Merge remote-tracking branch 'origin/main' into sliders

# Conflicts:
#	src/engine/event_handler.py
This commit is contained in:
Yannis 2024-01-12 23:17:46 +01:00
commit 93d568f996
7 changed files with 96 additions and 62 deletions

View file

@ -5,7 +5,7 @@ class Camera:
def __init__(self):
self.x = 0
self.y = 0
self.zoom = 1.
self.zoom = 1.75
# Décalage lors du mouvement du joueur
self.player_moving_offset = 100

View file

@ -1,14 +1,11 @@
import json
from types import FunctionType
from src.engine.event_handler import EventHandler
import src.engine.engine as engine
class DialogsManager:
"""Classe qui gère la lecture des dialogues."""
def __init__(self, event_handler: EventHandler):
self.event_handler = event_handler
def __init__(self, engine: 'engine.Engine'):
self.engine = engine
self.current_dialogs = []
self.current_dialog_id = -1
self.dialogs = {}
@ -31,8 +28,6 @@ class DialogsManager:
else:
self.next_dialog()
print("next")
def next_dialog(self):
"""Passe au dialogue suivant. Appelle le callback si le dialogue est fini."""
self.current_dialog_id += 1
@ -43,7 +38,8 @@ class DialogsManager:
self.current_dialog_id = -1
self.writing_dialog = False
self.reading_dialog = False
self.event_handler.remove_button_area("next_dialog")
self.engine.entity_manager.resume()
self.engine.event_handler.remove_button_area("next_dialog")
if self.dialogue_finished_callback is not None:
self.dialogue_finished_callback()
@ -52,7 +48,9 @@ class DialogsManager:
# Si un dialogue n'est pas déja lancé, on lance le dialogue au nom donné
if not self.reading_dialog:
self.event_handler.register_button_area((0, 0, 1, 1), self.next_signal, "next_dialog", 2)
self.engine.entity_manager.pause()
self.engine.event_handler.register_button_area((0, 0, 1, 1), self.next_signal, "next_dialog", 2)
self.current_dialogs = self.dialogs[name]
self.current_dialog_id = 0

View file

@ -36,7 +36,7 @@ class Engine:
self.entity_manager = EntityManager(self.map_manager)
self.boss_fight_manager = BossFightManager(self)
self.event_sheduler = EventSheduler(self)
self.dialogs_manager = DialogsManager(self.event_handler)
self.dialogs_manager = DialogsManager(self)
self.menu_manager = MenuManager(self)
self.sound_manager = SoundManager(60)

View file

@ -11,6 +11,8 @@ class Entity:
self.x = 8
self.y = 8
self.locked = False # Variable définissant si l'entité est bloqué ou non (.lock() et .unlock())
self.direction = 0 # 0 : tourné vers la droite (ou sens par défaut), 1 : tourné vers la gauche (ou retourné)
# Variables utilisées pour détecter les mouvements
@ -117,52 +119,64 @@ class Entity:
def move(self, x: float, y: float, map_manager: MapManager):
"""Fait bouger l'entité en tenant compte des collisions."""
# On vérifie le sens du mouvement pour changer self.direction
if x > 0:
self.direction = 0
elif x < 0:
self.direction = 1
# On ne met pas de else car si x = 0, on ne change pas de direction
# On normalise la vitesse
initial_speed = math.sqrt(x**2+y**2)
x = x/initial_speed*self.max_speed
y = y/initial_speed*self.max_speed
# On simule le mouvement. Si on ne rencontre pas de collision, on applique le mouvement
if not self.get_collisions(self.x + x, self.y, map_manager):
self.x += x
else:
# Si on a une collision, on avance pixel par pixel jusqu'à atteindre la collision
i = 0
if not self.locked: # Si l'entité n'est pas verrouillée on calcul le mouvement
# On vérifie le sens du mouvement pour changer self.direction
if x > 0:
while not self.get_collisions(self.x + i, self.y, map_manager):
i += 1
i -= 1
self.direction = 0
elif x < 0:
self.direction = 1
# On ne met pas de else car si x = 0, on ne change pas de direction
# On normalise la vitesse
initial_speed = math.sqrt(x**2+y**2)
x = x/initial_speed*self.max_speed
y = y/initial_speed*self.max_speed
# On simule le mouvement. Si on ne rencontre pas de collision, on applique le mouvement
if not self.get_collisions(self.x + x, self.y, map_manager):
self.x += x
else:
while not self.get_collisions(self.x + i, self.y, map_manager):
# Si on a une collision, on avance pixel par pixel jusqu'à atteindre la collision
i = 0
if x > 0:
while not self.get_collisions(self.x + i, self.y, map_manager):
i += 1
i -= 1
i += 1
self.x += i
# On répète le procédé avec l'ordonnée
if not self.get_collisions(self.x, self.y + y, map_manager):
self.y += y
else:
i = 0
if y > 0:
while not self.get_collisions(self.x, self.y + i, map_manager):
else:
while not self.get_collisions(self.x + i, self.y, map_manager):
i -= 1
i += 1
i -= 1
else:
while not self.get_collisions(self.x, self.y + i, map_manager):
i -= 1
i += 1
self.y += i
self.x += i
# On répète le procédé avec l'ordonnée
if not self.get_collisions(self.x, self.y + y, map_manager):
self.y += y
else:
i = 0
if y > 0:
while not self.get_collisions(self.x, self.y + i, map_manager):
i += 1
i -= 1
else:
while not self.get_collisions(self.x, self.y + i, map_manager):
i -= 1
i += 1
self.y += i
def link_animation(self, name: str):
"""Met à jour l'animation en cours de l'entité."""
"""Met à jour l'animation en cours de l'entitée."""
self.animation_name = name
def lock(self):
"""Bloque tout les mouvements de l'entitée"""
self.locked = True
def unlock(self):
"""Débloque tout les mouvements de l'entitée"""
self.locked = False

View file

@ -8,6 +8,8 @@ class EntityManager:
self.entities: dict[str:Entity] = {}
self.player_entity_name = ""
self.map_manager = map_manager
self.locked_before_pause: list[Entity] = []
self.paused = False
def register_entity(self, name: str) -> Entity:
"""Crée une entité et l'enregistre dans un dictionnaire."""
@ -32,7 +34,7 @@ class EntityManager:
if entity.life_points == 0:
self.entities.pop(entity_name)
if entity.brain is not None:
if entity.brain is not None and not self.paused:
entity.brain.update(delta)
if self.player_entity_name:
@ -49,3 +51,22 @@ class EntityManager:
def get_by_name(self, name: str) -> Entity:
"""Donne l'entité avec le nom donné."""
return self.entities[name]
def pause(self):
"""Met en pause tout les mouvements de toutes les entitées"""
for e in self.get_all_entities():
if e.locked:
self.locked_before_pause.append(e)
else:
e.lock()
self.paused = True
def resume(self):
"""Reprend les mouvement de toutes les entitées qui n'étaient pas lock avant l'appel de .pause()"""
for e in self.get_all_entities():
if not e in self.locked_before_pause:
e.unlock()
self.paused = False
self.locked_before_pause = []

View file

@ -1,7 +1,6 @@
import math
from types import FunctionType
import pygame.display
from pygame import event, display
from pygame.locals import *
@ -102,7 +101,7 @@ class EventHandler:
def update(self):
"""Vérifie s'il y a de nouvelles interactions et les traites."""
window_size = pygame.display.get_window_size()
window_size = display.get_window_size()
# Récupère les événements
for e in event.get():
@ -120,6 +119,7 @@ class EventHandler:
if self.get_click_collision(area[0], e.pos, area[2]):
area[1]()
for area in self.sliders_area:
if self.get_click_collision(
(area[0][0]-area[0][2]/2, area[0][1]-area[0][3]/2, area[0][2], area[0][3]),
@ -176,7 +176,7 @@ class EventHandler:
area[0][1] = e.pos[1]/window_size[1]-area[3][1]
else:
area[0][1] = e.pos[1]-area[3][1]
if area[0][0] < area[5][0]:
area[0][0] = area[5][0]
if area[0][0] > area[5][0]+area[5][2]:
@ -226,7 +226,8 @@ class EventHandler:
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}")
if K_x in self.key_pressed:
self.engine.camera.target_zoom *= 1.01
if K_c in self.key_pressed:
self.engine.camera.target_zoom *= 0.99
if K_x in self.key_pressed:
self.engine.camera.target_zoom *= 1.01
if K_c in self.key_pressed:
self.engine.camera.target_zoom *= 0.99

View file

@ -117,7 +117,7 @@ class Renderer:
# Conteur de FPS en mode DEBUG
if self.engine.DEBUG_MODE:
self.window.blit(font.SysFont("Arial", 20).render(f"FPS: {round(self.engine.clock.get_fps())}", True, (255, 0, 0)),
self.window.blit(font.SysFont("Arial", 20).render(f"FPS: {round(self.engine.clock.get_fps())}, Game Status: {'Paused' if self.engine.entity_manager.paused else 'Playing'}", True, (255, 0, 0)),
(0, 0))
player = self.engine.entity_manager.get_by_name('player')
self.window.blit(font.SysFont("Arial", 20).render(f"X: {round(player.x, 2)} Y:{round(player.y, 2)}",