Finalize
This commit is contained in:
parent
d8e64348cd
commit
5952cf8931
31
src/main.py
31
src/main.py
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@ -17,13 +17,13 @@ from plugins.render import (
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from plugins.timing import Delta
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from plugins.timing import Delta
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def lol(a: Entity, b: Entity):
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def lol(a: Entity, b: Entity, simul: bool = False):
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if Bounce in b:
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if Bounce in b:
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speed = a[physics.Velocity].length
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speed = a[physics.Velocity].length
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a[physics.Velocity] = a[physics.Velocity].normalized
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a[physics.Velocity] = a[physics.Velocity].normalized
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a[physics.Velocity].y = (a[Position].y - b[Position].y) * 0.005
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a[physics.Velocity].y = (a[Position].y - b[Position].y) * 0.005
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a[physics.Velocity] = a[physics.Velocity].normalized * min(
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a[physics.Velocity] = a[physics.Velocity].normalized * min(
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(speed * 1.5), 1000.0
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(speed * 1.1), 1000.0
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)
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)
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return True
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return True
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@ -33,7 +33,7 @@ class Bounce:
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def lol_simul(a: Entity, b: Entity):
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def lol_simul(a: Entity, b: Entity):
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lol(a, b)
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lol(a, b, True)
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return RightWall not in b
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return RightWall not in b
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@ -161,6 +161,18 @@ def __initialize(world: World):
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physics.CollisionHandler(lol),
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physics.CollisionHandler(lol),
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)
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)
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for i in range(20):
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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10,
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scale=Vec2(10),
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),
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physics.CollisionHandler(lol),
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BallFollow(i + 1),
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# physics.CollisionHandler(lol_simul),
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)
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def __update(world: World):
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def __update(world: World):
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"""
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"""
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@ -190,10 +202,21 @@ def __update(world: World):
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target = entity[Position].y
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target = entity[Position].y
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for bar in world.query(Bar):
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for bar in world.query(Bar):
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diff = target - bar[Position].y
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diff = target - bar[Position].y
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bar[Position].y += (diff / abs(diff)) * 300 * world[Delta]
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# bar[Position].y += (diff / abs(diff)) * 300 * world[Delta]
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bar[Position].y += diff
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bar.set(physics.Solid())
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bar.set(physics.Solid())
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entity.destroy()
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entity.destroy()
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# for bar in world.query(Bar):
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# bar.remove(physics.Solid)
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for entity in world.query(BallFollow):
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entity[Position] = Vec2(ball[Position])
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entity[physics.Velocity] = Vec2(ball[physics.Velocity])
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physics.move_entity(entity, entity[physics.Velocity] * entity[BallFollow] * 0.5)
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del entity[physics.Velocity]
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# for bar in world.query(Bar):
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# bar.set(physics.Solid())
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# ball.set(Simulated())
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# ball.set(Simulated())
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# for entity in world.query(Bar):
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# for entity in world.query(Bar):
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# entity.remove(physics.Solid)
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# entity.remove(physics.Solid)
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@ -1,10 +0,0 @@
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"""
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Module contenant tous les plugins du jeu.
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Un plugin est une scène pouvant être ajouté a d'autres scènes
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afin d'ajouter des fonctionnalités au jeu.
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Le but est de faire en sorte que les plugins soient génériques
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afin de pouvoir les utilisers dans plusieurs scènes et donc
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éviter de répéter plusieurs fois le même code.
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"""
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@ -1,110 +0,0 @@
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"""
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Un plugin qui permet de jouer des animations de sprites.
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"""
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from typing import Callable
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import pygame
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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.render import Sprite
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from plugins.timing import Delta
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class Animation:
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"""
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Composant qui contient toutes les informations d'une animation est en cour
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sur l'entité.
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"""
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def __init__(
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self,
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name: str,
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fps: float = 60.0,
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loop: bool = False,
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callback: Callable[[World, Entity], object] = lambda _w, _e: None,
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) -> None:
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self.name = name
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self.fps = fps
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self.loop = loop
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self.callback = callback
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self.timer = 0.0
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self.ended = False
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def wait(self) -> Callable[[World], bool]:
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"""
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Utilitaire de `Coroutine` permettant d'attendre que l'animation soit finie.
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"""
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return lambda world: self.ended
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def __update_sprite(entity: Entity, texture: pygame.Surface, assets: Assets):
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"""
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Change la texture de la `Sprite` d'une entité.
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Si l'entité n'as pas de `Sprite`, une nouvelle `Sprite` sera ajoutée.
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Si la texture est la texture d'erreur, la texture de la `Sprite` ne
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sera pas changée.
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"""
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if texture is assets.error_texture:
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return
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if Sprite not in entity:
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entity[Sprite] = Sprite(texture)
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else:
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entity[Sprite].texture = texture
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def __update_animations(world: World) -> None:
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"""
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Met à jour les sprites des animations.
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"""
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assets = world[Assets]
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delta = world[Delta]
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for entity in world.query(Animation):
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animation = entity[Animation]
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animation.timer += delta
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# On récupère la texture correspondante a la frame de l'animation
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frame_index = int(animation.timer * animation.fps)
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texture = assets.get_texture(f"{animation.name}/{frame_index:04d}")
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# Si la texture n'existe pas, l'animation est finie
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if texture is assets.error_texture:
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if animation.loop:
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# Si l'animation est une boucle on met la première image de l'animation
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animation.timer = 0.0
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__update_sprite(
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entity, assets.get_texture(f"{animation.name}/0000"), assets
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)
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# Et on appelle la fonction de callback
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animation.callback(world, entity)
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else:
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# Sinon on supprime le composant `Animation`
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del entity[Animation]
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animation.ended = True
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# On trouve la dernière image de l'animation et on met à jour la texture
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while texture is assets.error_texture:
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frame_index -= 1
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texture = assets.get_texture(f"{animation.name}/{frame_index:04d}")
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if frame_index < 0:
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break
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if texture is not assets.error_texture:
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__update_sprite(entity, texture, assets)
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# Et on appelle la fonction de callback
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animation.callback(world, entity)
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else:
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# Si l'animation n'est pas finie, on met à jour la texture
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__update_sprite(entity, texture, assets)
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animation.ended = False
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PLUGIN = GlobalPlugin(
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[],
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[],
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[__update_animations],
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[],
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)
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@ -1,271 +0,0 @@
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"""
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Un plugin qui gère les assets du jeu.
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"""
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import glob
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import random
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import pygame
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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 plugins import render
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from plugins.sound import Sound
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class Assets(KeepAlive):
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"""
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Ressource qui gère les assets du jeu.
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"""
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def __init__(self):
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# Création de la texture d'erreur
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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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pygame.draw.rect(error_texture, (255, 0, 255), (128, 128, 128, 128))
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self.__error_texture = error_texture.convert()
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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.__waiting_sound = pygame.mixer.Sound("assets/waiting.mp3")
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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.__loaded_texture = pygame.image.load("assets/loaded.png").convert()
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# Cache des ressources
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self.__textures: dict[str, pygame.Surface] = {}
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self.__fonts: dict[int, pygame.font.Font] = {}
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self.__texts: dict[tuple[int, str], pygame.Surface] = {}
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self.__sounds: dict[str, pygame.mixer.Sound] = {}
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@property
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def error_texture(self) -> pygame.Surface:
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"""
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La texture d'erreur.
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Cette texture est utilisé lorsque la texture demandée n'existe pas.
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"""
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return self.__error_texture
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@property
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def error_sound(self) -> pygame.mixer.Sound:
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"""
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Le son d'erreur.
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Cette texture est utilisé lorsque le son demandé n'existe pas.
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"""
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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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def unloaded_texture(self) -> pygame.Surface:
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"""
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La texture de chargement qui s'affiche au début du chargement et qui
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est progressivement remplacé par la texture `loaded_texture`.
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"""
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return self.__unloaded_texture
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@property
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def loaded_texture(self) -> pygame.Surface:
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"""
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La texture de chargement qui s'affiche progressivement lors d'un chargement.
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"""
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return self.__loaded_texture
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def load_texture(self, name: str, path: str) -> pygame.Surface:
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"""
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Charge une texture et la renvoi. Si une texture existe déja dans le cache,
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elle sera remplacée par la nouvelle.
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"""
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surface = pygame.image.load(path).convert_alpha()
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self.__textures[name] = surface
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return surface
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def get_texture(self, name: str) -> pygame.Surface:
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"""
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Renvoie la texture demandée.
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Si la texture n'existe pas dans le cache, la texture d'erreur sera renvoyée.
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"""
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return self.__textures.get(name, self.__error_texture)
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def get_font(self, size: int) -> pygame.font.Font:
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"""
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Renvoie la police d'ecriture du jeu avec la taille demandée.
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Cette fonction charge le fichier `assets/font.ttf` pour la taille demandée
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et la met dans le cache. Si la police d'ecriture existe déjà dans le cache,
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elle sera renvoyée directement.
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"""
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font = self.__fonts.get(size)
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if font is None:
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font = self.__fonts[size] = pygame.font.Font("assets/font.ttf", size)
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return font
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def get_text(self, size: int, text: str, color: pygame.Color) -> pygame.Surface:
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"""
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Renvoie une image correspondant à la chaîne de caractères demandée avec
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la taille de police demandée et la couleur demandée.
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Si l'image du texte demandé n'est pas dans le cache, elle sera créer
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puis mis dans le cache et enfin renvoyée.
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"""
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surface = self.__texts.get((size, text))
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if surface is None:
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surface = self.__texts[(size, text)] = self.get_font(size).render(
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text, True, color
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)
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return surface
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def load_sound(self, name: str, path: str) -> pygame.mixer.Sound:
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"""
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Charge un son et le renvoi. Si un son existe déja dans le cache,
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il sera remplacé par le nouveau.
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"""
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sound = pygame.mixer.Sound(path)
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self.__sounds[name] = sound
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return sound
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def get_sound(self, name: str) -> pygame.mixer.Sound:
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"""
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Renvoie le son demandé.
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Si le son n'existe pas dans le cache, le son d'erreur sera renvoyé.
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"""
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return self.__sounds.get(name, self.__error_sound)
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def clear_cache(self):
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"""
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Vide le cache des assets.
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Les fonts ne sont pas effacés car ils n'y a normalement pas énormément
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de taille de police différentes utilisées.
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"""
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self.__textures.clear()
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self.__texts.clear()
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self.__sounds.clear()
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def __initialize(world: World):
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"""
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Ajoute la ressource `Assets` au monde.
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"""
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world.set(Assets())
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PLUGIN = GlobalPlugin(
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[__initialize],
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[],
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[],
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[],
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)
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def loading_scene(target: Scene, name: str, clear_cache: bool = True):
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"""
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Retourne une scène de chargement des assets qui passe à la scène donné
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en paramètres lorsque tous les assets de la scène sont chargées.
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Paramètres:
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- `target`: la scène qui sera lancé après le chargement des assets.
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- `name`: le nom de la scène, ce nom est utilisé pour savoir dans quel
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dossier sont les assets de la scène. Les assets de la scène
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seront récupéré dans le dossier `assets/<name>`.
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"""
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class AssetIterator:
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"""
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Une ressource qui contient un itérateur sur les fichiers des assets
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de la scène à charger.
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"""
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def __init__(self):
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self.files = glob.glob(f"assets/{name}/**/*", recursive=True)
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self.files.extend(glob.glob("assets/global/**/*", recursive=True))
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random.shuffle(self.files)
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self.total = len(self.files)
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@staticmethod
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def prepare_world(world: World):
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"""
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Retire toutes les ressource précédentes du monde puis
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ajoute `ResourceIterator` et la barre de progression dans le monde.
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"""
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|
||||||
assets = world[Assets]
|
|
||||||
if clear_cache:
|
|
||||||
assets.clear_cache()
|
|
||||||
asset_iterator = AssetIterator()
|
|
||||||
world.set(AssetIterator())
|
|
||||||
if asset_iterator.total <= 30:
|
|
||||||
for _ in range(asset_iterator.total):
|
|
||||||
asset_iterator.load_next(world)
|
|
||||||
else:
|
|
||||||
world.new_entity().set(
|
|
||||||
render.Sprite(assets.unloaded_texture, order=1000000000)
|
|
||||||
)
|
|
||||||
world.new_entity().set(
|
|
||||||
ProgessBar(),
|
|
||||||
render.Sprite(
|
|
||||||
assets.loaded_texture,
|
|
||||||
order=1000000001,
|
|
||||||
area=(0, 0, 0, render.HEIGHT),
|
|
||||||
),
|
|
||||||
Sound(assets.waiting_sound, loop=True),
|
|
||||||
)
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def load_next(world: World):
|
|
||||||
"""
|
|
||||||
Charge le fichier suivant de l'itérateur.
|
|
||||||
"""
|
|
||||||
assets = world[Assets]
|
|
||||||
asset_iterator = world[AssetIterator]
|
|
||||||
if len(asset_iterator.files) == 0:
|
|
||||||
world[CurrentScene] = target
|
|
||||||
else:
|
|
||||||
file = asset_iterator.files.pop().replace("\\", "/")
|
|
||||||
ressource_extension = file.split(".")[-1]
|
|
||||||
prefix = (
|
|
||||||
"assets/global/"
|
|
||||||
if file.startswith("assets/global/")
|
|
||||||
else f"assets/{name}/"
|
|
||||||
)
|
|
||||||
ressource_name = file[len(prefix) : -len(ressource_extension) - 1]
|
|
||||||
if ressource_extension in ("png", "jpg"):
|
|
||||||
assets.load_texture(ressource_name, file)
|
|
||||||
if ressource_extension in ("mp3", "wav", "ogg"):
|
|
||||||
assets.load_sound(ressource_name, file)
|
|
||||||
|
|
||||||
class ProgessBar:
|
|
||||||
"""
|
|
||||||
Composant marquant une entité comme étant une barre de progression.
|
|
||||||
"""
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def render(world: World):
|
|
||||||
"""
|
|
||||||
Affiche une barre de progression du chargement des assets.
|
|
||||||
"""
|
|
||||||
# Calcul du pourcentage de chargement
|
|
||||||
asset_iterator = world[AssetIterator]
|
|
||||||
if asset_iterator.total == 0:
|
|
||||||
progress = 0.0
|
|
||||||
else:
|
|
||||||
file_loaded = asset_iterator.total - len(asset_iterator.files)
|
|
||||||
progress = file_loaded / asset_iterator.total
|
|
||||||
|
|
||||||
# Affichage de la barre de progression
|
|
||||||
for progress_bar in world.query(ProgessBar):
|
|
||||||
progress_bar[render.Sprite].area = (0, 0, progress, 1.0)
|
|
||||||
|
|
||||||
return Scene(
|
|
||||||
[AssetIterator.prepare_world],
|
|
||||||
[AssetIterator.load_next, ProgessBar.render],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,48 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin permettant de savoir si l'on a cliqué sur une entité.
|
|
||||||
"""
|
|
||||||
|
|
||||||
from typing import Callable
|
|
||||||
from engine import GlobalPlugin
|
|
||||||
from engine.ecs import Entity, World
|
|
||||||
from plugins.hover import Hovered
|
|
||||||
from plugins.inputs import Pressed
|
|
||||||
from plugins.render import Sprite
|
|
||||||
|
|
||||||
|
|
||||||
class Clicked:
|
|
||||||
"""
|
|
||||||
Component ajouté a toutes les entitées qui viennent d'être cliqué.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Clickable:
|
|
||||||
"""
|
|
||||||
Composant qui permet d'executer une fonction lorsqu'une entité est cliquee.
|
|
||||||
"""
|
|
||||||
|
|
||||||
def __init__(self, callback: Callable[[World, Entity], object]):
|
|
||||||
self.callback = callback
|
|
||||||
|
|
||||||
|
|
||||||
def __update_clicked(world: World):
|
|
||||||
"""
|
|
||||||
Met à jour les composants `Clicked`.
|
|
||||||
"""
|
|
||||||
mouse_click = "button_1" in world[Pressed]
|
|
||||||
sprite_entities = world.query(Sprite)
|
|
||||||
for entity in sprite_entities:
|
|
||||||
if Hovered in entity and mouse_click:
|
|
||||||
entity[Clicked] = Clicked()
|
|
||||||
if Clickable in entity:
|
|
||||||
entity[Clickable].callback(world, entity)
|
|
||||||
else:
|
|
||||||
del entity[Clicked]
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[],
|
|
||||||
[__update_clicked],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,85 +0,0 @@
|
||||||
"""
|
|
||||||
Plugin permettant d'executer des coroutine.
|
|
||||||
|
|
||||||
Une coroutine est une fonction qui est executée sur plusieurs frames,
|
|
||||||
cela permet d'executer du code comme si il s'agissait d'une fonction
|
|
||||||
classique tout en laissant tourner la boucle du jeu. Il est a noter que
|
|
||||||
cette fonction n'est pas lancé dans une autre thread, la fonction est
|
|
||||||
executé dans le thread principal, mais lorsqu'un `yield` est utilisé,
|
|
||||||
l'execution de la fonction est arrêté jusqu'a ce que la condition donné
|
|
||||||
par le `yield` soit remplie, ce qui permet au thread principal de pouvoir
|
|
||||||
continuer de faire le rendu et la logique du jeu. Faire un traivail bloquant
|
|
||||||
dans une coroutine auras donc un impacte sur le nombre d'images par secondes
|
|
||||||
du jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
from time import time
|
|
||||||
from typing import Callable, Generator, Optional
|
|
||||||
from engine import GlobalPlugin
|
|
||||||
from engine.ecs import Entity, World
|
|
||||||
from plugins.timing import GlobalTime
|
|
||||||
|
|
||||||
|
|
||||||
def wait(seconds: float) -> Callable[[World], bool]:
|
|
||||||
"""
|
|
||||||
Utilitaire de `Coroutine` permettant d'attendre un certain temps.
|
|
||||||
"""
|
|
||||||
stop_time = time() + seconds
|
|
||||||
return lambda world: world[GlobalTime] >= stop_time
|
|
||||||
|
|
||||||
|
|
||||||
def condition(condition_function: Callable[[World], bool]) -> Callable[[World], bool]:
|
|
||||||
"""
|
|
||||||
Utilitaire de `Coroutine` permettant d'attendre que la condition soit réalisé avant
|
|
||||||
de continuer l'execution.
|
|
||||||
"""
|
|
||||||
return condition_function
|
|
||||||
|
|
||||||
|
|
||||||
class Coroutine:
|
|
||||||
"""
|
|
||||||
Composant permettant d'executer une coroutine.
|
|
||||||
"""
|
|
||||||
|
|
||||||
def __init__(self, generator: Generator[Callable[[World], bool], None, None]):
|
|
||||||
self.generator = generator
|
|
||||||
self.__condition: Optional[ # pylint: disable=unused-private-member
|
|
||||||
Callable[[World], bool]
|
|
||||||
] = None
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def update(entity: Entity):
|
|
||||||
"""
|
|
||||||
Met à jour la coroutine d'une entité.
|
|
||||||
|
|
||||||
Si l'entité n'as pas de `Coroutine` la fonction ne fait rien.
|
|
||||||
"""
|
|
||||||
if Coroutine not in entity:
|
|
||||||
return
|
|
||||||
coroutine = entity[Coroutine]
|
|
||||||
if coroutine.__condition is None:
|
|
||||||
coroutine.__condition = next( # pylint: disable=unused-private-member
|
|
||||||
coroutine.generator, None
|
|
||||||
)
|
|
||||||
if coroutine.__condition is None:
|
|
||||||
del entity[Coroutine]
|
|
||||||
return
|
|
||||||
if coroutine.__condition(entity.world):
|
|
||||||
coroutine.__condition = None # pylint: disable=unused-private-member
|
|
||||||
|
|
||||||
|
|
||||||
def __update_coroutines(world: World):
|
|
||||||
"""
|
|
||||||
Met à jour les coroutine du jeu.
|
|
||||||
"""
|
|
||||||
for entity in world.query(Coroutine):
|
|
||||||
Coroutine.update(entity)
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[],
|
|
||||||
[__update_coroutines],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,34 +0,0 @@
|
||||||
"""
|
|
||||||
Plugin qui rassemple tous les plugins globaux.
|
|
||||||
"""
|
|
||||||
|
|
||||||
from plugins import (
|
|
||||||
animation,
|
|
||||||
assets,
|
|
||||||
click,
|
|
||||||
coroutine,
|
|
||||||
display,
|
|
||||||
hover,
|
|
||||||
inputs,
|
|
||||||
multisound,
|
|
||||||
render,
|
|
||||||
sound,
|
|
||||||
text,
|
|
||||||
timing,
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = (
|
|
||||||
display.PLUGIN
|
|
||||||
+ timing.PLUGIN
|
|
||||||
+ assets.PLUGIN
|
|
||||||
+ inputs.PLUGIN
|
|
||||||
+ hover.PLUGIN
|
|
||||||
+ click.PLUGIN
|
|
||||||
+ coroutine.PLUGIN
|
|
||||||
+ multisound.PLUGIN
|
|
||||||
+ sound.PLUGIN
|
|
||||||
+ text.PLUGIN
|
|
||||||
+ animation.PLUGIN
|
|
||||||
+ render.PLUGIN
|
|
||||||
)
|
|
|
@ -1,32 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin pour la gestion de la fenetre du jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
import pygame
|
|
||||||
from engine.ecs import World
|
|
||||||
from engine import GlobalPlugin
|
|
||||||
|
|
||||||
|
|
||||||
def __initialize(_world: World):
|
|
||||||
"""
|
|
||||||
Initialise pygame et les ressources pour la gestion de la fenetre.
|
|
||||||
"""
|
|
||||||
pygame.init()
|
|
||||||
pygame.display.set_caption("Guess The Number")
|
|
||||||
pygame.display.set_mode((800, 600), pygame.RESIZABLE)
|
|
||||||
|
|
||||||
|
|
||||||
def __terminate(_world: World):
|
|
||||||
"""
|
|
||||||
Arrête pygame.
|
|
||||||
"""
|
|
||||||
pygame.quit()
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[__initialize],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
[__terminate],
|
|
||||||
)
|
|
|
@ -1,92 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin permettant de savoir si la souris est par dessus une entité.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
import pygame
|
|
||||||
|
|
||||||
from engine import GlobalPlugin
|
|
||||||
from engine.ecs import World
|
|
||||||
from engine.math import Vec2
|
|
||||||
from plugins.inputs import MousePosition
|
|
||||||
from plugins.render import Sprite
|
|
||||||
|
|
||||||
|
|
||||||
class HoverEnter:
|
|
||||||
"""
|
|
||||||
Composant indicant que l'entité vient de commencer a être survolée par la souris.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Hovered:
|
|
||||||
"""
|
|
||||||
Composant indicant que l'entité est survolée par la souris.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class HoverExit:
|
|
||||||
"""
|
|
||||||
Composant indicant que la souris viens d'arreter de survoler l'entité.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class HoveredTexture:
|
|
||||||
"""
|
|
||||||
Composant permettant de changer la texture d'une entité lorsque
|
|
||||||
celle-ci est survolée par la souris.
|
|
||||||
"""
|
|
||||||
|
|
||||||
def __init__(self, normal: pygame.Surface, hovered: pygame.Surface):
|
|
||||||
self.normal = normal
|
|
||||||
self.hovered = hovered
|
|
||||||
|
|
||||||
|
|
||||||
def __update_hovered(world: World):
|
|
||||||
"""
|
|
||||||
Vérifie le survol de la souris sur les entitées.
|
|
||||||
"""
|
|
||||||
# On met à jour les composants
|
|
||||||
mouse_position = world[MousePosition]
|
|
||||||
for entity in world.query(Sprite):
|
|
||||||
# Récupération de la position et taille de l'entité
|
|
||||||
sprite = entity[Sprite]
|
|
||||||
size = Vec2(*sprite.texture.get_size()) * Vec2(*sprite.area[2:])
|
|
||||||
position = sprite.position - (sprite.origin * size)
|
|
||||||
|
|
||||||
# On détermine si la souris est sur l'entité
|
|
||||||
if (
|
|
||||||
mouse_position.x >= position.x
|
|
||||||
and mouse_position.x <= position.x + size.x
|
|
||||||
and mouse_position.y >= position.y
|
|
||||||
and mouse_position.y <= position.y + size.y
|
|
||||||
):
|
|
||||||
if Hovered not in entity:
|
|
||||||
entity[HoverEnter] = HoverEnter()
|
|
||||||
else:
|
|
||||||
del entity[HoverEnter]
|
|
||||||
entity[Hovered] = Hovered()
|
|
||||||
else:
|
|
||||||
if Hovered in entity:
|
|
||||||
entity[HoverExit] = HoverExit()
|
|
||||||
else:
|
|
||||||
del entity[HoverExit]
|
|
||||||
del entity[Hovered]
|
|
||||||
|
|
||||||
# On affiche la bonne texture
|
|
||||||
for entity in world.query(HoveredTexture):
|
|
||||||
if Hovered in entity:
|
|
||||||
texture = entity[HoveredTexture].hovered
|
|
||||||
else:
|
|
||||||
texture = entity[HoveredTexture].normal
|
|
||||||
if Sprite in entity:
|
|
||||||
entity[Sprite].texture = texture
|
|
||||||
else:
|
|
||||||
entity[Sprite] = Sprite(texture)
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[],
|
|
||||||
[__update_hovered],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,90 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin permettant de gérer les entrées utilisateur du jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
import pygame
|
|
||||||
from engine import CurrentScene, GlobalPlugin, KeepAlive
|
|
||||||
from engine.ecs import World
|
|
||||||
from engine.math import Vec2
|
|
||||||
from plugins import render
|
|
||||||
|
|
||||||
|
|
||||||
class Pressed(KeepAlive, set[str]):
|
|
||||||
"""
|
|
||||||
Ressource qui correspond aux touches qui viennent d'être préssées par l'utilisateur.
|
|
||||||
|
|
||||||
Pour les boutons de la souris la touche sera nommée `button_x` avec `x` le numéro du bouton.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Held(KeepAlive, set[str]):
|
|
||||||
"""
|
|
||||||
Ressource qui correspond aux touches qui sont actuellement préssées par l'utilisateur.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Released(KeepAlive, set[str]):
|
|
||||||
"""
|
|
||||||
Ressource qui correspond aux touches qui viennent d'être relachées par l'utilisateur.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class MousePosition(KeepAlive, Vec2):
|
|
||||||
"""
|
|
||||||
Ressource qui correspond à la position de la souris.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
def __initialize(world: World):
|
|
||||||
"""
|
|
||||||
Initialise des ressources pour la gestion des entrées utilisateur.
|
|
||||||
"""
|
|
||||||
world.set(Pressed(), Held(), Released(), MousePosition())
|
|
||||||
|
|
||||||
|
|
||||||
def __update_input(world: World):
|
|
||||||
"""
|
|
||||||
Met à jour les ressources qui permettent de savoir quels sont les
|
|
||||||
entrées utilisateur.
|
|
||||||
"""
|
|
||||||
# On récupère les ressources
|
|
||||||
pressed = world[Pressed]
|
|
||||||
held = world[Held]
|
|
||||||
released = world[Released]
|
|
||||||
|
|
||||||
# On clear les touches pressées et relachées
|
|
||||||
pressed.clear()
|
|
||||||
released.clear()
|
|
||||||
|
|
||||||
# On récupère les évenements de pygame
|
|
||||||
for event in pygame.event.get():
|
|
||||||
if event.type == pygame.QUIT:
|
|
||||||
del world[CurrentScene]
|
|
||||||
elif event.type == pygame.KEYDOWN:
|
|
||||||
key_name = pygame.key.name(event.key)
|
|
||||||
held.add(key_name)
|
|
||||||
pressed.add(key_name)
|
|
||||||
elif event.type == pygame.KEYUP:
|
|
||||||
key_name = pygame.key.name(event.key)
|
|
||||||
held.remove(key_name)
|
|
||||||
released.add(key_name)
|
|
||||||
elif event.type == pygame.MOUSEBUTTONDOWN:
|
|
||||||
held.add(f"button_{event.button}")
|
|
||||||
pressed.add(f"button_{event.button}")
|
|
||||||
elif event.type == pygame.MOUSEBUTTONUP:
|
|
||||||
held.remove(f"button_{event.button}")
|
|
||||||
released.add(f"button_{event.button}")
|
|
||||||
elif event.type == pygame.MOUSEMOTION:
|
|
||||||
x, y, w, h = render.calculate_surface_rect()
|
|
||||||
world[MousePosition] = Vec2(
|
|
||||||
((event.pos[0] - x) / w) * render.WIDTH,
|
|
||||||
((event.pos[1] - y) / h) * render.HEIGHT,
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[__initialize],
|
|
||||||
[__update_input],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,65 +0,0 @@
|
||||||
"""
|
|
||||||
Plugin pour les sons multiples.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
import random
|
|
||||||
from typing import Callable
|
|
||||||
from engine import GlobalPlugin
|
|
||||||
|
|
||||||
from engine.ecs import Entity, World
|
|
||||||
from plugins.assets import Assets
|
|
||||||
from plugins.sound import Sound
|
|
||||||
|
|
||||||
|
|
||||||
class MultiSound:
|
|
||||||
"""
|
|
||||||
Composant qui quand il est ajouté a une entité, il joue un son aléatoire
|
|
||||||
parmis la liste de ses sons, il est ensuite retiré de l'entité.
|
|
||||||
|
|
||||||
Ce composant est fait pour être définis en tant que constante
|
|
||||||
puis utilisé ensuite, pour cela il prend seulement le nom des
|
|
||||||
sons au lieu des sons eux memes. Les sons seront donc récupérés
|
|
||||||
a l'aide de `Assets`.
|
|
||||||
"""
|
|
||||||
|
|
||||||
def __init__(
|
|
||||||
self,
|
|
||||||
*sound_names: str,
|
|
||||||
loop: bool = False,
|
|
||||||
volume: float = 1.0,
|
|
||||||
fade_ms: int = 0,
|
|
||||||
callback: Callable[[World, Entity], object] = lambda _w, _e: None,
|
|
||||||
):
|
|
||||||
self.sound_names = sound_names
|
|
||||||
self.loop = loop
|
|
||||||
self.volume = volume
|
|
||||||
self.fade_ms = fade_ms
|
|
||||||
self.callback = callback
|
|
||||||
|
|
||||||
|
|
||||||
def __update_sounds(world: World):
|
|
||||||
"""
|
|
||||||
Met à jour les sons du jeu.
|
|
||||||
"""
|
|
||||||
# Ajout des sons aléatoires
|
|
||||||
assets = world[Assets]
|
|
||||||
for entity in world.query(MultiSound):
|
|
||||||
multi_sound = entity[MultiSound]
|
|
||||||
sound = assets.get_sound(random.choice(multi_sound.sound_names))
|
|
||||||
entity[Sound] = Sound(
|
|
||||||
sound,
|
|
||||||
multi_sound.loop,
|
|
||||||
multi_sound.volume,
|
|
||||||
multi_sound.fade_ms,
|
|
||||||
multi_sound.callback,
|
|
||||||
)
|
|
||||||
del entity[MultiSound]
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
[__update_sounds],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,106 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin qui s'occupe de rendre des choses dans la fenetre.
|
|
||||||
"""
|
|
||||||
|
|
||||||
from typing import Optional
|
|
||||||
import pygame
|
|
||||||
from engine import GlobalPlugin, KeepAlive
|
|
||||||
from engine.ecs import World
|
|
||||||
from engine.math import Vec2
|
|
||||||
|
|
||||||
|
|
||||||
WIDTH = 1440
|
|
||||||
HEIGHT = 1080
|
|
||||||
RATIO = WIDTH / HEIGHT
|
|
||||||
INVERT_RATIO = HEIGHT / WIDTH
|
|
||||||
|
|
||||||
|
|
||||||
def calculate_surface_rect() -> tuple[float, float, float, float]:
|
|
||||||
"""
|
|
||||||
Calcule et renvoie un rectangle qui corresponed a la zone dans laquelle le jeu est rendu.
|
|
||||||
"""
|
|
||||||
width, height = pygame.display.get_surface().get_size()
|
|
||||||
if width / height < RATIO:
|
|
||||||
target_height = width * INVERT_RATIO
|
|
||||||
offset = (height - target_height) / 2
|
|
||||||
return 0.0, offset, float(width), target_height
|
|
||||||
target_width = height * RATIO
|
|
||||||
offset = (width - target_width) / 2
|
|
||||||
return offset, 0.0, target_width, float(height)
|
|
||||||
|
|
||||||
|
|
||||||
class Surface(KeepAlive, pygame.Surface):
|
|
||||||
"""
|
|
||||||
Ressource qui stocke la surface de rendu du jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Sprite:
|
|
||||||
"""
|
|
||||||
Composant donnant la texture d'une entité, sa position et son ordre de rendu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
def __init__(
|
|
||||||
self,
|
|
||||||
texture: pygame.Surface,
|
|
||||||
position: Vec2 = Vec2(0),
|
|
||||||
order: float = -1.0,
|
|
||||||
area: Optional[tuple[float, float, float, float]] = None,
|
|
||||||
origin: Vec2 = Vec2(0),
|
|
||||||
):
|
|
||||||
self.texture = texture
|
|
||||||
self.position = position
|
|
||||||
self.order = order
|
|
||||||
if area is None:
|
|
||||||
self.area = (0.0, 0.0, 1.0, 1.0)
|
|
||||||
else:
|
|
||||||
self.area = area
|
|
||||||
self.origin = origin
|
|
||||||
|
|
||||||
|
|
||||||
def __initialize(world: World):
|
|
||||||
"""
|
|
||||||
Prépare le monde pour la gestion du rendu.
|
|
||||||
"""
|
|
||||||
world.set(Surface((WIDTH, HEIGHT)))
|
|
||||||
|
|
||||||
|
|
||||||
def __render(world: World):
|
|
||||||
"""
|
|
||||||
Rend le monde du jeu sur la surface puis l'affiche sur la fenetre.
|
|
||||||
"""
|
|
||||||
# On rend le monde sur la surface
|
|
||||||
surface = world[Surface]
|
|
||||||
sprites = [entity[Sprite] for entity in world.query(Sprite)]
|
|
||||||
for sprite in sorted(sprites, key=lambda sprite: sprite.order):
|
|
||||||
original_size = Vec2(*sprite.texture.get_size())
|
|
||||||
size = original_size * Vec2(*sprite.area[2:])
|
|
||||||
position = sprite.position - (sprite.origin * size)
|
|
||||||
surface.blit(
|
|
||||||
sprite.texture,
|
|
||||||
(position.x, position.y),
|
|
||||||
(
|
|
||||||
sprite.area[0] * original_size.x,
|
|
||||||
sprite.area[1] * original_size.y,
|
|
||||||
sprite.area[2] * original_size.x,
|
|
||||||
sprite.area[3] * original_size.y,
|
|
||||||
),
|
|
||||||
)
|
|
||||||
|
|
||||||
# On affiche la surface sur la fenetre
|
|
||||||
rect = calculate_surface_rect()
|
|
||||||
pygame.transform.set_smoothscale_backend("MMX")
|
|
||||||
pygame.transform.smoothscale(
|
|
||||||
surface,
|
|
||||||
(rect[2], rect[3]),
|
|
||||||
pygame.display.get_surface().subsurface(rect),
|
|
||||||
)
|
|
||||||
pygame.display.flip()
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[__initialize],
|
|
||||||
[],
|
|
||||||
[__render],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,40 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin permettant de faire des déplacements fluides des entités.
|
|
||||||
"""
|
|
||||||
|
|
||||||
from engine import Plugin, World
|
|
||||||
from engine.math import Vec2
|
|
||||||
from plugins.render import Sprite
|
|
||||||
from plugins.timing import Delta
|
|
||||||
|
|
||||||
|
|
||||||
class Target(Vec2):
|
|
||||||
"""
|
|
||||||
Composant donnant la position voulue de l'entité.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Speed(float):
|
|
||||||
"""
|
|
||||||
Composant donnant la vittesse de déplacement de l'entité.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
def __update_positions(world: World):
|
|
||||||
"""
|
|
||||||
Met à jour la position des entités pour se rapprocher de la position voulue.
|
|
||||||
"""
|
|
||||||
for entity in world.query(Sprite, Target):
|
|
||||||
sprite = entity[Sprite]
|
|
||||||
target = entity[Target]
|
|
||||||
speed = entity[Speed] if Speed in entity else Speed(10)
|
|
||||||
sprite.position = (
|
|
||||||
sprite.position + (target - sprite.position) * world[Delta] * speed
|
|
||||||
)
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = Plugin(
|
|
||||||
[],
|
|
||||||
[__update_positions],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,65 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin permettant d'afficher du texte à l'écran.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
from typing import Optional
|
|
||||||
import pygame
|
|
||||||
|
|
||||||
from engine import GlobalPlugin
|
|
||||||
from engine.ecs import World
|
|
||||||
from engine.math import Vec2
|
|
||||||
from plugins.assets import Assets
|
|
||||||
from plugins.render import Sprite
|
|
||||||
|
|
||||||
|
|
||||||
class Text:
|
|
||||||
"""
|
|
||||||
Composant donnant le texte d'une entité, sa taille et sa couleur.
|
|
||||||
"""
|
|
||||||
|
|
||||||
def __init__(
|
|
||||||
self,
|
|
||||||
text: str,
|
|
||||||
size: int = 50,
|
|
||||||
color: pygame.Color = pygame.Color(255, 255, 255),
|
|
||||||
position: Optional[Vec2] = None,
|
|
||||||
order: Optional[float] = None,
|
|
||||||
origin: Optional[Vec2] = None,
|
|
||||||
):
|
|
||||||
self.text = text
|
|
||||||
self.size = size
|
|
||||||
self.color = color
|
|
||||||
self.position = position
|
|
||||||
self.order = order
|
|
||||||
self.origin = origin
|
|
||||||
|
|
||||||
|
|
||||||
def __render_texts(world: World):
|
|
||||||
"""
|
|
||||||
Rend les textes à l'écran.
|
|
||||||
|
|
||||||
Pour rendre les textes, on moddifie le composant `Sprite` des entités.
|
|
||||||
"""
|
|
||||||
assets = world[Assets]
|
|
||||||
for entity in world.query(Text):
|
|
||||||
text = entity[Text]
|
|
||||||
texture = assets.get_text(text.size, text.text, text.color)
|
|
||||||
if Sprite in entity:
|
|
||||||
entity[Sprite].texture = texture
|
|
||||||
else:
|
|
||||||
entity[Sprite] = Sprite(texture)
|
|
||||||
if text.position is not None:
|
|
||||||
entity[Sprite].position = text.position
|
|
||||||
if text.order is not None:
|
|
||||||
entity[Sprite].order = text.order
|
|
||||||
if text.origin is not None:
|
|
||||||
entity[Sprite].origin = text.origin
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
[__render_texts],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -1,52 +0,0 @@
|
||||||
"""
|
|
||||||
Un plugin permettant de connaitre le temps depuis le
|
|
||||||
lancement du jeu et le temps depuis la dernière frame.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
from time import time
|
|
||||||
from engine import GlobalPlugin, KeepAlive
|
|
||||||
from engine.ecs import World
|
|
||||||
|
|
||||||
|
|
||||||
class GlobalTime(KeepAlive, float):
|
|
||||||
"""
|
|
||||||
Ressource qui représente le temps global de l'ordinateur sur lequel tourne le jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Time(KeepAlive, float):
|
|
||||||
"""
|
|
||||||
Ressource qui représente le temps depuis le lancement du jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Delta(KeepAlive, float):
|
|
||||||
"""
|
|
||||||
Ressource qui détermine le temps depuis la première frame.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
def __initialize(world: World):
|
|
||||||
"""
|
|
||||||
Initialise les ressources pour la gestion du temps.
|
|
||||||
"""
|
|
||||||
world.set(GlobalTime(time()), Time(0.0))
|
|
||||||
|
|
||||||
|
|
||||||
def __update(world: World):
|
|
||||||
"""
|
|
||||||
Met à jour les ressources de temps.
|
|
||||||
"""
|
|
||||||
now = time()
|
|
||||||
world[Delta] = delta = now - world[GlobalTime]
|
|
||||||
world[GlobalTime] = now
|
|
||||||
world[Time] += delta
|
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
|
||||||
[__initialize],
|
|
||||||
[__update],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
)
|
|
|
@ -2,6 +2,7 @@
|
||||||
Un plugin qui s'occupe de rendre des choses dans la fenetre.
|
Un plugin qui s'occupe de rendre des choses dans la fenetre.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
from typing import Optional
|
||||||
import pygame
|
import pygame
|
||||||
from engine import GlobalPlugin
|
from engine import GlobalPlugin
|
||||||
from engine.ecs import World
|
from engine.ecs import World
|
||||||
|
@ -39,9 +40,12 @@ class SpriteBundle:
|
||||||
texture: str,
|
texture: str,
|
||||||
order: float,
|
order: float,
|
||||||
position: Vec2 = Vec2(0),
|
position: Vec2 = Vec2(0),
|
||||||
scale: Vec2 = Vec2(128),
|
scale: Optional[Vec2] = None,
|
||||||
origin: Vec2 = Vec2(0),
|
origin: Vec2 = Vec2(0),
|
||||||
):
|
):
|
||||||
|
if scale is None:
|
||||||
|
surface = assets.load_texture(texture)
|
||||||
|
scale = Vec2(surface.get_width(), surface.get_height())
|
||||||
return (
|
return (
|
||||||
Texture(texture),
|
Texture(texture),
|
||||||
Order(order),
|
Order(order),
|
||||||
|
|
|
@ -1,69 +0,0 @@
|
||||||
"""
|
|
||||||
La scène du menu principal du jeu.
|
|
||||||
|
|
||||||
Dans cette scène nous pouvons choisir le mode de jeu.
|
|
||||||
"""
|
|
||||||
from scenes import CLICK_SOUND, one_player
|
|
||||||
from engine import CurrentScene, KeepAlive, Scene
|
|
||||||
from engine.ecs import Entity, World
|
|
||||||
from engine.math import Vec2
|
|
||||||
from plugins import render
|
|
||||||
from plugins import assets as plugin_assets
|
|
||||||
from plugins.assets import Assets
|
|
||||||
from plugins.click import Clickable
|
|
||||||
from plugins.hover import HoveredTexture
|
|
||||||
from plugins.render import Sprite
|
|
||||||
|
|
||||||
|
|
||||||
def __create_button(world: World, assets: Assets, i: int, name: str):
|
|
||||||
"""
|
|
||||||
Ajoute un bouton au monde.
|
|
||||||
"""
|
|
||||||
world.new_entity().set(
|
|
||||||
Sprite(
|
|
||||||
assets.error_texture,
|
|
||||||
Vec2(500 + 450 * i, render.HEIGHT / 2),
|
|
||||||
1,
|
|
||||||
origin=Vec2(0.5),
|
|
||||||
),
|
|
||||||
HoveredTexture(
|
|
||||||
assets.get_texture(f"button_{name}"),
|
|
||||||
assets.get_texture(f"button_{name}_hover"),
|
|
||||||
),
|
|
||||||
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] = one_player.SCENE
|
|
||||||
case "two_player":
|
|
||||||
pass
|
|
||||||
case _:
|
|
||||||
pass
|
|
||||||
world.new_entity().set(KeepAlive(), CLICK_SOUND)
|
|
||||||
|
|
||||||
|
|
||||||
def __spawn_elements(world: World):
|
|
||||||
"""
|
|
||||||
Ajoute les éléments du menu dans le monde.
|
|
||||||
"""
|
|
||||||
assets = world[Assets]
|
|
||||||
world.new_entity().set(Sprite(assets.get_texture("background")))
|
|
||||||
scenes_name = ["one_player", "two_player"]
|
|
||||||
for i, name in enumerate(scenes_name):
|
|
||||||
__create_button(world, assets, i, name)
|
|
||||||
|
|
||||||
|
|
||||||
SCENE = plugin_assets.loading_scene(
|
|
||||||
Scene(
|
|
||||||
[__spawn_elements],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
),
|
|
||||||
"menu",
|
|
||||||
)
|
|
|
@ -1,22 +0,0 @@
|
||||||
from engine import Scene
|
|
||||||
from engine.ecs import World
|
|
||||||
from plugins import assets as plugin_assets
|
|
||||||
from plugins.render import Sprite
|
|
||||||
|
|
||||||
|
|
||||||
def __spawn_elements(world: World):
|
|
||||||
"""
|
|
||||||
Ajoute les éléments du menu dans le monde.
|
|
||||||
"""
|
|
||||||
assets = world[plugin_assets.Assets]
|
|
||||||
world.new_entity().set(Sprite(assets.get_texture("background")))
|
|
||||||
|
|
||||||
|
|
||||||
SCENE = plugin_assets.loading_scene(
|
|
||||||
Scene(
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
[],
|
|
||||||
),
|
|
||||||
"one_player",
|
|
||||||
)
|
|
Loading…
Reference in a new issue