Prevented Player from moving when dialog is occuring #30
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@ -5,7 +5,7 @@ class Camera:
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def __init__(self):
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self.x = 0
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self.y = 0
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self.zoom = 1.
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self.zoom = 1.75
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# Décalage lors du mouvement du joueur
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self.player_moving_offset = 100
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@ -1,14 +1,11 @@
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import json
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from types import FunctionType
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from src.engine.event_handler import EventHandler
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import src.engine.engine as engine
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class DialogsManager:
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"""Classe qui gère la lecture des dialogues."""
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def __init__(self, event_handler: EventHandler):
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self.event_handler = event_handler
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def __init__(self, engine: 'engine.Engine'):
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self.engine = engine
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self.current_dialogs = []
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self.current_dialog_id = -1
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self.dialogs = {}
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@ -31,8 +28,6 @@ class DialogsManager:
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else:
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self.next_dialog()
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print("next")
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def next_dialog(self):
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"""Passe au dialogue suivant. Appelle le callback si le dialogue est fini."""
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self.current_dialog_id += 1
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@ -43,7 +38,8 @@ class DialogsManager:
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self.current_dialog_id = -1
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self.writing_dialog = False
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self.reading_dialog = False
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self.event_handler.remove_button_area("next_dialog")
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self.engine.entity_manager.resume()
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self.engine.event_handler.remove_button_area("next_dialog")
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if self.dialogue_finished_callback is not None:
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self.dialogue_finished_callback()
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@ -52,7 +48,9 @@ class DialogsManager:
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# Si un dialogue n'est pas déja lancé, on lance le dialogue au nom donné
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if not self.reading_dialog:
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self.event_handler.register_button_area((0, 0, 1, 1), self.next_signal, "next_dialog", 2)
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self.engine.entity_manager.pause()
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self.engine.event_handler.register_button_area((0, 0, 1, 1), self.next_signal, "next_dialog", 2)
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self.current_dialogs = self.dialogs[name]
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self.current_dialog_id = 0
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@ -36,7 +36,7 @@ class Engine:
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self.entity_manager = EntityManager(self.map_manager)
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self.boss_fight_manager = BossFightManager(self)
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self.event_sheduler = EventSheduler(self)
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self.dialogs_manager = DialogsManager(self.event_handler)
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self.dialogs_manager = DialogsManager(self)
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self.menu_manager = MenuManager(self)
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self.sound_manager = SoundManager(60)
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@ -11,6 +11,8 @@ class Entity:
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self.x = 8
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self.y = 8
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self.locked = False # Variable définissant si l'entité est bloqué ou non (.lock() et .unlock())
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self.direction = 0 # 0 : tourné vers la droite (ou sens par défaut), 1 : tourné vers la gauche (ou retourné)
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# Variables utilisées pour détecter les mouvements
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@ -117,6 +119,8 @@ class Entity:
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def move(self, x: float, y: float, map_manager: MapManager):
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"""Fait bouger l'entité en tenant compte des collisions."""
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if not self.locked: # Si l'entité n'est pas verrouillée on calcul le mouvement
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# On vérifie le sens du mouvement pour changer self.direction
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if x > 0:
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self.direction = 0
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@ -131,6 +135,7 @@ class Entity:
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y = y/initial_speed*self.max_speed
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# On simule le mouvement. Si on ne rencontre pas de collision, on applique le mouvement
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if not self.get_collisions(self.x + x, self.y, map_manager):
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self.x += x
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else:
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@ -164,5 +169,14 @@ class Entity:
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self.y += i
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def link_animation(self, name: str):
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"""Met à jour l'animation en cours de l'entité."""
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"""Met à jour l'animation en cours de l'entitée."""
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self.animation_name = name
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def lock(self):
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"""Bloque tout les mouvements de l'entitée"""
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self.locked = True
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def unlock(self):
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"""Débloque tout les mouvements de l'entitée"""
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self.locked = False
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@ -8,6 +8,8 @@ class EntityManager:
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self.entities: dict[str:Entity] = {}
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self.player_entity_name = ""
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self.map_manager = map_manager
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self.locked_before_pause: list[Entity] = []
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self.paused = False
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def register_entity(self, name: str) -> Entity:
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"""Crée une entité et l'enregistre dans un dictionnaire."""
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@ -32,7 +34,7 @@ class EntityManager:
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if entity.life_points == 0:
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self.entities.pop(entity_name)
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if entity.brain is not None:
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if entity.brain is not None and not self.paused:
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entity.brain.update(delta)
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if self.player_entity_name:
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@ -49,3 +51,22 @@ class EntityManager:
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def get_by_name(self, name: str) -> Entity:
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"""Donne l'entité avec le nom donné."""
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return self.entities[name]
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def pause(self):
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"""Met en pause tout les mouvements de toutes les entitées"""
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for e in self.get_all_entities():
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if e.locked:
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self.locked_before_pause.append(e)
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else:
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e.lock()
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self.paused = True
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def resume(self):
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"""Reprend les mouvement de toutes les entitées qui n'étaient pas lock avant l'appel de .pause()"""
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for e in self.get_all_entities():
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if not e in self.locked_before_pause:
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e.unlock()
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self.paused = False
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self.locked_before_pause = []
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@ -74,6 +74,7 @@ class EventHandler:
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for area in self.buttons_area:
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if self.get_click_collision(area[0], e.pos, area[2]):
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area[1]()
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elif e.type == MOUSEMOTION:
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for area in self.buttons_area:
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if area[4] is not None:
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@ -115,3 +116,4 @@ class EventHandler:
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self.engine.camera.target_zoom *= 1.01
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if K_c in self.key_pressed:
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self.engine.camera.target_zoom *= 0.99
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@ -117,7 +117,7 @@ class Renderer:
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# Conteur de FPS en mode DEBUG
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if self.engine.DEBUG_MODE:
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self.window.blit(font.SysFont("Arial", 20).render(f"FPS: {round(self.engine.clock.get_fps())}", True, (255, 0, 0)),
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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)),
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(0, 0))
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player = self.engine.entity_manager.get_by_name('player')
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self.window.blit(font.SysFont("Arial", 20).render(f"X: {round(player.x, 2)} Y:{round(player.y, 2)}",
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Reference in a new issue