Implementation de la base de l'engine #3

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yannis merged 33 commits from Engine_base into main 2023-12-26 16:36:16 +00:00
9 changed files with 155 additions and 15 deletions
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maps/map2.tmj Normal file
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@ -27,11 +27,13 @@ class Engine:
self.renderer.load_tile_set("assets/tiles.png", 16)
anim = Anim(0.5) # TODO : REMOVE (ONLY USED FOR TESTING)
anim.load_animation_from_directory("assets/entities/test/none")
self.renderer.register_animation(anim, "test_none")
anim.load_animation_from_directory("assets/entities/player/none")
self.renderer.register_animation(anim, "player_none")
test_entity = self.entity_manager.register_entity("test")
test_entity.link_animation("test_none")
player = self.entity_manager.register_entity("player")
player.link_animation("player_none")
self.camera.follow_entity(player)
def loop(self):
"""Fonction à lancer au début du programme et qui va lancer les updates dans une boucle.

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@ -1,8 +1,8 @@
class Entity:
"""Classe permettant de gérer les entités. Créée automatiquement par `EntityManager.register_entity()`"""
def __init__(self, name: str):
self.x = 2
self.y = 2
self.x = 8
self.y = 8
# Time utilisé pour les IA
self.time = 0
@ -13,7 +13,7 @@ class Entity:
def update(self, delta: float):
"""Met à jour l'entité."""
self.x += 1
# self.x += 1
self.time += delta

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@ -20,3 +20,7 @@ class EntityManager:
def get_all_entities(self):
"""Donne la liste de toutes les entités enregistrées."""
return list(self.entities.values())
def get_by_name(self, name: str):
"""Donne l'entité avec le nom donné."""
return self.entities[name]

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@ -22,14 +22,15 @@ class EventHandler:
elif e.type == KEYUP:
self.key_pressed.remove(e.key)
player = self.engine.entity_manager.get_by_name("player")
if K_RIGHT in self.key_pressed:
self.engine.camera.target_x += 20
player.x += 2
if K_LEFT in self.key_pressed:
self.engine.camera.target_x -= 20
player.x -= 2
if K_UP in self.key_pressed:
self.engine.camera.target_y -= 20
player.y -= 2
if K_DOWN in self.key_pressed:
self.engine.camera.target_y += 20
player.y += 2
if K_x in self.key_pressed:
self.engine.camera.target_zoom *= 1.01
if K_c in self.key_pressed:

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@ -33,7 +33,8 @@ class Renderer:
self.window.fill((255, 255, 255))
# On crée une surface temporaire qui nous permettra de faire le rendu à l'échelle 1:1
rendered_surface_size = (display.get_window_size()[0] / self.engine.camera.zoom, display.get_window_size()[1] / self.engine.camera.zoom)
rendered_surface_size = (display.get_window_size()[0] / self.engine.camera.zoom,
display.get_window_size()[1] / self.engine.camera.zoom)
rendered_surface = surface.Surface(rendered_surface_size)
self.renderer_layer(0, rendered_surface)
@ -60,15 +61,19 @@ class Renderer:
y_middle_offset = display.get_window_size()[1] / 2 / self.engine.camera.zoom
for entity in self.engine.entity_manager.get_all_entities():
# On récupère la frame courante de l'animation
anim: Anim = self.animations[entity.animation_name]
frame = anim.get_frame(0.01666667)
rendered_surface.blit(frame, (entity.x-self.engine.camera.x+x_middle_offset, entity.y-self.engine.camera.y+y_middle_offset))
# On affiche l'image
rendered_surface.blit(frame, (entity.x-self.engine.camera.x+x_middle_offset-frame.get_width()/2,
entity.y-self.engine.camera.y+y_middle_offset-frame.get_height()/2))
def renderer_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
x_map_range = int(display.get_window_size()[0] / 16 / self.engine.camera.zoom) + 2
y_map_range = int(display.get_window_size()[1] / 16 / self.engine.camera.zoom) + 2
x_map_range = int(display.get_window_size()[0] / self.tile_size / self.engine.camera.zoom) + 2
y_map_range = int(display.get_window_size()[1] / self.tile_size / self.engine.camera.zoom) + 2
# On calcule le décalage pour centrer la caméra
x_middle_offset = display.get_window_size()[0] / 2 / self.engine.camera.zoom