Amélioration de l'engine et ajout d'éléments de gameplay #20

Merged
yannis merged 29 commits from debut_jeu into main 2024-01-03 19:20:46 +00:00
3 changed files with 47 additions and 8 deletions
Showing only changes of commit ce767126d1 - Show all commits

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@ -1,4 +1,5 @@
import math
import random
from src.engine.entity import Entity
from src.engine.entity_manager import EntityManager
@ -10,18 +11,56 @@ class WolfAI(MobAI):
def __init__(self, entity: 'Entity', entity_manager: 'EntityManager', map_manager: 'MapManager'):
super().__init__(entity, entity_manager, map_manager)
def update(self):
self.ATTACK_DISTANCE = 160
self.timer = 0
self.walk_x = 0
self.walk_y = 0
self.comportment = 0 # 0 : waiting, 1: walking
def update(self, delta: float):
"""Fonction executée à chaque tick pour chaque loup et qui gère l'IA."""
# On récupère l'entité joueur
player: Entity = self.entity_manager.get_by_name(self.entity_manager.player_entity_name)
# On calcule la distance en x et en y entre le loup et le joueur
x_distance = (player.x - self.entity.x)
y_distance = (player.y - self.entity.y)
# On calcule la distance
player_distance = math.sqrt(x_distance ** 2 + y_distance ** 2)
if player.ge_collisions_with_entity(self.entity):
player.take_damages(1)
# On vérifie que le loup peut voir le joueur
if player_distance <= self.ATTACK_DISTANCE:
# On rétablit la vitesse du loup à 1
self.entity.max_speed = 1.
# Si le loup touche le joueur, il lui inflige des dégats
if player.get_collisions_with_entity(self.entity):
player.take_damages(1)
# Si le loup n'est pas déja sur le joueur, on le fait s'en raprocher
if player_distance > self.entity.max_speed:
self.entity.move(x_distance / player_distance*self.entity.max_speed,
y_distance / player_distance*self.entity.max_speed, self.map_manager)
else:
# Comportement d'attente
self.entity.max_speed = 0.5
self.timer -= delta
if self.timer <= 0 and self.comportment == 0:
self.comportment = 1
self.timer = random.random() * 5.
self.walk_x = (random.random()-0.5)*2
self.walk_y = (random.random()-0.5)*2
elif self.timer <= 0 and self.comportment == 1:
self.comportment = 0
self.timer = random.random() * 3
print(self.timer)
self.entity.move(self.walk_x, self.walk_y, self.map_manager)
if abs(player_distance) > self.entity.max_speed:
self.entity.move(x_distance / player_distance*self.entity.max_speed,
y_distance / player_distance*self.entity.max_speed, self.map_manager)

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@ -82,7 +82,7 @@ class Entity:
if self.life_points < 0:
self.life_points = 0
def ge_collisions_with_entity(self, other: 'Entity'):
def get_collisions_with_entity(self, other: 'Entity'):
"""Retourne True si l'entité courante est en collision avec l'entité donnée."""
return (self.x+self.collision_rect[0] <= other.x+other.collision_rect[2] and
self.x+self.collision_rect[2] >= other.x+other.collision_rect[0] and

View file

@ -33,7 +33,7 @@ class EntityManager:
self.entities.pop(entity_name)
if entity.brain is not None:
entity.brain.update()
entity.brain.update(delta)
if self.player_entity_name:
player: Entity = self.get_by_name(self.player_entity_name)