fix bug bonus + ajout fin de bonus + ajout spawn des bonnus

This commit is contained in:
CoCo_Sol 2024-01-06 02:00:03 +01:00
parent 3b1edecc63
commit dea99404b3

View file

@ -3,7 +3,6 @@ Le jeux principale.
"""
from enum import Enum
from telnetlib import DO
from engine import Plugin, Scene
from engine.ecs import Entity, World
from engine.math import Vec2
@ -109,6 +108,54 @@ class StartAnimation(float):
"""
class TimeUntilBonus:
"""
ressource qui represente le temps restant avant d'avoir le bonus
"""
def __init__(self, time: float, world: World):
self.time = time
self.started_time = int(world[Time])
def is_ended(self, world: World):
return world[Time] - self.started_time >= self.time
def start(self, world: World):
self.started_time = world[Time]
class LastPlayerTurn:
"""
un composant qui represente le dernier joueur qui a joué.
"""
class HasBonus:
"""
un composant qui represente si l'entité a un bonus
"""
def __init__(self, bonus: "Bonus", time: float, world: World):
self.bonus = bonus
self.time = time
self.start_time = world[Time]
def is_ended(self, world: World):
return world[Time] - self.start_time >= self.time
def suppr_bonus_from_entity(self, entity: Entity):
match self.bonus:
case Bonus.MULTI:
pass
case Bonus.BIG:
entity[Scale] /= 2
case Bonus.FAST:
entity[Speed] /= 2
case Bonus.REVERSE:
entity[UpKey], entity[DownKey] = entity[DownKey], entity[UpKey]
class Bonus(Enum):
MULTI = 0
BIG = 1
@ -120,13 +167,13 @@ class Bonus(Enum):
type = random.randint(0, 3)
match type:
case 0:
return Bonus.FAST
return Bonus.MULTI
case 1:
return Bonus.FAST
return Bonus.BIG
case 2:
return Bonus.FAST
case _:
return Bonus.FAST
return Bonus.REVERSE
def __spawn_ellements(world: World):
@ -136,6 +183,10 @@ def __spawn_ellements(world: World):
world.new_entity().set(SpriteBundle(("background.jpg"), -5))
world.set(
TimeUntilBonus(5, world),
)
# Mon mur de gauche
world.new_entity().set(
Origin(Vec2(1, 0)),
@ -186,6 +237,7 @@ def __spawn_ellements(world: World):
UpKey("z"),
DownKey("s"),
Speed(1000),
LastPlayerTurn(),
)
# Joueur 2
@ -201,11 +253,10 @@ def __spawn_ellements(world: World):
Player2(),
(UpKey("up"), DownKey("down"), Speed(1000))
if world[GameMode] == GameMode.TWO
else None,
else Speed(300),
)
__spawn_ball(world)
__spawn_bonus(world)
# Initialisation des scores
world.set(Player1Score(0), Player2Score(0))
@ -267,33 +318,38 @@ def __spawn_ball(world: World):
def __collision_with_ball(a: Entity, b: Entity):
if Player1 in b or Player2 in b:
for player in a.world.query(LastPlayerTurn):
del player[LastPlayerTurn]
b.set(LastPlayerTurn())
return __bounce_on_player(a, b)
elif Bonus in b:
return __bonus_touched(a, b)
if Ball in a:
return __bonus_touched(a, b)
return False
else:
return True
def __bonus_touched(ball: Entity, bonus: Entity):
if ball[physics.Velocity].x > 0:
player = ball.world.query(Player1).pop()
else:
player = ball.world.query(Player2).pop()
player = ball.world.query(LastPlayerTurn).pop()
match bonus[Bonus]:
case Bonus.MULTI:
__spawn_ball(bonus.world)
__spawn_ball(bonus.world)
ball.world[TimeUntilBonus].start(ball.world)
case Bonus.BIG:
player[Scale] *= 2
player.set(HasBonus(Bonus.BIG, 10, bonus.world))
case Bonus.FAST:
player[Speed] *= 2
player.set(HasBonus(Bonus.FAST, 10, bonus.world))
case Bonus.REVERSE:
if ball[physics.Velocity].x < 0:
player = ball.world.query(Player1).pop()
player[UpKey], player[DownKey] = player[DownKey], player[UpKey]
else:
player = ball.world.query(Player2).pop()
player[UpKey], player[DownKey] = player[DownKey], player[UpKey]
for entity in ball.world.query(UpKey):
if LastPlayerTurn in entity:
continue
entity[UpKey], entity[DownKey] = entity[DownKey], entity[UpKey]
entity.set(HasBonus(Bonus.REVERSE, 10, bonus.world))
bonus.destroy()
return False
@ -440,7 +496,7 @@ def _update_bot(world: World):
# On se déplace vers la meilleure option
diff = target - bot[Position].y
if abs(diff) > 10:
bot[Position].y += (diff / abs(diff)) * 300 * world[Delta]
bot[Position].y += (diff / abs(diff)) * bot[Speed] * world[Delta]
def __update_scores(world: World, ball: Entity):
@ -492,9 +548,25 @@ def __update_animation(world: World):
animation.destroy()
def __update_bonus_time(world: World):
"""
Fonction qui permet de mettre à jour les bonus.
"""
for player in world.query(HasBonus):
if not player[HasBonus].is_ended(world):
return None
player[HasBonus].suppr_bonus_from_entity(player)
del player[HasBonus]
world[TimeUntilBonus].start(world)
if world.query(Bonus) == set() and world.query(HasBonus) == set():
if world[TimeUntilBonus].is_ended(world):
__spawn_bonus(world)
__SCENE = Scene(
[__spawn_ellements],
[__update_move, __update_animation],
[__update_move, __update_animation, __update_bonus_time],
[],
)