Nouveaux bouons + ajouts commentaires

This commit is contained in:
Raphaël 2024-01-07 02:09:19 +01:00
parent 8c6e5c55fa
commit f95c89f628
20 changed files with 19 additions and 10 deletions

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@ -202,6 +202,7 @@ def __spawn_elements(world: World):
# Initialisation des scores # Initialisation des scores
world.set(Player1Score(0), Player2Score(0)) world.set(Player1Score(0), Player2Score(0))
# Creation du texte d'affichage en fonction du mode de jeu
if world[GameMode] == GameMode.TWO: if world[GameMode] == GameMode.TWO:
world.new_entity().set( world.new_entity().set(
TextBundle( TextBundle(
@ -257,6 +258,7 @@ def __bounce_on_player(a: Entity, b: Entity):
""" """
Fonction qui decrit se qui se passe lorque la ball entre en collision avec un joueur Fonction qui decrit se qui se passe lorque la ball entre en collision avec un joueur
""" """
# Si l'objet rencontré est un joueur
if Player1 in b or Player2 in b: if Player1 in b or Player2 in b:
speed = a[physics.Velocity].length speed = a[physics.Velocity].length
a[physics.Velocity] = a[physics.Velocity].normalized a[physics.Velocity] = a[physics.Velocity].normalized
@ -264,16 +266,23 @@ def __bounce_on_player(a: Entity, b: Entity):
a[physics.Velocity] = a[physics.Velocity].normalized * min( a[physics.Velocity] = a[physics.Velocity].normalized * min(
(speed * 1.1), 1000.0 (speed * 1.1), 1000.0
) )
# Si il s'agit du joueur 1 et que l'on est dans le mode 1 joueur
if Player1 in b and Ball in a: if Player1 in b and Ball in a:
if b.world[GameMode] == GameMode.ONE: if b.world[GameMode] == GameMode.ONE:
# Modification du score
a.world[Player1Score] += 100 a.world[Player1Score] += 100
__update_scores(a.world, b) __update_scores(a.world, b)
return True return True
def __bounce_on_top_or_bot_wall(a: Entity, b: Entity): def __bounce_on_top_or_bot_wall(a: Entity, b: Entity):
# Si une balle touceh un mur du haut ou du bas et que l'on est dans le mode 1 joueur
# Il est important de verifier qu'il s'agit de la balle,
# Car des simulation de balle sont faites et ont le meme
# Comportment qu'une balle mais n'ont pas le composant Ball
if Ball in b and Wall in a: if Ball in b and Wall in a:
if b.world[GameMode] == GameMode.ONE: if b.world[GameMode] == GameMode.ONE:
# Modification du score
a.world[Player1Score] += 20 a.world[Player1Score] += 20
__update_scores(a.world, a) __update_scores(a.world, a)
return True return True
@ -312,7 +321,7 @@ def __bounce_on_right_wall(a: Entity, b: Entity):
def __move_up(world: World): def __move_up(world: World):
""" """
La fonction permet de faire bouger les entitees vers le haut. La fonction permet de faire bouger les entitees qui possedent UpKey vers le haut.
""" """
held = world[Held] held = world[Held]
for entity in world.query(UpKey): for entity in world.query(UpKey):
@ -325,7 +334,7 @@ def __move_up(world: World):
def __move_down(world: World): def __move_down(world: World):
""" """
La fonction permet de faire bouger les entitees vers le bas. La fonction permet de faire bouger les entitees qui possedent DownKey vers le bas.
""" """
held = world[Held] held = world[Held]
for entity in world.query(DownKey): for entity in world.query(DownKey):

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@ -36,7 +36,7 @@ def __spawn_elements(world: World):
origin=Vec2(0.5), origin=Vec2(0.5),
) )
) )
button_name = ["one_player", "two_player"] button_name = ["yes", "no"]
for i, name in enumerate(button_name): for i, name in enumerate(button_name):
__create_button(world, i, name) __create_button(world, i, name)
@ -65,9 +65,9 @@ def __on_click_butons(world: World, _entity: Entity, name: str):
Fonction qui s'execute quand on clique sur un bouton. Fonction qui s'execute quand on clique sur un bouton.
""" """
match name: match name:
case "one_player": case "yes":
world[CurrentScene] = send_to_server.SEND world[CurrentScene] = send_to_server.SEND
case "two_player": case "no":
world[CurrentScene] = try_again.TRY_AGAIN world[CurrentScene] = try_again.TRY_AGAIN
case _: case _:
pass pass

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@ -76,8 +76,8 @@ def __spawn_elements(world: World):
origin=Vec2(0.5), origin=Vec2(0.5),
), ),
HoveredTexture( HoveredTexture(
f"button_one_player.png", f"button_submit.png",
f"button_one_player_hover.png", f"button_submit_hover.png",
), ),
Clickable(new_score), Clickable(new_score),
) )

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@ -38,9 +38,9 @@ def __on_click_butons(world: World, _entity: Entity, name: str):
Fonction qui s'execute quand on clique sur un bouton. Fonction qui s'execute quand on clique sur un bouton.
""" """
match name: match name:
case "one_player": case "yes":
world[CurrentScene] = menu.MENU world[CurrentScene] = menu.MENU
case "two_player": case "no":
world[CurrentScene] = game.ONE_PLAYER world[CurrentScene] = game.ONE_PLAYER
case _: case _:
pass pass
@ -61,7 +61,7 @@ def __spawn_elements(world: World):
origin=Vec2(0.5), origin=Vec2(0.5),
), ),
) )
scenes_name = ["one_player", "two_player"] scenes_name = ["yes", "no"]
for i, name in enumerate(scenes_name): for i, name in enumerate(scenes_name):
__create_button(world, i, name) __create_button(world, i, name)