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

# Conflicts:
#	src/engine/engine.py
#	src/engine/renderer.py
This commit is contained in:
Yannis 2024-01-08 16:05:06 +01:00
commit c926a75a50
11 changed files with 513 additions and 36 deletions

5
assets/dialogs.json Normal file
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@ -0,0 +1,5 @@
{
"test": ["test1111", "test2", "test très long permettant de tester le retour à la ligne dans le renderer du jeu dans la fonction qui rend les dialogues et il faut éviter d'en faire des si long car ça pourrait dépacer en bas de l'écran ! Bonne journée !"],
"test2": ["salut", "aurevoir"],
"test3": ["test très long permettant de tester le retour à la ligne dans le renderer du jeu dans la fonction qui rend les dialogues et il faut éviter d'en faire des si long car ça pourrait dépacer en bas de l'écran ! Bonne journée !"]
}

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@ -1,13 +1,87 @@
import json
from types import FunctionType
from src.engine.event_handler import EventHandler
class DialogsManager:
"""Classe qui gère la lecture des dialogues."""
def __init__(self):
self.current_dialog = []
def __init__(self, event_handler: EventHandler):
self.event_handler = event_handler
self.current_dialogs = []
self.current_dialog_id = -1
self.dialogs = {}
self.reading_dialog = False
self.current_dialogue_letter_id = 0
self.writing_dialog = False
self.LETTER_WRITING_DELAY = 0.02
self.letter_timer = 0
self.dialogue_finished_callback = None
def next_signal(self):
"""Fonction exécutée lorsque l'utilisateur demande de passer au prochain dialogue. Si un dialogue est en
train d'être écrit, il écrit tout d'un coup."""
if self.reading_dialog:
if self.writing_dialog:
self.current_dialogue_letter_id = len(self.current_dialogs[self.current_dialog_id])
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
self.current_dialogue_letter_id = 0
self.writing_dialog = True
if self.current_dialog_id >= len(self.current_dialogs): # Le dialogue est fini.
self.current_dialogs = []
self.current_dialog_id = -1
self.writing_dialog = False
self.reading_dialog = False
self.event_handler.remove_button_area("next_dialog")
if self.dialogue_finished_callback is not None:
self.dialogue_finished_callback()
def start_dialog(self, name: str, dialogue_finished_callback: FunctionType | classmethod | staticmethod = None):
"""Lance le dialogue au nom donné."""
# 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.current_dialogs = self.dialogs[name]
self.current_dialog_id = 0
self.current_dialogue_letter_id = 0
self.reading_dialog = True
self.dialogue_finished_callback = dialogue_finished_callback
def get_current_dialog_sentence(self, progressive=True) -> str:
"""Renvoie la phrase actuelle du dialogue."""
if progressive:
return self.current_dialogs[self.current_dialog_id][:self.current_dialogue_letter_id]
else:
return self.current_dialogs[self.current_dialog_id]
def load_dialogs(self, file_path: str):
"""Charge les dialogues du jeu grave au fichier json donné."""
with open(file_path, "r") as file:
with open(file_path, "r", encoding="utf-8") as file:
self.dialogs = json.loads(file.read())
def update(self, delta: float):
"""Met à jour e gestionnaire de dialogues."""
if self.reading_dialog:
self.letter_timer -= delta
if self.letter_timer <= 0:
self.letter_timer = self.LETTER_WRITING_DELAY
self.current_dialogue_letter_id += 1
if self.current_dialogue_letter_id > len(self.current_dialogs[self.current_dialog_id]):
self.current_dialogue_letter_id -= 1
self.writing_dialog = False

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@ -1,8 +1,11 @@
from src.engine.boss_fight_manager import BossFightManager
from src.engine.camera import Camera
from src.engine.dialogs_manager import DialogsManager
from src.engine.entity_manager import EntityManager
from src.engine.event_handler import EventHandler
from src.engine.event_sheduler import EventSheduler
from src.engine.map_manager import MapManager
from src.engine.menu_manager import MenuManager
from src.engine.renderer import Renderer
from src.engine.enums import GameState
from src.engine.sound_manager import SoundManager
@ -32,6 +35,9 @@ class Engine:
self.camera = Camera()
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.menu_manager = MenuManager(self)
self.sound_manager = SoundManager(60)
def loop(self):
@ -49,6 +55,8 @@ class Engine:
self.entity_manager.update(0.016666666)
self.renderer.update(0.016666666)
self.event_handler.update()
self.event_sheduler.update()
self.dialogs_manager.update(0.016666666)
self.sound_manager.update(1/60)
def stop(self):

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@ -1,6 +1,7 @@
import math
from types import FunctionType
from pygame import event
from pygame import event, display
from pygame.locals import *
import src.engine.engine as engine
@ -8,9 +9,52 @@ import src.engine.engine as engine
class EventHandler:
"""Classe utilisée pour traiter les pygame.event.get() et gérer les interactions avec le reste du programme."""
def __init__(self, core: 'engine.Engine'):
self.engine = core
self.key_pressed = []
self.buttons_area = []
self.hovered_area = []
@staticmethod
def get_click_collision(rect: tuple[float | int, float | int, float | int, float | int], point: tuple[int, int],
is_window_relative: int):
"""Vérifie si le point et le rectangle donné sont en collision."""
window_size = display.get_window_size()
if is_window_relative == 0:
return (rect[0]*window_size[0] < point[0] < rect[0]*window_size[0] + rect[2]*window_size[0]
and rect[1]*window_size[0] < point[1] < rect[1]*window_size[0] + rect[3]*window_size[0])
elif is_window_relative == 1:
return (rect[0]*window_size[1] < point[0] < rect[0]*window_size[1] + rect[2]*window_size[1] and
rect[1]*window_size[1] < point[1] < rect[1]*window_size[1] + rect[3]*window_size[1])
elif is_window_relative == 2:
return (rect[0]*window_size[0] < point[0] < rect[0]*window_size[0] + rect[2]*window_size[0] and
rect[1]*window_size[1] < point[1] < rect[1]*window_size[1] + rect[3]*window_size[1])
return rect[0] < point[0] < rect[0] + rect[2] and rect[1] < point[1] < rect[1] + rect[3]
def register_button_area(self, rect: tuple[float | int, float | int, float | int, float | int],
callback: FunctionType | classmethod | staticmethod, name: str,
is_window_relative: int = -1,
hover_callback: FunctionType | classmethod | staticmethod = None):
"""Enregistre une zone comme bouton. La fonction donnée sera donc executé lorsque la zone sur la fenêtre
sera cliqué. is_window_relative doit être 0 pour que le rect soit multipliée par la largeur de la fenêtre et 1
pour qu'elle soit multipliée par la hauteur"""
self.buttons_area.append((rect, callback, is_window_relative, name, hover_callback))
def remove_button_area(self, name: str):
"""Supprime les boutons aux noms donnés."""
# On itère dans toute la liste et on ne garde que les éléments ne portant pas le nom cherché
cleared_list = []
for area in self.buttons_area:
if area[3] != name:
cleared_list.append(area)
self.buttons_area = cleared_list
def update(self):
"""Vérifie s'il y a de nouvelles interactions et les traites."""
@ -22,7 +66,25 @@ class EventHandler:
elif e.type == KEYDOWN:
self.key_pressed.append(e.key)
elif e.type == KEYUP:
self.key_pressed.remove(e.key)
if e.key in self.key_pressed:
self.key_pressed.remove(e.key)
elif e.type == MOUSEBUTTONDOWN:
# Vérifie si une des zones enregistrées comme bouton n'a pas été cliqué
if e.button == 1:
for area in self.buttons_area:
if self.get_click_collision(area[0], e.pos, area[2]):
area[1]()
elif e.type == MOUSEMOTION:
for area in self.buttons_area:
if area[4] is not None:
if self.get_click_collision(area[0], e.pos, area[2]):
if area not in self.hovered_area:
area[4](True)
self.hovered_area.append(area)
else:
if area in self.hovered_area:
area[4](False)
self.hovered_area.remove(area)
if self.engine.entity_manager.player_entity_name:
if K_RIGHT in self.key_pressed:
@ -34,13 +96,17 @@ class EventHandler:
if K_DOWN in self.key_pressed:
self.engine.entity_manager.move_player_controls(0, 1)
if K_SPACE in self.key_pressed:
self.engine.dialogs_manager.next_signal()
self.key_pressed.remove(K_SPACE)
if self.engine.DEBUG_MODE:
if K_l in self.key_pressed:
self.engine.entity_manager.get_by_name("player").take_damages(1)
if K_p in self.key_pressed:
self.engine.renderer.emit_particles(math.floor(self.engine.entity_manager.get_by_name("player").x),
math.floor(self.engine.entity_manager.get_by_name("player").y),
16, 16, 16, 1, 8, 0, 1, 0.2, 1., (0, 200, 200))
math.floor(self.engine.entity_manager.get_by_name("player").y),
16, 16, 16, 1, 8, 0, 1, 0.2, 1., (0, 200, 200))
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}")
@ -49,4 +115,3 @@ class EventHandler:
self.engine.camera.target_zoom *= 1.01
if K_c in self.key_pressed:
self.engine.camera.target_zoom *= 0.99

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@ -1,14 +1,41 @@
from types import FunctionType
import src.engine.engine
from src.engine.entity import Entity
class EventSheduler:
"""Gère le lancement d'évenements avec des conditions."""
def __init__(self):
def __init__(self, engine: 'src.engine.engine.Engine'):
self.area_callbacks = []
self.engine = engine
def register_area(self, area_rect: tuple[int, int, int, int], callback: FunctionType | classmethod | staticmethod):
self.area_callbacks.append((area_rect, callback))
def register_area(self, area_rect: tuple[int, int, int, int], callback: FunctionType | classmethod | staticmethod,
linked_entities_name: list[Entity], single_use: bool = True, no_spam: bool = False):
self.area_callbacks.append((area_rect, callback, linked_entities_name, single_use, no_spam, []))
# La liste vide en dernier argument correspond aux entités actuellement dans la zone
@staticmethod
def get_collisions_with_entity(rect: tuple[int, int, int, int], entity: 'Entity'):
"""Retourne True si l'entité donnée touche le rectangle donné."""
return (rect[0] <= entity.x+entity.collision_rect[2] and
rect[0] + rect[2] >= entity.x+entity.collision_rect[0] and
rect[1] + rect[3] >= entity.y+entity.collision_rect[1] and
rect[1] <= entity.y+entity.collision_rect[3])
def update(self):
for area in self.area_callbacks:
area_rect = area[0]
"""Met à jour l'event sheduler et execute les actions si les conditions à son execution sont respéctées."""
# On itère dans la liste des zones de détection
for area in self.area_callbacks.copy():
# On itère dans toutes les entités enregistrées
for entity in area[2]:
entity_in_area = self.get_collisions_with_entity(area[0], self.engine.entity_manager.get_by_name(entity))
if entity_in_area and not (area[4] and entity in area[5]):
area[1](entity)
if area[3]:
self.area_callbacks.remove(area)
if area[4]:
area[5].append(entity)
elif (not entity_in_area) and (area[4] and entity in area[5]):
area[5].remove(entity)

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@ -0,0 +1,95 @@
from types import FunctionType
import pygame
import src.engine.engine
class Widget:
"""Classe parente des widgets de menu."""
def __init__(self, x, y, is_window_relative):
self.x = x
self.y = y
self.is_window_relative = is_window_relative
class Label(Widget):
"""Un widget de texte."""
def __init__(self, x: int | float, y: int | float, text: str, size: int | float, color: tuple[int, int, int],
centered: bool = False, is_window_relative: int = -1):
super().__init__(x, y, is_window_relative)
self.text = text
self.size = size
self.centered = centered
self.color = color
class Button(Widget):
"""Un widget de bouton."""
def __init__(self, x: int | float, y: int | float, text: str, size: int | float, color: tuple[int, int, int],
callback: FunctionType | classmethod | staticmethod, base_image: pygame.Surface,
hover_image: pygame.Surface, centered: bool = False, is_window_relative: int = -1,
area_name: str = "menu_button"):
super().__init__(x, y, is_window_relative)
self.text = text
self.size = size
self.color = color
self.callback = callback
self.base_image = base_image
self.hover_image = hover_image
self.centered = centered
self.area_name = area_name
self.hovered = False
def set_hover_state(self, state: bool):
"""Modifie la valeur du hover."""
self.hovered = state
class Menu:
"""Un menu contenant des widgets."""
def __init__(self):
self.widgets: list[Widget] = []
def add_widget(self, widget: Widget):
"""Ajoute le widget donné au menu."""
self.widgets.append(widget)
class MenuManager:
"""Classe qui gère les menus."""
def __init__(self, engine: 'src.engine.engine.Engine'):
self.menus = {}
self.active_menu: Menu | None = None
self.engine = engine
def register_menu(self, menu: Menu, name: str):
"""Ajoute le menu donné au manager de menu avec le nom donné."""
self.menus[name] = menu
def show(self, name: str):
"""Affiche le menu au nom donné."""
self.active_menu = self.menus[name]
# On itère dans tous les bouttons pour leur ajouter une interaction
for btn in self.active_menu.widgets:
if isinstance(btn, Button):
width = btn.base_image.get_width() / self.engine.renderer.window_size[0]
height = btn.base_image.get_height() / self.engine.renderer.window_size[1]
area_x = btn.x
area_y = btn.y
if btn.centered:
area_x -= width / 2
area_y -= height / 2
self.engine.event_handler.register_button_area((area_x, area_y, width, height), btn.callback,
btn.area_name,
btn.is_window_relative, btn.set_hover_state)
def hide(self):
"""Affiche le menu actuelement à l'écran."""
# On itère dans tous les bouttons pour retirer l'interaction
for btn in self.active_menu.widgets:
if isinstance(btn, Button):
self.engine.event_handler.remove_button_area(btn.area_name)
self.active_menu = None

View file

@ -7,6 +7,7 @@ from pygame.locals import RESIZABLE, SRCALPHA, FULLSCREEN
import src.engine.engine as engine
from src.engine.animation import Anim
from src.engine.enums import GameState
from src.engine.menu_manager import Label, Button
class Renderer:
@ -15,7 +16,8 @@ class Renderer:
def __init__(self, core: 'engine.Engine'):
self.engine = core
self.window_type = RESIZABLE
self.window_size = (display.Info().current_w, display.Info().current_h) if self.window_type == FULLSCREEN else (600, 600)
self.window_size = (display.Info().current_w, display.Info().current_h) if self.window_type == FULLSCREEN else (
600, 600)
self.window = display.set_mode(self.window_size, self.window_type)
self.tiles = []
self.tile_size = 0
@ -26,8 +28,8 @@ class Renderer:
self.boss_fight_player_animations: dict[str: Anim] = {}
self.boss_fight_GUI_container = None
# Variables utilisées par le menu principal
self.main_menu_assets: dict[str: Anim] = {}
# Boite de dialogue
self.dialogs_box = None
# Ombres d'entités
self.shadows = {}
@ -54,8 +56,8 @@ class Renderer:
part_speed_y = - part_speed_y
# On choisit sa position dans le rectangle
part_x = random.randint(x-w, x+w-part_size)
part_y = random.randint(y-h, y+h-part_size)
part_x = random.randint(x - w, x + w - part_size)
part_y = random.randint(y - h, y + h - part_size)
# On choisit la durée de vie
part_life_time = random.uniform(min_life_time, max_life_time)
@ -64,9 +66,6 @@ class Renderer:
# Le 0 correspond au temps de vie depuis la création de la particule
self.particles.append([part_x, part_y, part_size, part_speed_x, part_speed_y, 0., part_life_time, color])
def load_main_menu_assets(self, path: str):
"""Charge les assets du menu principal depuis le dossier donné."""
def load_tile_set(self, file_path: str, tile_size: int):
"""Charge le jeu de tuiles en utilisant le fichier donné et la taille donnée."""
tile_set = image.load(file_path).convert_alpha()
@ -98,6 +97,7 @@ class Renderer:
self.render_entities(rendered_surface, gui_surface, delta)
self.render_particles(rendered_surface, delta)
self.render_layer(2, rendered_surface)
self.render_debug_area(rendered_surface)
# Enfin, on redimensionne notre surface et on la colle sur la fenêtre principale
self.window.blit(
@ -112,7 +112,10 @@ class Renderer:
self.render_boss_fight_scene(delta)
self.render_boss_fight_gui()
# Conteur de données (FPS, Coords, Volume) en mode DEBUG
# Rend les menus
self.render_menus()
# 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)),
(0, 0))
@ -126,9 +129,181 @@ class Renderer:
self.window.blit(font.SysFont("Arial", 20).render(f"Track: {self.engine.sound_manager.music_current_song}",
True, (255, 0, 0)), (0, 120))
# On rend maintenant toutes les zones de détection de la fenêtre
for area in self.engine.event_handler.buttons_area:
window_size = display.get_window_size()
if area[2] == 0:
draw.rect(self.window, (255, 255, 0),
(area[0][0] * window_size[0], area[0][1] * window_size[0],
area[0][2] * window_size[0], area[0][3] * window_size[0]), width=1)
elif area[2] == 1:
draw.rect(self.window, (255, 255, 0),
(area[0][0] * window_size[1], area[0][1] * window_size[1],
area[0][2] * window_size[1], area[0][3] * window_size[1]), width=1)
elif area[2] == 2:
draw.rect(self.window, (255, 255, 0),
(area[0][0] * window_size[0], area[0][1] * window_size[1],
area[0][2] * window_size[0], area[0][3] * window_size[1]), width=1)
else:
draw.rect(self.window, (255, 255, 0),
area[0], width=1)
# Rendu présent dans tous les types de jeu
self.render_dialogs_box()
# Apres avoir tout rendu, on met à jour l'écran
display.update()
def render_menus(self):
"""Rend le menu enregistré comme visible."""
window_size = display.get_window_size()
# Si un menu est affiché, on itère dans tous ses widgets
if self.engine.menu_manager.active_menu is not None:
for widget in self.engine.menu_manager.active_menu.widgets:
# On multiplie les coordonnées par la taille de la fenetre si besoin
if widget.is_window_relative == 0:
x = widget.x * window_size[0]
y = widget.y * window_size[0]
elif widget.is_window_relative == 1:
x = widget.x * window_size[1]
y = widget.y * window_size[1]
elif widget.is_window_relative == 2:
x = widget.x * window_size[0]
y = widget.y * window_size[1]
else:
x = widget.x
y = widget.y
# On vérifie quel est le widget
if isinstance(widget, Label):
# On multiplie la taille du texte si besoin
if widget.is_window_relative == 0:
size = widget.size*window_size[0]
elif widget.is_window_relative == 1:
size = widget.size*window_size[1]
elif widget.is_window_relative == 2:
size = widget.size*min(window_size[0], window_size[1])
else:
size = widget.size
text_font = font.SysFont("Arial", round(size))
rendered_text = text_font.render(widget.text, True, widget.color)
if widget.centered:
self.window.blit(rendered_text, (x-rendered_text.get_width()//2,
y-rendered_text.get_height()//2))
else:
self.window.blit(rendered_text, (x, y))
elif isinstance(widget, Button):
# On multiplie la taille du texte si besoin
if widget.is_window_relative == 0:
size = widget.size*window_size[0]
elif widget.is_window_relative == 1:
size = widget.size*window_size[1]
elif widget.is_window_relative == 2:
size = widget.size*min(window_size[0], window_size[1])
else:
size = widget.size
text_font = font.SysFont("Arial", round(size))
rendered_text = text_font.render(widget.text, True, widget.color)
if widget.hovered:
btn_image = widget.hover_image
else:
btn_image = widget.base_image
if widget.is_window_relative == 0:
btn_image = transform.scale(btn_image, (btn_image.get_width()*window_size[0]/self.window_size[0],
btn_image.get_height()*window_size[0]/self.window_size[0]))
elif widget.is_window_relative == 1:
btn_image = transform.scale(btn_image, (btn_image.get_width()*window_size[1]/self.window_size[1],
btn_image.get_height()*window_size[1]/self.window_size[1]))
elif widget.is_window_relative == 2:
btn_image = transform.scale(btn_image, (btn_image.get_width()*window_size[0]/self.window_size[0],
btn_image.get_height()*window_size[1]/self.window_size[1]))
# On affiche l'image du boutton
if widget.centered:
self.window.blit(btn_image, (x-btn_image.get_width()//2,
y-btn_image.get_height()//2))
self.window.blit(rendered_text, (x-rendered_text.get_width()//2,
y-rendered_text.get_height()//2))
else:
self.window.blit(btn_image, (x, y))
self.window.blit(rendered_text, (x, y))
def render_dialogs_box(self):
"""Rend la boite de dialogue lorsqu'un dialogue est lancé."""
# Rend le conteneur des dialogues
if self.engine.dialogs_manager.reading_dialog:
resized_box = transform.scale(self.dialogs_box,
(display.get_window_size()[0],
self.dialogs_box.get_height() / self.dialogs_box.get_width() *
display.get_window_size()[0]))
self.window.blit(resized_box, (0, display.get_window_size()[1] - resized_box.get_height()))
# Rend le texte
# On récupère le texte
sentence = self.engine.dialogs_manager.get_current_dialog_sentence()
# On crée la font qui permettra de faire le rendu du texte après
text_font = font.SysFont("Arial", display.get_window_size()[0]//30)
# On calcule la taille du décalage puis on calcule la largeur maximale que peut faire une ligne
x_border = display.get_window_size()[0]/30
max_width = display.get_window_size()[0]-2*x_border
# On passe le texte dans un algorithme qui coupe le texte entre les espaces pour empecher de dépacer la
# taille maximale de la ligne
lines = []
current_line = ""
for i in sentence:
current_line += i
# Si on déplace de la ligne, on ajoute la ligne jusqu'au dernier mot
if text_font.size(current_line)[0] > max_width:
lines.append(current_line[:current_line.rfind(" ")])
current_line = current_line[current_line.rfind(" "):]
# Si la ligne est incomplète, on ajoute la ligne
lines.append(current_line)
# On itère dans les lignes avec un enumerate pour avoir sont index
for i in enumerate(lines):
# On récupère le texte et s'il commence par un espace, on le retire
text = i[1]
if len(text) > 0 and text[0] == " ":
text = text[1:]
# On rend la ligne au bon endroit sur l'écran
rendered_text = text_font.render(text, True, (0, 0, 0))
self.window.blit(rendered_text,
(x_border,
display.get_window_size()[1] - resized_box.get_height() +
display.get_window_size()[0]/30 +
(text_font.get_height()+display.get_window_size()[0]/200)*i[0]))
def render_debug_area(self, rendered_surface: surface.Surface):
"""Rend les zones de collisions et de détections quand le mode DEBUG est activé."""
# On calcule le décalage pour centrer la caméra
x_middle_offset = display.get_window_size()[0] / 2 / self.engine.camera.zoom
y_middle_offset = display.get_window_size()[1] / 2 / self.engine.camera.zoom
# On itère et on rend toutes les zones de détection
for area in self.engine.event_sheduler.area_callbacks:
area_rect = area[0]
draw.rect(rendered_surface, (200, 100, 0),
(math.floor(x_middle_offset + area_rect[0] - self.engine.camera.x),
math.floor(y_middle_offset + area_rect[1] - self.engine.camera.y),
math.floor(area_rect[2]), math.floor(area_rect[3])), width=1)
def register_shadow(self, file_path: str, name: str):
"""Enregistre une image d'ombre utilisée pour le rendu des entités."""
shadow = image.load(file_path).convert_alpha()
@ -173,8 +348,8 @@ class Renderer:
frame = transform.scale(frame, (display.get_window_size()[0] / 5, display.get_window_size()[0] / 5))
# On colle le boss à droite de la fenêtre
self.window.blit(frame, (display.get_window_size()[0]-frame.get_width()-display.get_window_size()[0]/20,
display.get_window_size()[1]/4-frame.get_height()/2))
self.window.blit(frame, (display.get_window_size()[0] - frame.get_width() - display.get_window_size()[0] / 20,
display.get_window_size()[1] / 4 - frame.get_height() / 2))
# On récupère l'image de l'animation du joueur
player_animation = self.boss_fight_player_animations[self.engine.boss_fight_manager.current_player_animation]
@ -184,14 +359,17 @@ class Renderer:
frame = transform.scale(frame, (display.get_window_size()[0] / 5, display.get_window_size()[0] / 5))
# On colle le joueur à gauche de la fenêtre
self.window.blit(frame, (display.get_window_size()[0]/20, display.get_window_size()[1]/4-frame.get_height()/2))
self.window.blit(frame,
(display.get_window_size()[0] / 20, display.get_window_size()[1] / 4 - frame.get_height() / 2))
def render_boss_fight_gui(self):
"""Rend la barre d'action en bas de l'écran pendant le combat de boss."""
resized_container = transform.scale(self.boss_fight_GUI_container,
(display.get_window_size()[0], self.boss_fight_GUI_container.get_height()/self.boss_fight_GUI_container.get_width()*display.get_window_size()[0]))
self.window.blit(resized_container, (0, display.get_window_size()[1]-resized_container.get_height()))
(display.get_window_size()[0],
self.boss_fight_GUI_container.get_height() / self.boss_fight_GUI_container.get_width() *
display.get_window_size()[0]))
self.window.blit(resized_container, (0, display.get_window_size()[1] - resized_container.get_height()))
def render_entities(self, rendered_surface: surface.Surface, gui_surface: surface.Surface, delta: float):
"""Rend toutes les entités."""
@ -239,10 +417,11 @@ class Renderer:
cooldown_value = entity.damage_cooldown / entity.default_damage_cooldown
# On calcule où placer la barre de vei sur la surface des GUI
life_bar_dest = (math.floor((entity.x - self.engine.camera.x + x_middle_offset) * self.engine.camera.zoom -
life_bar_width / 2),
math.floor((entity.y - self.engine.camera.y + y_middle_offset - frame.get_height() / 2) *
self.engine.camera.zoom - life_bar_height - life_bar_y_offset))
life_bar_dest = (
math.floor((entity.x - self.engine.camera.x + x_middle_offset) * self.engine.camera.zoom -
life_bar_width / 2),
math.floor((entity.y - self.engine.camera.y + y_middle_offset - frame.get_height() / 2) *
self.engine.camera.zoom - life_bar_height - life_bar_y_offset))
# Contour de la barre de vie
draw.rect(gui_surface, (20, 0, 0), (life_bar_dest[0] - life_bar_border,
@ -268,9 +447,6 @@ class Renderer:
entity.collision_rect[3] - entity.collision_rect[1]),
width=1)
def render_main_menu(self):
"""Rend le menu principal du jeu."""
def render_layer(self, layer_id: int, rendered_surface: surface.Surface):
"""Rend la map."""
# On calcule le nombre de tiles à mettre sur notre écran en prenant en compte le zoom

View file

@ -4,6 +4,7 @@ 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
class Game(Engine):
@ -12,6 +13,7 @@ class Game(Engine):
self.map_manager.load_new("maps/map5.tmj")
self.renderer.load_tile_set("assets/textures/tileset.png", 16)
self.dialogs_manager.load_dialogs("assets/dialogs.json")
self.create_player_entity()
self.load_boss_fight_assets()
@ -19,7 +21,32 @@ class Game(Engine):
self.DEBUG_MODE = True
self.game_state = GameState.MAIN_MENU
self.event_sheduler.register_area((64, 64, 32, 32), lambda _: self.dialogs_manager.start_dialog("test"), ["player"], False, True)
self.renderer.dialogs_box = pygame.image.load("assets/textures/GUI/dialogs_box.png").convert_alpha()
self.event_handler.register_button_area((0, 0, 0.1, 0.1), lambda : print("salut"), 0)
self.setup_main_menu()
def start_game(self):
self.game_state = GameState.NORMAL
self.menu_manager.hide()
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), True, 0))
base_image = pygame.image.load("assets/textures/GUI/button_1.png").convert_alpha()
hover_image = pygame.image.load("assets/textures/GUI/button_2.png").convert_alpha()
menu.add_widget(Button(0.5, 0.3, "play", 0.08, (0, 0, 0), self.start_game, base_image, hover_image, True, 0))
self.menu_manager.register_menu(menu, "main")
self.menu_manager.show("main")
def create_player_entity(self):
"""Crée une entité joueur."""
@ -61,7 +88,7 @@ class Game(Engine):
mob.set_default_life(5)
mob.max_speed = 1.
mob.x, mob.y = 160, 16
mob.x, mob.y = 1600, 16
def load_boss_fight_assets(self):
"""Charge les animations de combat des combats de boss."""
@ -72,7 +99,7 @@ class Game(Engine):
boss_none.load_animation_from_directory("assets/textures/boss_fight/boss_sprite/test/none")
self.renderer.register_boss_fight_boss_animation(boss_none, "none")
self.renderer.boss_fight_GUI_container = pygame.image.load("assets/textures/boss_fight/fight_actions_GUI.png")
self.renderer.boss_fight_GUI_container = pygame.image.load("assets/textures/boss_fight/fight_actions_GUI.png").convert_alpha()
game = Game()