
def __spawn_elements(world: World):
"""
La fonction permet de initializer les ellements de la scene.
"""
@ -141,6 +149,9 @@ def __spawn_ellements(world: World):
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,
)
# Mon mur du haut
@ -149,6 +160,9 @@ def __spawn_ellements(world: World):
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,
)
# Joueur 1
@ -188,6 +202,7 @@ def __spawn_ellements(world: World):
# Initialisation des scores
world.set(Player1Score(0), Player2Score(0))
if world[GameMode] == GameMode.TWO:
world.new_entity().set(
TextBundle(
"0 - 0",
@ -198,6 +213,17 @@ def __spawn_ellements(world: World):
),
Score(),
)
else:
world.new_entity().set(
TextBundle(
"0",
10,
50,
position=Vec2(render.WIDTH / 2, 75),
origin=Vec2(0.5),
),
Score(),
)
def __spawn_ball(world: World):
@ -238,6 +264,18 @@ def __bounce_on_player(a: Entity, b: Entity):
a[physics.Velocity] = a[physics.Velocity].normalized * min(
(speed * 1.1), 1000.0
)
if Player1 in b and Ball in a:
if b.world[GameMode] == GameMode.ONE:
a.world[Player1Score] += 100
__update_scores(a.world, b)
return True
def __bounce_on_top_or_bot_wall(a: Entity, b: Entity):
if Ball in b and Wall in a:
if b.world[GameMode] == GameMode.ONE:
a.world[Player1Score] += 20
__update_scores(a.world, a)
return True
@ -247,8 +285,12 @@ def __bounce_on_left_wall(a: Entity, b: Entity):
"""
if Ball in b:
world = a.world
if world[GameMode] == GameMode.TWO:
world[Player2Score] += 1
__update_scores(world, b)
else:
world[CurrentScene] = game_over.GAME_OVER
return False
return True
@ -259,7 +301,10 @@ def __bounce_on_right_wall(a: Entity, b: Entity):
"""
if Ball in b:
world = a.world
if world[GameMode] == GameMode.TWO:
world[Player1Score] += 1
else:
world[Player1Score] += 1000
__update_scores(world, b)
return False
return True
@ -376,11 +421,17 @@ def __update_scores(world: World, ball: Entity):
La fontion permet de mettre a jour les scores.
"""
if world[GameMode] == GameMode.TWO:
# met a jour le score du joueur 1 et 2
for panel in world.query(Score):
panel[Text] = f"{world[Player1Score]} - {world[Player2Score]}"
ball.destroy()
else:
for panel in world.query(Score):
panel[Text] = f"{world[Player1Score]}"
if Ball in ball:
ball.destroy()
if world.query(Ball) == set():
__animation(world, 3)
@ -421,7 +472,7 @@ def __update_animation(world: World):
__SCENE = Scene(
[__spawn_ellements],
[__spawn_elements],
[__update_move, __update_animation],
[],
)

81
src/scenes/game_over.py Normal file
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@ -0,0 +1,81 @@
from engine import CurrentScene, KeepAlive, Scene
from engine.ecs import Entity, World
from engine.math import Vec2
from plugins import render
from plugins.click import Clickable
from plugins.hover import HoveredTexture
from plugins.render import (
SpriteBundle,
TextBundle,
)
from plugins.sound import Sound
from scenes import game, send_to_server, try_again
def __spawn_elements(world: World):
world.new_entity().set(
TextBundle(
"Game Over", 0, 100, position=Vec2(render.WIDTH / 2, 250), origin=Vec2(0.5)
)
)
world.new_entity().set(
TextBundle(
"Voulez vous enregistrer votre Score ?",
0,
50,
position=Vec2(render.WIDTH / 2, 350),
origin=Vec2(0.5),
)
)
world.new_entity().set(
TextBundle(
f"{world[game.Player1Score]}",
0,
50,
position=Vec2(render.WIDTH / 2, 450),
origin=Vec2(0.5),
)
)
button_name = ["one_player", "two_player"]
for i, name in enumerate(button_name):
__create_button(world, i, name)
def __create_button(world: World, i: int, name: str):
"""
Ajoute un bouton au monde.
"""
world.new_entity().set(
SpriteBundle(
f"button_{name}.png",
position=Vec2(450 + 540 * i, render.HEIGHT / 2 + render.HEIGHT / 8),
order=1,
origin=Vec2(0.5),
),
HoveredTexture(
f"button_{name}.png",
f"button_{name}_hover.png",
),
Clickable(lambda world, entity: __on_click_butons(world, entity, name)),
)
def __on_click_butons(world: World, _entity: Entity, name: str):
"""
Fonction qui s'execute quand on clique sur un bouton.
"""
match name:
case "one_player":
world[CurrentScene] = send_to_server.SEND
case "two_player":
world[CurrentScene] = try_again.TRY_AGAIN
case _:
pass
world.new_entity().set(KeepAlive(), Sound("click.wav"))
GAME_OVER = Scene(
[__spawn_elements],
[],
[],
)

View file

@ -11,7 +11,8 @@ from plugins import render
from plugins.click import Clickable
from plugins.hover import HoveredTexture
from plugins.render import SpriteBundle
from scenes import game
from plugins.timing import Time
from scenes import game, send_to_server
def __create_button(world: World, i: int, name: str):
@ -51,7 +52,7 @@ def __spawn_elements(world: World):
"""
Ajoute les éléments du menu dans le monde.
"""
if world[Time] < 1:
world.new_entity().set(Sound("music.mp3"), KeepAlive(), Loop())
world.new_entity().set(SpriteBundle("background_menu.png", -5))

View file

@ -0,0 +1,86 @@
from plugins import writing
from engine import Plugin
from engine.ecs import Entity, World
from engine.math import Vec2
from plugins import render
from plugins.click import Clickable
from plugins.hover import HoveredTexture
from plugins.render import SpriteBundle, Text, TextBundle
from plugins.writing import Writing
import requests as rq
from scenes import game
IP = "pong.cocosol.fr"
def new_score(world: World, e: Entity):
e.remove(Clickable)
name = world.query(Writing).pop()
try:
post = {"name": name[Text], "score": world[game.Player1Score]}
print(post)
rq.post(f"https://{IP}/new_score", post)
except:
print("Error with the serveur")
def get_scores():
try:
return rq.get(f"https://{IP}/data").json()
except:
print("Error with the serveur")
def __spawn_elements(world: World):
"""
Ajoute les éléments du menu dans le monde.
"""
world.new_entity().set(SpriteBundle("background.jpg", -5))
world.new_entity().set(
TextBundle(
"Quel est votre pseudo ?",
0,
position=Vec2(render.WIDTH / 2, 350),
origin=Vec2(0.5),
),
)
world.new_entity().set(
TextBundle(
"...",
0,
50,
position=Vec2(render.WIDTH / 2, 650),
origin=Vec2(0.5),
),
Writing(
"azertyuiopqsdfghjklmwxcvbn0123456789_-/",
10,
"...",
),
)
world.new_entity().set(
SpriteBundle(
f"button_one_player.png",
position=Vec2(render.WIDTH / 2, render.HEIGHT / 2),
order=1,
origin=Vec2(0.5),
),
HoveredTexture(
f"button_one_player.png",
f"button_one_player_hover.png",
),
Clickable(new_score),
)
SEND = (
Plugin(
[__spawn_elements],
[],
[],
)
+ writing.PLUGIN
)

73
src/scenes/try_again.py Normal file
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@ -0,0 +1,73 @@
"""
La scène du menu principal du jeu.
Dans cette scène nous pouvons choisir le mode de jeu.
"""
from plugins.sound import Sound
from engine import CurrentScene, KeepAlive, Scene
from engine.ecs import Entity, World
from engine.math import Vec2
from plugins import render
from plugins.click import Clickable
from plugins.hover import HoveredTexture
from plugins.render import SpriteBundle, TextBundle
from scenes import game, menu
def __create_button(world: World, i: int, name: str):
"""
Ajoute un bouton au monde.
"""
world.new_entity().set(
SpriteBundle(
f"button_{name}.png",
position=Vec2(450 + 540 * i, render.HEIGHT / 2),
order=1,
origin=Vec2(0.5),
),
HoveredTexture(
f"button_{name}.png",
f"button_{name}_hover.png",
),
Clickable(lambda world, entity: __on_click_butons(world, entity, name)),
)
def __on_click_butons(world: World, _entity: Entity, name: str):
"""
Fonction qui s'execute quand on clique sur un bouton.
"""
match name:
case "one_player":
world[CurrentScene] = menu.MENU
case "two_player":
world[CurrentScene] = game.ONE_PLAYER
case _:
pass
world.new_entity().set(KeepAlive(), Sound("click.wav"))
def __spawn_elements(world: World):
"""
Ajoute les éléments du menu dans le monde.
"""
world.new_entity().set(SpriteBundle("background.jpg", -5))
world.new_entity().set(
TextBundle(
"Voulez vous changer\nde mode de jeu ?",
0,
position=Vec2(render.WIDTH / 2, 350),
origin=Vec2(0.5),
),
)
scenes_name = ["one_player", "two_player"]
for i, name in enumerate(scenes_name):
__create_button(world, i, name)
TRY_AGAIN = Scene(
[__spawn_elements],
[],
[],
)