Merge branch 'game_assembly' of https://git.tipragot.fr/rfg/nsi-rpg into Merge-in-game_assembly-(NO-MORRE-TIME)

This commit is contained in:
Adastram 2024-01-16 07:53:33 +01:00
commit 71725cdaef
11 changed files with 5152 additions and 149 deletions

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@ -1,5 +1,6 @@
import math
from src.engine.enums import EntityDeathResult
from src.engine.map_manager import MapManager
from src.engine.mobs_AI import MobAI
@ -42,6 +43,9 @@ class Entity:
self.shadow = None
self.death_callback = None
self.death_result = EntityDeathResult.REMOVED
def set_default_life(self, life: int):
"""Définit le nombre de PV de l'entité. Mettre -1 pour rendre l'entité immortelle."""
self.life_points = life

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@ -1,4 +1,5 @@
from src.engine.entity import Entity
from src.engine.enums import EntityDeathResult
from src.engine.map_manager import MapManager
@ -32,7 +33,13 @@ class EntityManager:
entity: Entity = self.entities[entity_name]
entity.update(delta)
if entity.life_points == 0:
if entity.death_callback is not None:
entity.death_callback()
if entity.death_result == EntityDeathResult.REMOVED:
self.entities.pop(entity_name)
elif entity.death_result == EntityDeathResult.RESET_LIFE:
entity.life_points = entity.max_life_points
if entity.brain is not None and not self.paused:
entity.brain.update(delta)

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@ -8,3 +8,8 @@ class GameState(Enum):
BOSS_FIGHT = 2
MAIN_MENU = 3
# AJouter si besoin, mais à utiliser de préférence avec parsimony
class EntityDeathResult(Enum):
REMOVED = 0 # The entity is removed
RESET_LIFE = 1

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@ -225,6 +225,7 @@ class EventHandler:
if K_o in self.key_pressed:
print(f"Player pos: X = {self.engine.entity_manager.get_by_name('player').x} "
f"Y = {self.engine.entity_manager.get_by_name('player').y}")
self.key_pressed.remove(K_o)
if K_x in self.key_pressed:
self.engine.settings_manager.zoom *= 1.01

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@ -89,6 +89,15 @@ class Button(Widget):
"""Modifie la valeur du hover."""
self.hovered = state
class Image(Widget):
"""Un widget d'image."""
def __init__(self, x: int | float, y: int | float, size: int | float, image_path: str, widget_name: str,
centered: bool = False, is_window_relative: int = -1):
super().__init__(x, y, is_window_relative, widget_name)
self.size = size
self.image = pygame.image.load(image_path)
self.centered = centered
class Menu:
"""Un menu contenant des widgets."""

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@ -151,7 +151,7 @@ class SoundManager:
def music_remove_from_playlist(self, song_path: str = None, index: int = None):
if song_path:
index = self.music_playlist.index(song_path)
if index:
if index != None:
self.music_playlist.pop(index)
def music_start_playlist(self):

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@ -3,8 +3,8 @@ import pygame.image
from src.custom_AI import WolfAI
from src.engine.animation import Anim
from src.engine.engine import Engine
from src.engine.enums import GameState
from src.engine.menu_manager import Menu, Label, Button
from src.engine.enums import GameState, EntityDeathResult
from src.engine.menu_manager import Menu, Label, Button, Image
from pygame.locals import RESIZABLE, FULLSCREEN
class Game(Engine):
@ -32,6 +32,7 @@ class Game(Engine):
self.sound_manager.music_add_to_playlist(".\\assets\\OST\\Main Title (Y'as pas de boss la donc jpp le mettre pour un fight).mp3")
self.sound_manager.music_start_playlist()
self.setup_main_menu()
def start_game(self):
@ -49,7 +50,7 @@ class Game(Engine):
def setup_main_menu(self):
"""Crée les éléments du menu principal."""
menu = Menu()
menu.add_widget(Label(0.5, 0.1, "The Forest's Secret", 0.1, (0, 0, 0), "game_title", True, 0))
menu.add_widget(Image(0, 0, 1, "assets\\textures\\Title_Screen.png", "title_screen_image", False, 2))
btn_base_image = pygame.image.load("assets/textures/GUI/button_1.png").convert_alpha()
btn_hover_image = pygame.image.load("assets/textures/GUI/button_2.png").convert_alpha()
@ -63,6 +64,7 @@ class Game(Engine):
self.menu_manager.register_menu(menu, "main")
self.menu_manager.show("main")
self.create_boss_temple_area()
def setup_settings_menu(self):
"""Crée les éléments du menu de paramètre"""
@ -72,8 +74,27 @@ class Game(Engine):
#base_image = pygame.image.load("assets\\textures\\GUI\\setting_menu.png")
#hover_image = pygame.image.load("assets\\textures\\GUI\\setting_menu_hovered.png")
def create_boss_temple_area(self):
"""Enregistre les zones d'entrées de boss fight."""
self.event_sheduler.register_area((3104, 608, 48, 16), lambda _: print("temple 1"), ["player"], True)
self.event_sheduler.register_area((4544, 592, 48, 16), lambda _: print("temple 2"), ["player"], True)
self.event_sheduler.register_area((5664, 688, 32, 16), lambda _: print("temple 3"), ["player"], True)
self.event_sheduler.register_area((6720, 720, 16, 32), lambda _: print("temple 4"), ["player"], True)
self.create_boss_temple_area()
def create_boss_temple_area(self):
"""Enregistre les zones d'entrées de boss fight."""
self.event_sheduler.register_area((3104, 608, 48, 16), lambda _: print("temple 1"), ["player"], True)
self.event_sheduler.register_area((4544, 592, 48, 16), lambda _: print("temple 2"), ["player"], True)
self.event_sheduler.register_area((5664, 688, 32, 16), lambda _: print("temple 3"), ["player"], True)
self.event_sheduler.register_area((6720, 720, 16, 32), lambda _: print("temple 4"), ["player"], True)
def create_player_entity(self):
"""Crée une entité joueur."""
# On crée les animations
anim = Anim(0.5)
anim.load_animation_from_directory("assets/textures/entities/player/none")
self.renderer.register_animation(anim, "player_none")
@ -82,18 +103,33 @@ class Game(Engine):
anim.load_animation_from_directory("assets/textures/entities/player/walking")
self.renderer.register_animation(anim, "player_walking")
# On crée l'entité
player = self.entity_manager.register_entity("player")
player.link_animation("player_none")
player.collision_rect = [-6, -7, 6, 16]
player.set_default_life(15)
player.max_speed = 64.0
player.death_result = EntityDeathResult.RESET_LIFE
player.death_callback = self.create_player_entity
self.entity_manager.set_player_entity("player")
player.shadow = "player_shadow"
self.renderer.register_shadow("assets/textures/entities/player/shadow.png", "player_shadow")
# On définit ses attributs
player.set_default_life(15)
player.max_speed = 64.0
player.x = 220.
player.y = 767.
# On place la caméra au niveau du joueur
self.camera.x = player.x
self.camera.y = player.y
self.camera.target_x = player.x
self.camera.target_y = player.y
# On enregistre l'entité
self.entity_manager.set_player_entity("player")
self.camera.follow_entity(player)
def spawn_mobs(self):