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assets/textures/dada.png
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@ -146,10 +146,17 @@ class World(Entity):
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- `entity`: l'entité dans lequelle ajouter le composant.
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- `entity`: l'entité dans lequelle ajouter le composant.
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- `component`: le composant à ajouter.
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- `component`: le composant à ajouter.
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"""
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"""
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if isinstance(component, tuple):
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for c in component: # type: ignore
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if c is not None:
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self.set_component(entity, c) # type: ignore
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return
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self.__components.setdefault(entity.identifier, {})[type(component)] = component
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self.__components.setdefault(entity.identifier, {})[type(component)] = component
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self.__entities.setdefault(type(component), set()).add(entity.identifier)
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self.__entities.setdefault(type(component), set()).add(entity.identifier)
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def get_component[T](
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def get_component[
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T
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](
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self, entity: "Entity", component_type: type[T], default: Optional[T] = None
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self, entity: "Entity", component_type: type[T], default: Optional[T] = None
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) -> T:
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) -> T:
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"""
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"""
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203
src/main.py
203
src/main.py
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@ -3,9 +3,58 @@ Module d'exemple de l'utilisation du moteur de jeu.
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"""
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"""
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from engine import Scene, start_game
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from engine import Scene, start_game
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from engine.ecs import World
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from engine.ecs import Entity, World
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from plugins import defaults
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from engine.math import Vec2
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from plugins.render import Origin, Position, Scale, Texture
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from plugins import defaults, physics
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from plugins import render
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from plugins.inputs import Held
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from plugins.render import (
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Origin,
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Position,
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Scale,
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SpriteBundle,
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)
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from plugins.timing import Delta
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def lol(a: Entity, b: Entity):
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if Bounce in b:
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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].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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(speed * 1.5), 1000.0
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)
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return True
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class Bounce:
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pass
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def lol_simul(a: Entity, b: Entity):
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lol(a, b)
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return RightWall not in b
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class Simulated:
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pass
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class Bar:
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pass
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class RightWall:
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pass
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class BallFollow(int):
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pass
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class Mine:
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pass
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def __initialize(world: World):
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def __initialize(world: World):
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@ -13,16 +62,154 @@ def __initialize(world: World):
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Initialise les ressources pour le moteur de jeu.
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Initialise les ressources pour le moteur de jeu.
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"""
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"""
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world.new_entity().set(
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world.new_entity().set(
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Texture("background.png", 0),
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SpriteBundle(
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# Scale(1000, 1000),
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"background.png",
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# Origin(0.5, 0.5),
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-1,
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# Position(600, 600),
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scale=Vec2(render.WIDTH, render.HEIGHT),
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),
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)
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)
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# world.new_entity().set(
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# SpriteBundle(
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# "dodo.png",
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# 0,
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# position=Vec2(800, 500),
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# origin=Vec2(0.5, 0.5),
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# scale=Vec2(400, 300),
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# ),
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# physics.Solid(),
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# )
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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0,
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position=Vec2(100, 100),
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origin=Vec2(0, 0),
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scale=Vec2(render.WIDTH - 200, 10),
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),
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physics.Solid(),
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)
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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0,
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position=Vec2(100, render.HEIGHT - 100),
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origin=Vec2(0, 1),
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scale=Vec2(render.WIDTH - 200, 10),
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),
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physics.Solid(),
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)
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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0,
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position=Vec2(render.WIDTH - 100, 100),
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origin=Vec2(1, 0),
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scale=Vec2(10, render.HEIGHT - 200),
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),
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physics.Solid(),
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RightWall(),
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)
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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0,
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position=Vec2(100, 100),
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origin=Vec2(0, 0),
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scale=Vec2(10, render.HEIGHT - 200),
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),
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physics.Solid(),
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)
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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0,
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position=Vec2(render.WIDTH - 130, render.HEIGHT / 2),
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origin=Vec2(0.5, 0.5),
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scale=Vec2(10, 200),
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),
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physics.Solid(),
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Bar(),
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Bounce(),
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)
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world.new_entity().set(
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SpriteBundle(
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"dodo.png",
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0,
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position=Vec2(130, render.HEIGHT / 2),
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origin=Vec2(0.5, 0.5),
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scale=Vec2(10, 200),
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),
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physics.Solid(),
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Mine(),
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Bounce(),
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)
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world.new_entity().set(
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SpriteBundle(
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"dada.png",
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1,
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scale=Vec2(10),
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position=Vec2(500, 500),
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origin=Vec2(0.5, 0.5),
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),
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physics.Velocity(Vec2(200, 100)),
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physics.CollisionHandler(lol),
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)
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def __update(world: World):
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"""
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Test.
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"""
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for entity in world.query(Mine, Position):
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if "z" in world[Held]:
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entity[Position].y -= 300 * world[Delta]
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if "s" in world[Held]:
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entity[Position].y += 300 * world[Delta]
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ball = max(
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world.query(Position, physics.Velocity, physics.CollisionHandler),
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key=lambda e: e[Position].x,
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)
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for bar in world.query(Bar):
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bar.remove(physics.Solid)
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entity = world.new_entity()
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entity.set(
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Position(ball[Position]),
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Scale(ball[Scale]),
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physics.Velocity(ball[physics.Velocity]),
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Origin(ball[Origin]),
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physics.CollisionHandler(lol_simul),
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)
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physics.move_entity(entity, entity[physics.Velocity] * 500)
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target = entity[Position].y
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for bar in world.query(Bar):
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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.set(physics.Solid())
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entity.destroy()
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# ball.set(Simulated())
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# for entity in world.query(Bar):
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# entity.remove(physics.Solid)
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# last_position = Vec2(ball[Position])
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# last_velocity = Vec2(ball[physics.Velocity])
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# physics.move_entity(ball, ball[physics.Velocity] * 5000)
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# ball[Position] = last_position
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# ball[physics.Velocity] = last_velocity
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# for entity in world.query(Bar):
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# entity.set(physics.Solid())
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# ball.remove(Simulated)
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MENU = Scene(
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MENU = Scene(
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[__initialize],
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[__initialize],
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[],
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[__update],
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[],
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[],
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)
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)
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45
src/plugins/assets.py
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45
src/plugins/assets.py
Normal file
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@ -0,0 +1,45 @@
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"""
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Ce module contient des utilitaires pour le chargement des ressources du jeu.
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"""
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import pygame
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def load_texture(name: str, cache: dict[str, pygame.Surface] = {}) -> pygame.Surface:
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"""
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Charge une texture et la renvoi.
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"""
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surface = cache.get(name)
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if surface is None:
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surface = pygame.image.load(f"assets/textures/{name}").convert_alpha()
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cache[name] = surface
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return surface
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def load_sound(
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name: str, cache: dict[str, pygame.mixer.Sound] = {}
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) -> pygame.mixer.Sound:
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"""
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Charge un son et le renvoi.
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"""
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sound = cache.get(name)
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if sound is None:
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sound = pygame.mixer.Sound(f"assets/sounds/{name}")
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cache[name] = sound
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return sound
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def load_text(
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text: str,
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size: int,
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color: pygame.Color,
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cache: dict[tuple[str, int, tuple[int, int, int]], pygame.Surface] = {},
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) -> pygame.Surface:
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"""
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Charge un texte et le renvoi.
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"""
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surface = cache.get((text, size, (color.r, color.g, color.b)))
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if surface is None:
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surface = pygame.font.Font("assets/font.ttf", size).render(text, True, color)
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cache[(text, size, (color.r, color.g, color.b))] = surface
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return surface
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|
@ -2,13 +2,12 @@
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Un plugin permettant de savoir si l'on a cliqué sur une entité.
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Un plugin permettant de savoir si l'on a cliqué sur une entité.
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"""
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"""
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from tkinter import Scale
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from typing import Callable
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from typing import Callable
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from engine import GlobalPlugin
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from engine import GlobalPlugin
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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.hover import Hovered
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from plugins.hover import Hovered
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from plugins.inputs import Pressed
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from plugins.inputs import Pressed
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from plugins.render import Position
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from plugins.render import Origin, Position, Scale
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|
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|
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class Clicked:
|
class Clicked:
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|
@ -31,7 +30,7 @@ def __update_clicked(world: World):
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Met à jour les composants `Clicked`.
|
Met à jour les composants `Clicked`.
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"""
|
"""
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mouse_click = "button_1" in world[Pressed]
|
mouse_click = "button_1" in world[Pressed]
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sprite_entities = world.query(Position, Scale)
|
sprite_entities = world.query(Position, Scale, Origin)
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for entity in sprite_entities:
|
for entity in sprite_entities:
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if Hovered in entity and mouse_click:
|
if Hovered in entity and mouse_click:
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entity[Clicked] = Clicked()
|
entity[Clicked] = Clicked()
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|
|
|
@ -2,14 +2,16 @@
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Plugin qui rassemple tous les plugins globaux.
|
Plugin qui rassemple tous les plugins globaux.
|
||||||
"""
|
"""
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|
|
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from plugins import display, inputs, sound, render, timing, hover
|
from plugins import click, display, inputs, physics, sound, render, timing, hover
|
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|
|
||||||
|
|
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PLUGIN = (
|
PLUGIN = (
|
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display.PLUGIN
|
display.PLUGIN
|
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+ timing.PLUGIN
|
+ timing.PLUGIN
|
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+ inputs.PLUGIN
|
+ inputs.PLUGIN
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|
+ physics.PLUGIN
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+ hover.PLUGIN
|
+ hover.PLUGIN
|
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|
+ click.PLUGIN
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+ sound.PLUGIN
|
+ sound.PLUGIN
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+ render.PLUGIN
|
+ render.PLUGIN
|
||||||
)
|
)
|
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|
|
|
@ -44,10 +44,10 @@ def __update_hovered(world: World):
|
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"""
|
"""
|
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# On met à jour les composants
|
# On met à jour les composants
|
||||||
mouse_position = world[MousePosition]
|
mouse_position = world[MousePosition]
|
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for entity in world.query(Position, Scale):
|
for entity in world.query(Position, Scale, Origin):
|
||||||
# Récupération de la position et taille de l'entité
|
# Récupération de la position et taille de l'entité
|
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size = entity[Scale]
|
size = entity[Scale]
|
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position = entity[Position] - (entity.get(Origin, Origin(0)) * size)
|
position = entity[Position] - (entity[Origin] * size)
|
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|
|
||||||
# On détermine si la souris est sur l'entité
|
# On détermine si la souris est sur l'entité
|
||||||
if (
|
if (
|
||||||
|
|
194
src/plugins/physics.py
Normal file
194
src/plugins/physics.py
Normal file
|
@ -0,0 +1,194 @@
|
||||||
|
"""
|
||||||
|
Plugin implémentant une physique exacte pour des collisions AABB.
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||||||
|
"""
|
||||||
|
|
||||||
|
from typing import Callable
|
||||||
|
from engine import GlobalPlugin
|
||||||
|
from engine.ecs import Entity, World
|
||||||
|
from engine.math import Vec2
|
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|
from plugins.render import Origin, Position, Scale
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|
from plugins.timing import Delta
|
||||||
|
|
||||||
|
|
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|
class Solid:
|
||||||
|
"""
|
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|
Composant représentant un objet (de préférence imobille pour que la simulation soit prédictible) qui ne laisse pas passer les objets dynamiques.
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||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
class Velocity(Vec2):
|
||||||
|
"""
|
||||||
|
Composant donnant la vélocité d'un objet.
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
class CollisionHandler:
|
||||||
|
"""
|
||||||
|
Composant permettant de traiter les collisions.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, callback: Callable[[Entity, Entity], bool]):
|
||||||
|
self.callback = callback
|
||||||
|
|
||||||
|
|
||||||
|
class AABB:
|
||||||
|
"""
|
||||||
|
Définit une boite.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, min: Vec2, max: Vec2, entity: Entity):
|
||||||
|
self.min = min
|
||||||
|
self.max = max
|
||||||
|
self.entity = entity
|
||||||
|
|
||||||
|
@staticmethod
|
||||||
|
def from_entity(entity: Entity):
|
||||||
|
min = entity[Position] - entity[Origin] * entity[Scale]
|
||||||
|
return AABB(min, min + entity[Scale], entity)
|
||||||
|
|
||||||
|
def entity_position(self, entity: Entity):
|
||||||
|
scale = self.max - self.min
|
||||||
|
entity[Position] = self.min + entity[Origin] * scale
|
||||||
|
entity[Scale] = scale
|
||||||
|
|
||||||
|
def __contains__(self, point: Vec2):
|
||||||
|
return (
|
||||||
|
self.min.x <= point.x <= self.max.x and self.min.y <= point.y <= self.max.y
|
||||||
|
)
|
||||||
|
|
||||||
|
def move(self, movement: Vec2):
|
||||||
|
self.min += movement
|
||||||
|
self.max += movement
|
||||||
|
|
||||||
|
|
||||||
|
def line_to_line(sa: Vec2, ea: Vec2, sb: Vec2, eb: Vec2):
|
||||||
|
"""
|
||||||
|
Renvoie la collision entre deux lignes.
|
||||||
|
"""
|
||||||
|
if sa.x == ea.x:
|
||||||
|
sa.x += 0.0001
|
||||||
|
if sb.x == eb.x:
|
||||||
|
sb.x += 0.0001
|
||||||
|
if sa.y == ea.y:
|
||||||
|
sa.y += 0.0001
|
||||||
|
if sb.y == eb.y:
|
||||||
|
sb.y += 0.0001
|
||||||
|
|
||||||
|
divisor = (eb.y - sb.y) * (ea.x - sa.x) - (eb.x - sb.x) * (ea.y - sa.y)
|
||||||
|
if divisor == 0:
|
||||||
|
uA = 0
|
||||||
|
else:
|
||||||
|
uA = ((eb.x - sb.x) * (sa.y - sb.y) - (eb.y - sb.y) * (sa.x - sb.x)) / (divisor)
|
||||||
|
divisor = (eb.y - sb.y) * (ea.x - sa.x) - (eb.x - sb.x) * (ea.y - sa.y)
|
||||||
|
if divisor == 0:
|
||||||
|
uB = 0
|
||||||
|
else:
|
||||||
|
uB = ((ea.x - sa.x) * (sa.y - sb.y) - (ea.y - sa.y) * (sa.x - sb.x)) / (divisor)
|
||||||
|
if uA >= 0 and uA <= 1 and uB >= 0 and uB <= 1:
|
||||||
|
return (
|
||||||
|
Vec2((uA * (ea.x - sa.x)), (uA * (ea.y - sa.y))).length / (ea - sa).length
|
||||||
|
)
|
||||||
|
return 1.0
|
||||||
|
|
||||||
|
|
||||||
|
def line_to_aabb(start: Vec2, end: Vec2, aabb: AABB):
|
||||||
|
"""
|
||||||
|
Renvoie la collision entre une ligne et une AABB.
|
||||||
|
"""
|
||||||
|
left = line_to_line(start, end, aabb.min, Vec2(aabb.min.x, aabb.max.y))
|
||||||
|
right = line_to_line(start, end, Vec2(aabb.max.x, aabb.min.y), aabb.max)
|
||||||
|
bottom = line_to_line(start, end, aabb.min, Vec2(aabb.max.x, aabb.min.y))
|
||||||
|
top = line_to_line(start, end, Vec2(aabb.min.x, aabb.max.y), aabb.max)
|
||||||
|
t = min([left, right, bottom, top])
|
||||||
|
if t == left:
|
||||||
|
normal = Vec2(-1, 0)
|
||||||
|
elif t == right:
|
||||||
|
normal = Vec2(1, 0)
|
||||||
|
elif t == bottom:
|
||||||
|
normal = Vec2(0, -1)
|
||||||
|
elif t == top:
|
||||||
|
normal = Vec2(0, 1)
|
||||||
|
else:
|
||||||
|
normal = Vec2(0, 0)
|
||||||
|
return t, normal
|
||||||
|
|
||||||
|
|
||||||
|
def aabb_to_aabb(moving: AABB, static: AABB, movement: Vec2):
|
||||||
|
"""
|
||||||
|
Renvoie la collision entre deux AABB.
|
||||||
|
"""
|
||||||
|
size = (moving.max - moving.min) / 2
|
||||||
|
static = AABB(static.min - size, static.max + size, static.entity)
|
||||||
|
start_pos = moving.min + size
|
||||||
|
return line_to_aabb(start_pos, start_pos + movement, static)
|
||||||
|
|
||||||
|
|
||||||
|
def aabb_to_aabbs(moving: AABB, statics: list[AABB], movement: Vec2):
|
||||||
|
"""
|
||||||
|
Renvoie la collision entre deux AABB.
|
||||||
|
"""
|
||||||
|
t = 1.0
|
||||||
|
normal = Vec2(0, 0)
|
||||||
|
entity = None
|
||||||
|
for static in statics:
|
||||||
|
if static.entity == moving.entity:
|
||||||
|
continue
|
||||||
|
result = aabb_to_aabb(moving, static, movement)
|
||||||
|
if result[0] < t:
|
||||||
|
t = result[0]
|
||||||
|
normal = result[1]
|
||||||
|
entity = static.entity
|
||||||
|
return t, normal, entity
|
||||||
|
|
||||||
|
|
||||||
|
def move_entity(entity: Entity, movement: Vec2, disable_callback: bool = False):
|
||||||
|
world = entity.world
|
||||||
|
aabb = AABB.from_entity(entity)
|
||||||
|
others = [
|
||||||
|
AABB.from_entity(other) for other in world.query(Solid, Position, Scale, Origin)
|
||||||
|
]
|
||||||
|
counter = 0
|
||||||
|
while movement.length > 0.0001 and counter < 50:
|
||||||
|
t, normal, obstacle = aabb_to_aabbs(aabb, others, movement)
|
||||||
|
if t == 1.0:
|
||||||
|
step = movement
|
||||||
|
else:
|
||||||
|
step = movement * max(t - 0.000001, 0)
|
||||||
|
aabb.move(step)
|
||||||
|
aabb.entity_position(entity)
|
||||||
|
movement -= step
|
||||||
|
if normal.x != 0:
|
||||||
|
movement.x *= -1
|
||||||
|
entity[Velocity].x *= -1
|
||||||
|
if normal.y != 0:
|
||||||
|
movement.y *= -1
|
||||||
|
entity[Velocity].y *= -1
|
||||||
|
movement /= entity[Velocity]
|
||||||
|
if obstacle is not None and not disable_callback:
|
||||||
|
if not entity.get(
|
||||||
|
CollisionHandler, CollisionHandler(lambda e, o: True)
|
||||||
|
).callback(entity, obstacle):
|
||||||
|
break
|
||||||
|
if not obstacle.get(
|
||||||
|
CollisionHandler, CollisionHandler(lambda e, o: True)
|
||||||
|
).callback(obstacle, entity):
|
||||||
|
break
|
||||||
|
movement *= entity[Velocity]
|
||||||
|
counter += 1
|
||||||
|
|
||||||
|
|
||||||
|
def __apply_velocity(world: World):
|
||||||
|
"""
|
||||||
|
Applique la vélocité a toutes les entitées.
|
||||||
|
"""
|
||||||
|
delta = world[Delta]
|
||||||
|
for entity in world.query(Velocity, Position, Scale, Origin):
|
||||||
|
move_entity(entity, entity[Velocity] * delta)
|
||||||
|
|
||||||
|
|
||||||
|
PLUGIN = GlobalPlugin(
|
||||||
|
[],
|
||||||
|
[__apply_velocity],
|
||||||
|
[],
|
||||||
|
[],
|
||||||
|
)
|
|
@ -3,9 +3,10 @@ Un plugin qui s'occupe de rendre des choses dans la fenetre.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
from engine import GlobalPlugin, KeepAlive
|
from engine import GlobalPlugin
|
||||||
from engine.ecs import World
|
from engine.ecs import World
|
||||||
from engine.math import Vec2
|
from engine.math import Vec2
|
||||||
|
from plugins import assets
|
||||||
|
|
||||||
|
|
||||||
WIDTH = 1440
|
WIDTH = 1440
|
||||||
|
@ -28,6 +29,52 @@ def calculate_surface_rect() -> tuple[float, float, float, float]:
|
||||||
return offset, 0.0, target_width, float(height)
|
return offset, 0.0, target_width, float(height)
|
||||||
|
|
||||||
|
|
||||||
|
class SpriteBundle:
|
||||||
|
"""
|
||||||
|
Un assemblage de composants permettant de faire une sprite.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __new__(
|
||||||
|
cls,
|
||||||
|
texture: str,
|
||||||
|
order: float,
|
||||||
|
position: Vec2 = Vec2(0),
|
||||||
|
scale: Vec2 = Vec2(128),
|
||||||
|
origin: Vec2 = Vec2(0),
|
||||||
|
):
|
||||||
|
return (
|
||||||
|
Texture(texture),
|
||||||
|
Order(order),
|
||||||
|
Position(position),
|
||||||
|
Scale(scale),
|
||||||
|
Origin(origin),
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
|
class TextBundle:
|
||||||
|
"""
|
||||||
|
Un assemblage de composants permettant de faire un texte.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __new__(
|
||||||
|
cls,
|
||||||
|
text: str,
|
||||||
|
order: float,
|
||||||
|
size: int = 50,
|
||||||
|
color: pygame.Color = pygame.Color(255, 255, 255),
|
||||||
|
position: Vec2 = Vec2(0),
|
||||||
|
origin: Vec2 = Vec2(0),
|
||||||
|
):
|
||||||
|
return (
|
||||||
|
Text(text),
|
||||||
|
TextSize(size),
|
||||||
|
TextColor(color),
|
||||||
|
Position(position),
|
||||||
|
Order(order),
|
||||||
|
Origin(origin),
|
||||||
|
)
|
||||||
|
|
||||||
|
|
||||||
class Texture(str):
|
class Texture(str):
|
||||||
"""
|
"""
|
||||||
Composant donnant le nom de la texture d'une entité.
|
Composant donnant le nom de la texture d'une entité.
|
||||||
|
@ -58,37 +105,44 @@ class Origin(Vec2):
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
class Surface(KeepAlive, pygame.Surface):
|
class Text(str):
|
||||||
"""
|
"""
|
||||||
Ressource qui stocke la surface de rendu du jeu.
|
Composant donnant le texte d'une entité.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
|
|
||||||
def __initialize(world: World):
|
class TextSize(int):
|
||||||
"""
|
"""
|
||||||
Prépare le monde pour la gestion du rendu.
|
Composant donnant la taille du texte d'une entité.
|
||||||
"""
|
"""
|
||||||
world.set(Surface((WIDTH, HEIGHT)))
|
|
||||||
|
|
||||||
|
|
||||||
def __render(world: World, cache: dict[str, pygame.Surface] = {}):
|
class TextColor(pygame.Color):
|
||||||
|
"""
|
||||||
|
Composant donnant la couleur du texte d'une entité.
|
||||||
|
"""
|
||||||
|
|
||||||
|
|
||||||
|
def __render(world: World, surface: pygame.Surface = pygame.Surface((WIDTH, HEIGHT))):
|
||||||
"""
|
"""
|
||||||
Rend le monde du jeu sur la surface puis l'affiche sur la fenetre.
|
Rend le monde du jeu sur la surface puis l'affiche sur la fenetre.
|
||||||
"""
|
"""
|
||||||
# On rend le monde sur la surface
|
# On rend le monde sur la surface
|
||||||
surface: Surface = world[Surface]
|
entities = world.query(Texture, Position, Order, Scale, Origin)
|
||||||
entities = sorted(world.query(Texture), key=lambda entity: entity.get(Order, -1))
|
entities.update(world.query(Text, Position, Order, Origin, TextSize, TextColor))
|
||||||
|
entities = sorted(entities, key=lambda entity: entity[Order])
|
||||||
for entity in entities:
|
for entity in entities:
|
||||||
texture_name = entity[Texture]
|
if Text in entity:
|
||||||
texture = cache.get(texture_name)
|
texture = assets.load_text(
|
||||||
if texture is None:
|
entity[Text], entity[TextSize], entity[TextColor]
|
||||||
texture = pygame.image.load(f"assets/textures/{texture_name}")
|
|
||||||
cache[texture_name] = texture
|
|
||||||
scale = entity.get(Scale, Scale(128))
|
|
||||||
texture = pygame.transform.scale(texture, (scale.x, scale.y))
|
|
||||||
position = (
|
|
||||||
entity.get(Position, Position(0)) - (entity.get(Origin, Origin(0))) * scale
|
|
||||||
)
|
)
|
||||||
|
scale = Scale(texture.get_width(), texture.get_height())
|
||||||
|
else:
|
||||||
|
texture = entity[Texture]
|
||||||
|
texture = assets.load_texture(texture)
|
||||||
|
scale = entity[Scale]
|
||||||
|
texture = pygame.transform.scale(texture, (scale.x, scale.y))
|
||||||
|
position = entity[Position] - entity[Origin] * scale
|
||||||
surface.blit(texture, (position.x, position.y))
|
surface.blit(texture, (position.x, position.y))
|
||||||
|
|
||||||
# On affiche la surface sur la fenetre
|
# On affiche la surface sur la fenetre
|
||||||
|
@ -103,7 +157,7 @@ def __render(world: World, cache: dict[str, pygame.Surface] = {}):
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
PLUGIN = GlobalPlugin(
|
||||||
[__initialize],
|
[],
|
||||||
[],
|
[],
|
||||||
[__render],
|
[__render],
|
||||||
[],
|
[],
|
||||||
|
|
|
@ -5,43 +5,38 @@ Un plugin permettant de jouer des sons.
|
||||||
|
|
||||||
from typing import Callable
|
from typing import Callable
|
||||||
import pygame
|
import pygame
|
||||||
from engine import GlobalPlugin, KeepAlive
|
from engine import GlobalPlugin
|
||||||
from engine.ecs import Entity, World
|
from engine.ecs import Entity, World
|
||||||
|
from plugins import assets
|
||||||
|
|
||||||
|
|
||||||
class Channels(KeepAlive, dict[Entity, pygame.mixer.Channel]):
|
class Sound(str):
|
||||||
"""
|
|
||||||
Ressource qui stoque les sons actuellement joués dans le jeu.
|
|
||||||
"""
|
|
||||||
|
|
||||||
|
|
||||||
class Sound:
|
|
||||||
"""
|
"""
|
||||||
Composant permettant de jouer un son.
|
Composant permettant de jouer un son.
|
||||||
"""
|
"""
|
||||||
|
|
||||||
def __init__(
|
|
||||||
self,
|
class Volume(float):
|
||||||
sound: str,
|
"""
|
||||||
loop: bool = False,
|
Composant donnant le volume d'un son.
|
||||||
volume: float = 1.0,
|
"""
|
||||||
fade_ms: int = 0,
|
|
||||||
callback: Callable[[World, Entity], object] = lambda _w, _e: None,
|
|
||||||
):
|
class Loop:
|
||||||
self.sound = sound
|
"""
|
||||||
self.loop = loop
|
Composant indiquant si le son joué par l'entité doit se relancer en boucle.
|
||||||
self.volume = volume
|
"""
|
||||||
self.fade_ms = fade_ms
|
|
||||||
|
|
||||||
|
class SoundCallback:
|
||||||
|
"""
|
||||||
|
Composant donnant une fonction qui sera appelée à la fin du son.
|
||||||
|
"""
|
||||||
|
|
||||||
|
def __init__(self, callback: Callable[[World, Entity], object]):
|
||||||
self.callback = callback
|
self.callback = callback
|
||||||
|
|
||||||
|
|
||||||
def __initialize(world: World):
|
|
||||||
"""
|
|
||||||
Ajoute les ressources utiles pour le plugin.
|
|
||||||
"""
|
|
||||||
world.set(Channels())
|
|
||||||
|
|
||||||
|
|
||||||
def __update_sounds(
|
def __update_sounds(
|
||||||
world: World,
|
world: World,
|
||||||
channels: dict[Entity, pygame.mixer.Channel] = {},
|
channels: dict[Entity, pygame.mixer.Channel] = {},
|
||||||
|
@ -51,23 +46,23 @@ def __update_sounds(
|
||||||
Met à jour les sons du jeu.
|
Met à jour les sons du jeu.
|
||||||
"""
|
"""
|
||||||
# Ajout des sons non gérés
|
# Ajout des sons non gérés
|
||||||
channels = world[Channels]
|
|
||||||
sound_entities = world.query(Sound)
|
sound_entities = world.query(Sound)
|
||||||
for entity in sound_entities:
|
for entity in sound_entities:
|
||||||
if entity not in channels:
|
if entity not in channels:
|
||||||
sound = entity[Sound]
|
sound_name = entity[Sound]
|
||||||
channel = sound.sound.play(sound.loop, fade_ms=sound.fade_ms)
|
sound = assets.load_sound(sound_name)
|
||||||
|
channel = sound.play(Loop in entity)
|
||||||
if channel is not None: # type: ignore
|
if channel is not None: # type: ignore
|
||||||
channel.set_volume(sound.volume)
|
channel.set_volume(entity.get(Volume, 1.0))
|
||||||
channels[entity] = channel
|
channels[entity] = channel
|
||||||
|
|
||||||
# On supprime les sons qui sont arrêtés ou qui n'ont plus d'entité
|
# On supprime les sons qui sont arrêtés ou qui n'ont plus d'entité
|
||||||
channels_to_remove: list[Entity] = []
|
channels_to_remove: list[Entity] = []
|
||||||
for entity, channel in channels.items():
|
for entity, channel in channels.items():
|
||||||
if not channel.get_busy() and Sound in entity:
|
if not channel.get_busy() and Sound in entity:
|
||||||
callback = entity[Sound].callback
|
callback = entity.get(SoundCallback, SoundCallback(lambda w, e: None))
|
||||||
del entity[Sound]
|
del entity[Sound]
|
||||||
callback(world, entity)
|
callback.callback(world, entity)
|
||||||
channels_to_remove.append(entity)
|
channels_to_remove.append(entity)
|
||||||
elif entity not in sound_entities:
|
elif entity not in sound_entities:
|
||||||
channel.stop()
|
channel.stop()
|
||||||
|
@ -77,7 +72,7 @@ def __update_sounds(
|
||||||
|
|
||||||
|
|
||||||
PLUGIN = GlobalPlugin(
|
PLUGIN = GlobalPlugin(
|
||||||
[__initialize],
|
[],
|
||||||
[],
|
[],
|
||||||
[__update_sounds],
|
[__update_sounds],
|
||||||
[],
|
[],
|
||||||
|
|
Loading…
Reference in a new issue