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@ -1,6 +1,8 @@
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import math
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import random
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from time import time_ns
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from types import FunctionType
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from pygame import display, image, surface, transform, draw, font
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from pygame.locals import RESIZABLE, SRCALPHA, FULLSCREEN
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@ -15,6 +17,7 @@ class Renderer:
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def __init__(self, core: 'engine.Engine'):
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self.engine = core
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self.timer = 0 # Timer local
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self.window_type = RESIZABLE
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self.window_size = (display.Info().current_w, display.Info().current_h) if self.window_type == FULLSCREEN else (
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600, 600)
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@ -37,6 +40,24 @@ class Renderer:
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# Particules affichées
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self.particles = []
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# Varialbes du fadeout
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self.fadeout_timer = 0 # Timer de fadeout
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self.fadeout_is_fading = False
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self.fadeout_fade_in_s = 0
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self.fadeout_fade_color = (255, 255, 255)
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self.fadeout_fade_opacity = 100
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self.fadeout_pause = False
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self.fadeout_fade_callback = None
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# Variables du fadein
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self.fadein_timer = 0 # Timer de fadein
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self.fadein_is_fading = False
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self.fadein_fade_in_s = 0
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self.fadein_fade_color = (255, 255, 255)
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self.fadein_fade_opacity = 100
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self.fadein_pause = False
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self.fadein_fade_callback = None
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def emit_particles(self, x: int, y: int, w: int, h: int, count: int, min_size: int, max_size: int,
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min_speed: float, max_speed: float, min_life_time: float, max_life_time: float,
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color: tuple[int, int, int]):
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@ -80,18 +101,40 @@ class Renderer:
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def update(self, delta: float):
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"""Fait le rendu du jeu."""
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self.timer -= delta
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self.fadeout_timer -= delta
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self.fadein_timer -= delta
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if self.fadeout_timer < 0:
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if self.fadeout_is_fading:
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self.fadeout_is_fading = False
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if self.fadeout_pause:
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self.engine.entity_manager.resume()
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self.fadeout_pause = False
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if self.fadeout_fade_callback is not None:
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self.fadeout_fade_callback()
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if self.fadein_timer < 0:
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if self.fadein_is_fading:
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self.fadein_is_fading = False
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if self.fadein_pause:
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self.engine.entity_manager.resume()
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self.fadein_pause = False
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if self.fadein_fade_callback is not None:
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self.fadein_fade_callback()
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self.window.fill((255, 255, 255))
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# On crée une surface qui sera ajoutée à la fenêtre apres rendered_surface pour pouvoir mettre des GUI
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gui_surface = surface.Surface(display.get_window_size(), SRCALPHA)
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gui_surface.fill((0, 0, 0, 0))
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if self.engine.game_state == GameState.NORMAL:
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# On crée une surface temporaire qui nous permettra de faire le rendu à l'échelle 1:1
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rendered_surface_size = (display.get_window_size()[0] / self.engine.camera.zoom,
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display.get_window_size()[1] / self.engine.camera.zoom)
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rendered_surface = surface.Surface(rendered_surface_size)
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# On crée une surface qui sera ajoutée à la fenêtre apres rendered_surface pour pouvoir mettre des GUI
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gui_surface = surface.Surface(display.get_window_size(), SRCALPHA)
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gui_surface.fill((0, 0, 0, 0))
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self.render_layer(0, rendered_surface)
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self.render_layer(1, rendered_surface)
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self.render_entities(rendered_surface, gui_surface, delta)
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@ -105,7 +148,6 @@ class Renderer:
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math.ceil(rendered_surface_size[1] * self.engine.camera.zoom))),
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(0, 0))
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self.window.blit(gui_surface, (0, 0))
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elif self.engine.game_state == GameState.BOSS_FIGHT:
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self.window.fill((255, 230, 230))
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@ -115,6 +157,19 @@ class Renderer:
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# Rend les menus
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self.render_menus()
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if self.fadeout_is_fading != self.fadein_is_fading:
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if self.fadeout_is_fading:
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r, g, b = self.fadeout_fade_color
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a = (1 - self.fadeout_timer / self.fadeout_fade_in_s) * self.fadeout_fade_opacity
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gui_surface.fill((r, g, b, a))
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if self.fadein_is_fading:
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r, g, b = self.fadein_fade_color
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a = self.fadein_timer / self.fadein_fade_in_s * self.fadein_fade_opacity
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gui_surface.fill((r, g, b, a))
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self.window.blit(gui_surface, (0, 0))
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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())}, Game Status: {'Paused' if self.engine.entity_manager.paused else 'Playing'}", True, (255, 0, 0)),
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@ -581,3 +636,27 @@ class Renderer:
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(math.floor(x * self.tile_size - self.engine.camera.x + x_middle_offset),
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math.floor(y * self.tile_size - self.engine.camera.y + y_middle_offset),
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self.tile_size, self.tile_size), width=1)
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def fadeout(self, fade_s: float, fade_color: tuple[int, int, int] = (0, 0, 0), fade_opacity: int = 100, pause_world: bool = True, callback: FunctionType = None):
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"""Fait un fondu vers la couleur au format : (255, 255, 255) et a l'opacité max spécifié, et dans le temps spécifié, appelle la fonction callback une fois le fadout terminé"""
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self.fadein_is_fading = False
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self.fadeout_timer = fade_s
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self.fadeout_fade_in_s = fade_s
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self.fadeout_is_fading = True
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self.fadeout_fade_color = fade_color
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self.fadeout_fade_opacity = round(fade_opacity * 255 / 100)
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self.fadeout_pause = pause_world
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self.fadeout_fade_callback = callback
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self.engine.entity_manager.pause()
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def fadein(self, fade_s: float, fade_color: tuple[int, int, int] = (0, 0, 0), fade_opacity: int = 100, pause_world: bool = True, callback: FunctionType = None):
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"""Fait un fondu depuis la couleur au format : (255, 255, 255) et depuis l'opacité spécifié, et dans le temps spécifié, appelle la fonction callback une fois le fadout terminé"""
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self.fadeout_is_fading = False
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self.fadein_timer = fade_s
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self.fadein_fade_in_s = fade_s
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self.fadein_is_fading = True
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self.fadein_fade_color = fade_color
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self.fadein_fade_opacity = round(fade_opacity * 255 / 100)
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self.fadein_pause = pause_world
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self.fadein_fade_callback = callback
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self.engine.entity_manager.pause()
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