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Merge pull request #46 from Klagarge/add-FabLab

Add-FabLab
This commit is contained in:
Rémi Heredero 2022-06-17 08:57:02 +02:00 committed by GitHub
commit b67798adb5
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89 changed files with 203 additions and 77 deletions

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@ -1,4 +1,4 @@
Quelle est l'équation de la position en fonction du temps ?;x(t) = (1/2)at^2 + vt + x;x(t) = vt + x;v(t) = at + v;x(t) = at^2 + vt + x;100
Comment appelle-t-on la constante dans la formule pour calculer la force de d'attraction ?;la constante de gravitation;la constante de gravité;G = 5.674184;elle est valable dans tout l'univers ;50
Comment appelle-t-on la constante dans la formule pour calculer la force d'attraction ?;la constante de gravitation;la constante de gravité;G = 5.674184;elle est valable dans tout l'univers ;50
Quelle est la valeur de la constante de gravitation ?;G = 6.674184;G = 5.674184;G = 0.674184;G = 10 (dans notre univers);75
Quelle est l'équation de la quantité de mouvement ?;P = m*v;A = t*a;S = u/r;H = k^2-f;75

1 Quelle est l'équation de la position en fonction du temps ? x(t) = (1/2)at^2 + vt + x x(t) = vt + x v(t) = at + v x(t) = at^2 + vt + x 100
2 Comment appelle-t-on la constante dans la formule pour calculer la force de d'attraction ? Comment appelle-t-on la constante dans la formule pour calculer la force d'attraction ? la constante de gravitation la constante de gravité G = 5.674184 elle est valable dans tout l'univers 50
3 Quelle est la valeur de la constante de gravitation ? G = 6.674184 G = 5.674184 G = 0.674184 G = 10 (dans notre univers) 75
4 Quelle est l'équation de la quantité de mouvement ? P = m*v A = t*a S = u/r H = k^2-f 75

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.5" orientation="orthogonal" renderorder="right-down" width="30" height="24" tilewidth="32" tileheight="32" infinite="0" nextlayerid="7" nextobjectid="5">
<map version="1.8" tiledversion="1.8.5" orientation="orthogonal" renderorder="right-down" width="30" height="24" tilewidth="32" tileheight="32" infinite="0" nextlayerid="7" nextobjectid="6">
<tileset firstgid="1" source="assets/Dungeon_v2.tsx"/>
<tileset firstgid="229" source="assets/pokemon_v2.tsx"/>
<layer id="1" name="floor" width="30" height="24">
@ -103,5 +103,13 @@
<property name="nextY" type="int" value="8"/>
</properties>
</object>
<object id="5" x="946.667" y="432">
<properties>
<property name="nextDirection" value="RIGHT"/>
<property name="nextMap" value="FabLab"/>
<property name="nextX" type="int" value="1"/>
<property name="nextY" type="int" value="10"/>
</properties>
</object>
</objectgroup>
</map>

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Data/map/FabLab.tmx Normal file
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@ -0,0 +1,70 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.5" orientation="orthogonal" renderorder="right-down" width="27" height="14" tilewidth="32" tileheight="32" infinite="0" nextlayerid="9" nextobjectid="5">
<tileset firstgid="1" source="assets/Dungeon_v2.tsx"/>
<tileset firstgid="229" source="assets/pokemon_v2.tsx"/>
<tileset firstgid="1215" source="assets/Slates_v2.tsx"/>
<layer id="1" name="floor" width="27" height="14">
<data encoding="csv">
77,77,77,77,77,523,523,523,523,523,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,
77,77,77,77,77,523,523,523,523,523,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,1228,
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</layer>
<layer id="8" name="small wall" width="27" height="14">
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<layer id="4" name="wall" width="27" height="14">
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</layer>
<objectgroup id="5" name="door">
<object id="4" name="RS" x="16.6667" y="111.333">
<properties>
<property name="nextDirection" value="LEFT"/>
<property name="nextMap" value="23RS"/>
<property name="nextX" type="int" value="28"/>
<property name="nextY" type="int" value="10"/>
</properties>
</object>
</objectgroup>
</map>

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PokeMudry.jar Normal file

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@ -5,6 +5,12 @@ import java.util.TreeMap;
import com.badlogic.gdx.Input;
/**
* Store key status for control the game
* @author Rémi Heredero
* @author Yann Sierro
* @version 1.0.0
*/
public class Controller {
public Map<Integer, Boolean> keyStatus = new TreeMap<Integer, Boolean>();

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@ -2,6 +2,12 @@ package Control;
import Screen.ScreenPlayer;
/**
* Manage input from keyboard for write on controller
* @author Rémi Heredero
* @author Yann Sierro
* @version 1.0.0
*/
public class Keyboard {
public void keyDown(int keycode, ScreenPlayer sp, Controller c) {
c.keyStatus.put(keycode, true);

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@ -7,8 +7,15 @@ import com.badlogic.gdx.math.Vector2;
import ch.hevs.gdx2d.components.bitmaps.Spritesheet;
import ch.hevs.gdx2d.lib.GdxGraphics;
/**
* Class for manage all type of character. Player, enemy and why not some npc
* @author Rémi Heredero
* @author Yann Sierro
* @version 1.0.0
*/
public abstract class Character extends Entity{
// Each character have a direction for orientation and where it will go
public enum Direction{
UP,
DOWN,
@ -21,13 +28,13 @@ public abstract class Character extends Entity{
* The currently selected sprite for animation
*/
int textureX = 0;
int textureY = 1;
int textureY = 0;
float speed = 1;
float dt = 0;
int currentFrame = 0;
int nFrames = 4;
final float FRAME_TIME = 0.1f; // Duration of each frime
final float FRAME_TIME = 0.1f; // Duration of each frame
private String img;
private String imgBattle;
@ -45,13 +52,13 @@ public abstract class Character extends Entity{
super(name, x, y, map);
this.img = img;
imgBattle = "./Data/img/" + name + ".png";
imgBattle = "./Data/img/person/" + name + ".png";
}
@Override
public void init() {
super.init();
ss = new Spritesheet("./Data/img/" + img + ".png", SPRITE_WIDTH, SPRITE_HEIGHT);
ss = new Spritesheet("./Data/img/sprite/" + img + ".png", SPRITE_WIDTH, SPRITE_HEIGHT);
}
@Override
@ -140,10 +147,10 @@ public abstract class Character extends Entity{
textureY = 2;
break;
case LEFT:
textureY = 3;
textureY = 1;
break;
case UP:
textureY = 1;
textureY = 3;
break;
case DOWN:
textureY = 0;

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@ -6,21 +6,28 @@ import Main.Settings;
public class Enemy extends Character{
private String branch;
private String subject;
public int recoveredTime = Settings.RECOVERED;
private int pvInit;
public Enemy(String name, int x, int y, String img, String map, int pv, String branch, Character.Direction dir) {
/**
* Create an enemy
* @param name The name of this enemy
* @param x Initial x position
* @param y Initial y position
* @param map Initial map for this enemy
* @param pv Maximum pv of this enemy (it's also the maximum of XP the player can win)
* @param subject The subject taught by the enemy
*/
public Enemy(String name, int x, int y, String map, int pv, String subject) {
super(name, x, y, img, map);
super(name, x, y, subject, map);
//generate his text
this.map = map;
turn(dir);
this.branch = branch;
this.subject = subject;
this.pv = pv;
@ -44,7 +51,7 @@ public class Enemy extends Character{
}
public String getBranch(){
return branch;
return subject;
}
@Override

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@ -6,6 +6,13 @@ import ch.hevs.gdx2d.components.bitmaps.Spritesheet;
import ch.hevs.gdx2d.lib.GdxGraphics;
import ch.hevs.gdx2d.lib.interfaces.DrawableObject;
/**
* Main class for manage entity
* Can create all type of entity character or just stuff.
* @author Rémi Heredero
* @author Yann Sierro
* @version 1.0.0
*/
public abstract class Entity implements DrawableObject {
protected String name;
protected String map;
@ -51,7 +58,6 @@ public abstract class Entity implements DrawableObject {
}
public void graphicRender(GdxGraphics g){
}
/**

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@ -18,8 +18,14 @@ public class Player extends Character{
public boolean onEnemy = false;
private static final int XP_MAX = 6000;
public Player(int x, int y, String map) {
super("Player", x, y, "Character_flipped", map);
/**
* Create a player
* @param x initial x position
* @param y initial y position
* @param map initial map
*/
public Player(int x, int y, String map) {
super("Player", x, y, "sprite_sacha", map);
this.pv = Settings.TIME*60;
}
@ -31,7 +37,12 @@ public class Player extends Character{
return xp;
}
public void manageEntity(ScreenMap sm, Controller c) {
/**
* All action for manage the Player
* @param sm the screenMap where is the player
* @param c the controller of this player
*/
public void manageEntity(ScreenMap sm, Controller c) {
boolean onDoor = sm.isDoor(getPosition());
@ -70,7 +81,7 @@ public class Player extends Character{
turn(goalDirection);
System.out.println("It's a enemy !!");
} else {
setSpeed(sm.getSpeed(nextCell)*3); //TODO remove x3
setSpeed(sm.getSpeed(nextCell)*1.5f);
go(goalDirection);
}
} else {
@ -81,7 +92,7 @@ public class Player extends Character{
if(onDoor){
long time = System.currentTimeMillis();
while (System.currentTimeMillis()-time < Settings.SWITCHMAPTIME) { }
while (System.currentTimeMillis()-time < Settings.SWITCH_MAP_TIME) { }
String nMap = null;
Integer x = null;
Integer y = null;
@ -94,6 +105,7 @@ public class Player extends Character{
ScreenMap.Door.reset();
if (nMap == null || x == null || y == null) return;
map = nMap;
if(map.equals("FabLab")) addXp(400); // * Like an Easter egg, but necessary for win the game
setPosition(x*sm.tileWidth, y*sm.tileHeight);
turn(goalDirection);
System.out.println("Go to: " + map + " in " + x + " x " + y);
@ -101,7 +113,13 @@ public class Player extends Character{
}
}
private boolean enemy(ScreenMap sm, Vector2 nextPos) {
/**
* Return true if an enemy is on next position
* @param sm Screen map where is the player
* @param nextPos Vector of next position
* @return true if an enemy is on next position
*/
private boolean enemy(ScreenMap sm, Vector2 nextPos) {
Vector<Enemy> enemies = PokeMudry.getEnemies();
for (Enemy enemy : enemies) {
boolean bMap = sm.map.equals(enemy.getMap());

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@ -76,10 +76,10 @@ public class Battle {
String answerPlayer = textEnemy.fightData.getAttack(currentAttack).getAnswer(currentAnswer);
//get true answer
String trueAsnwer = textEnemy.fightData.getAttack(currentAttack).getTrueAnswer();
String trueAnswer = textEnemy.fightData.getAttack(currentAttack).getTrueAnswer();
//check the choice of the player
if(answerPlayer == trueAsnwer){
if(answerPlayer == trueAnswer){
newXp += textEnemy.fightData.getAttack(currentAttack).getXp();
updatePlayerEnemy(textEnemy.fightData.getAttack(currentAttack).getXp());
System.out.println("it's true !!!!");
@ -102,12 +102,12 @@ public class Battle {
public void FinishSpeech(){
if(pvEnemy>0){
//alive (speechline = 6)
//alive (speechLine = 6)
lineSpeech = 6;
System.out.println("enemy alive");
}
else{
//dead (speechline = 5)
//dead (speechLine = 5)
lineSpeech = 5;
System.out.println("enemy dead");
}

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@ -3,7 +3,6 @@ package Main;
import java.util.Vector;
import Control.Controller;
import Entity.Character.Direction;
import Entity.Enemy;
import Entity.Entity;
import Game.Battle;
@ -47,12 +46,12 @@ public class PokeMudry extends PortableApplication {
// add player, create and add all enemies in entities
entities.add((Entity) sp.p);
enemies.add(new Enemy("Gloeckner", 1, 7, "lumberjack_sheet32", "21N307", 600, "allemand", Direction.RIGHT));
enemies.add(new Enemy("Nicollier", 4, 2, "lumberjack_sheet32", "21N308", 1600, "mathematique", Direction.LEFT));
enemies.add(new Enemy("Mudry", 5, 11, "lumberjack_sheet32", "21N304", 700, "informatique", Direction.DOWN));
enemies.add(new Enemy("Ellert", 1, 4, "lumberjack_sheet32", "23N215", 300, "physique", Direction.RIGHT));
enemies.add(new Enemy("Bianchi", 1, 3, "lumberjack_sheet32", "23N308", 1200, "electricite", Direction.RIGHT));
enemies.add(new Enemy("Paciotti", 5, 11, "lumberjack_sheet32", "21N205", 1200, "mecanique", Direction.DOWN));
enemies.add(new Enemy("Gloeckner", 1, 7, "21N307", 600, "allemand"));
enemies.add(new Enemy("Nicollier", 4, 2, "21N308", 1600, "mathematique"));
enemies.add(new Enemy("Mudry", 5, 11, "21N304", 700, "informatique"));
enemies.add(new Enemy("Ellert", 1, 4, "23N215", 300, "physique"));
enemies.add(new Enemy("Bianchi", 1, 3, "23N308", 1200, "electricite"));
enemies.add(new Enemy("Paciotti", 5, 11, "21N205", 1200, "mecanique"));
for (Enemy enemy : enemies) { entities.add(enemy); }
//Init all entities

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@ -4,9 +4,9 @@ public class Settings {
public static final boolean ANDROID = false;
public static final int PLAYERS = 1;
public static final int TIME = 10; // number of minutes for kill all enemy // should be 10
public static final int TIME = 15; // number of minutes for kill all enemy // should be 10
public static final int RECOVERED = 30; // number of seconds an enemy need for recovered
public static final int SWITCHMAPTIME = 250; // Number of milliseconds the player wait for switch map
public static final int SWITCH_MAP_TIME = 250; // Number of milliseconds the player wait for switch map
public static final int SIDE = 800;

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@ -23,8 +23,8 @@ public class ScreenBattle extends RenderingScreen{
private static int HEIGHT_DIALOG = Settings.SIDE / 3;
private static int WIDTH_DIALOG = Settings.SIDE - 2*EDGE;
private BitmapFont unbuntuRegularBlack;
private BitmapFont unbuntuRegularWhite;
private BitmapFont ubuntuRegularBlack;
private BitmapFont ubuntuRegularWhite;
private BitmapImage enemyImg;
private BitmapImage playerImg;
@ -33,9 +33,9 @@ public class ScreenBattle extends RenderingScreen{
@Override
public void onInit() {
//generate the fonts
unbuntuRegularBlack = generateFont("./Data/font/Ubuntu-Regular.ttf", 30, Color.BLACK);
unbuntuRegularWhite = generateFont("./Data/font/Ubuntu-Regular.ttf", 45, Color.WHITE);
//display the question
ubuntuRegularBlack = generateFont("./Data/font/Ubuntu-Regular.ttf", 30, Color.BLACK);
ubuntuRegularWhite = generateFont("./Data/font/Ubuntu-Regular.ttf", 45, Color.WHITE);
}
@ -51,8 +51,8 @@ public class ScreenBattle extends RenderingScreen{
@Override
public void dispose() {
unbuntuRegularBlack.dispose();
unbuntuRegularWhite.dispose();
ubuntuRegularBlack.dispose();
ubuntuRegularWhite.dispose();
}
//set the images for the player and the enemy
@ -87,21 +87,23 @@ public class ScreenBattle extends RenderingScreen{
//draw the dialog
if(b == null) return;
if(b.getLine() == null) return;
g.drawString(15, 260, b.getLine(), unbuntuRegularBlack);
g.drawString(15, 260, b.getLine(), ubuntuRegularBlack);
}
public void displayEnemy(GdxGraphics g){
//draw image
g.drawPicture(Settings.SIDE - (192/2), Settings.SIDE-240/2, enemyImg);
//draw pv
g.drawString(300, Settings.SIDE - 15 , "PV : " + b.pvEnemy + " / " + b.e.getPvInit(), unbuntuRegularWhite);
g.drawString(300, Settings.SIDE - 15 , "PV : " + b.pvEnemy + " / " + b.e.getPvInit(), ubuntuRegularWhite);
}
public void displayPlayer(GdxGraphics g){
//draw image
g.drawPicture((192/2), HEIGHT_DIALOG + 10 + 240/2, playerImg);
//draw pv and xp
g.drawString(255, HEIGHT_DIALOG + 100 , "XP : " + b.xpPlayer + " / " + b.player.getXpMax() + "\nPV : " + b.player.getPv() + " / " + Settings.TIME*60, unbuntuRegularWhite);
//draw pv
g.drawString(255, HEIGHT_DIALOG + 100 , "XP : " + b.xpPlayer + " / " + b.player.getXpMax() + "\nPV : " + b.player.getPv() + " / " + Settings.TIME*60, ubuntuRegularWhite);
}
public void manage(Controller c, Battle battle){

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@ -9,7 +9,6 @@ import com.badlogic.gdx.graphics.g2d.freetype.FreeTypeFontGenerator.FreeTypeFont
import Entity.Player;
import Main.Settings;
import ch.hevs.gdx2d.components.screen_management.RenderingScreen;
import ch.hevs.gdx2d.lib.GdxGraphics;

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@ -68,6 +68,7 @@ public class ScreenMap extends RenderingScreen{
createMap("23RI");
createMap("23RS");
createMap("FabLab");
createMap("23N1");
createMap("23N2");
createMap("23N215");

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@ -2,7 +2,6 @@ package Screen;
import Entity.Enemy;
import Entity.Player;
import Entity.Character.Direction;
import Game.Battle;
import ch.hevs.gdx2d.lib.GdxGraphics;
@ -21,7 +20,7 @@ public class ScreenPlayer {
//p = new Player(8, 15, "desert");
p = new Player(4, 2, "21RI");
e = new Enemy("enemy", 0, 0, "lumberjack_sheet32", "desert", 50, "enemy",Direction.NULL);
e = new Enemy("enemy", 0, 0, "desert", 50, "enemy");
b = new Battle(e);
// Create both type of screen and record for reuse

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@ -34,7 +34,7 @@ public class FightData {
attacks.add(attack);
line = bf.readLine();
//add line
nbre_line++;
nbr_line++;
}
bf.close();

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@ -1,12 +1,12 @@
package Text;
import Entity.Enemy;
import java.util.Vector;
import java.util.Arrays;
import java.util.Random;
public class TextEnemy {
private static final int CUT = 60;
private static final int CUT = 55;
public FightData fightData;
public SpeechData speechData;
@ -26,13 +26,12 @@ public class TextEnemy {
speechData = new SpeechData(e.getName());
speechData.readFile();
//save random data (attack and ansver) : attack, answer 1, answer 2 answer 3, answer 4
//save random data (attack and answer) : attack, answer 1, answer 2 answer 3, answer 4
currentData = new Vector<int[]>();
}
//generate a random array width different number
public static int[] randomGenerate( int min, int max, int nbreRandom){
public static int[] randomGenerate( int min, int max, int nbrRandom){
//create an array with all the number I need
int[] a = new int[max-min+1];
int k = min;
@ -42,24 +41,24 @@ public class TextEnemy {
}
//create a new array with the numbers I want
int[] b = new int[nbreRandom];
int[] b = new int[nbrRandom];
// Creating object for Random class
Random rd = new Random();
// Starting from the last element and swapping one by one.
for (int i = a.length-1; i > 0; i--) {
// Pick a random index from 0 to i
int j = rd.nextInt(i+1);
// Swap array[i] with the element at random index
int temp = a[i];
a[i] = a[j];
a[j] = temp;
}
//add the numbers I want
for(int i=0;i<nbreRandom;i++){
for(int i=0;i<nbrRandom;i++){
b[i] = a[i];
}
return b;
@ -74,10 +73,8 @@ public class TextEnemy {
String introduction = formatLine(speechData.getSpeechs(0), CUT);
lines.add(new Line(introduction, false));
//generate a random array for determin the order of the attack
orderAttack = randomGenerate(0, fightData.nbre_line-1, 4);
orderAttack = randomGenerate(0, fightData.nbr_line-1, 4);
//go trough which attack
for(int j=0; j<4;j++){
int[] currentRandom = new int[5];
currentRandom[0] = orderAttack[j];
@ -129,7 +126,7 @@ public class TextEnemy {
String newLine = "";
int startC = 0;
int stoppC = cut;
int stopC = cut;
//check if the line is shorter than the character limit
if(cut>line.length()-1){
@ -144,19 +141,20 @@ public class TextEnemy {
}
while(true){
//cut the line only if there is a space
for(int i =stoppC; i>=startC; i--){
for(int i =stopC; i>=startC; i--){
if(c[i] == ' '){
stoppC = i;
stopC = i;
break;
}
else if(stoppC == c.length-1){
else if(stopC == c.length-1){
break;
}
}
//cut the line
for(int i=startC;i<=stoppC;i++){
//découper le mot
for(int i=startC;i<=stopC;i++){
cutLine += c[i];
}
@ -164,18 +162,18 @@ public class TextEnemy {
newLine += cutLine+"\n";
cutLine = "";
//increase the start of the cut
startC = stoppC + 1;
startC = stopC + 1;
if(c.length-1-stopC <=0){
//check if we can cut with the number specific or if it is shorter or it is finished
if(c.length-1-stoppC <=0){
break;
}
else if(c.length-1-stoppC <= cut){
stoppC = c.length-1;
else if(c.length-1-stopC <= cut){
stopC = c.length-1;
}
else{
stoppC += cut;
stopC += cut;
}
}
}