From 8f9f4088fd6327ed8348e5d00fd0292aa1de396c Mon Sep 17 00:00:00 2001 From: Spectre Date: Mon, 19 May 2025 09:54:23 +0200 Subject: [PATCH] urgent commit --- casse-brique/.gitignore | 174 +++++++++++++ casse-brique/LICENSE | 373 ++++++++++++++++++++++++++++ casse-brique/README.md | 7 + casse-brique/balle.py | 57 +++++ casse-brique/bouton.py | 37 +++ casse-brique/brique.py | 85 +++++++ casse-brique/constantes.py | 7 + casse-brique/highscore.py | 16 ++ casse-brique/highscore.txt | 1 + casse-brique/jeu.py | 63 +++++ casse-brique/main.py | 284 ++++----------------- casse-brique/murdebrique.py | 33 +++ casse-brique/niveau.py | 32 +++ casse-brique/pygame.py | 0 casse-brique/raquette.py | 59 +++++ question_du_jour/19-05-2025/main.py | 37 +++ recherche/main.py | 18 +- 17 files changed, 1032 insertions(+), 251 deletions(-) create mode 100644 casse-brique/.gitignore create mode 100644 casse-brique/LICENSE create mode 100644 casse-brique/README.md create mode 100644 casse-brique/balle.py create mode 100644 casse-brique/bouton.py create mode 100644 casse-brique/brique.py create mode 100644 casse-brique/constantes.py create mode 100644 casse-brique/highscore.py create mode 100644 casse-brique/highscore.txt create mode 100644 casse-brique/jeu.py create mode 100644 casse-brique/murdebrique.py create mode 100644 casse-brique/niveau.py delete mode 100644 casse-brique/pygame.py create mode 100644 casse-brique/raquette.py create mode 100644 question_du_jour/19-05-2025/main.py diff --git a/casse-brique/.gitignore b/casse-brique/.gitignore new file mode 100644 index 0000000..0a19790 --- /dev/null +++ b/casse-brique/.gitignore @@ -0,0 +1,174 @@ +# Byte-compiled / optimized / DLL files +__pycache__/ +*.py[cod] +*$py.class + +# C extensions +*.so + +# Distribution / packaging +.Python +build/ +develop-eggs/ +dist/ +downloads/ +eggs/ +.eggs/ +lib/ +lib64/ +parts/ +sdist/ +var/ +wheels/ +share/python-wheels/ +*.egg-info/ +.installed.cfg +*.egg +MANIFEST + +# PyInstaller +# Usually these files are written by a python script from a template +# before PyInstaller builds the exe, so as to inject date/other infos into it. +*.manifest +*.spec + +# Installer logs +pip-log.txt +pip-delete-this-directory.txt + +# Unit test / coverage reports +htmlcov/ +.tox/ +.nox/ +.coverage +.coverage.* +.cache +nosetests.xml +coverage.xml +*.cover +*.py,cover +.hypothesis/ +.pytest_cache/ +cover/ + +# Translations +*.mo +*.pot + +# Django stuff: +*.log +local_settings.py +db.sqlite3 +db.sqlite3-journal + +# Flask stuff: +instance/ +.webassets-cache + +# Scrapy stuff: +.scrapy + +# Sphinx documentation +docs/_build/ + +# PyBuilder +.pybuilder/ +target/ + +# Jupyter Notebook +.ipynb_checkpoints + +# IPython +profile_default/ +ipython_config.py + +# pyenv +# For a library or package, you might want to ignore these files since the code is +# intended to run in multiple environments; otherwise, check them in: +# .python-version + +# pipenv +# According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control. +# However, in case of collaboration, if having platform-specific dependencies or dependencies +# having no cross-platform support, pipenv may install dependencies that don't work, or not +# install all needed dependencies. +#Pipfile.lock + +# UV +# Similar to Pipfile.lock, it is generally recommended to include uv.lock in version control. +# This is especially recommended for binary packages to ensure reproducibility, and is more +# commonly ignored for libraries. +#uv.lock + +# poetry +# Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control. +# This is especially recommended for binary packages to ensure reproducibility, and is more +# commonly ignored for libraries. +# https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control +#poetry.lock + +# pdm +# Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control. +#pdm.lock +# pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it +# in version control. +# https://pdm.fming.dev/latest/usage/project/#working-with-version-control +.pdm.toml +.pdm-python +.pdm-build/ + +# PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm +__pypackages__/ + +# Celery stuff +celerybeat-schedule +celerybeat.pid + +# SageMath parsed files +*.sage.py + +# Environments +.env +.venv +env/ +venv/ +ENV/ +env.bak/ +venv.bak/ + +# Spyder project settings +.spyderproject +.spyproject + +# Rope project settings +.ropeproject + +# mkdocs documentation +/site + +# mypy +.mypy_cache/ +.dmypy.json +dmypy.json + +# Pyre type checker +.pyre/ + +# pytype static type analyzer +.pytype/ + +# Cython debug symbols +cython_debug/ + +# PyCharm +# JetBrains specific template is maintained in a separate JetBrains.gitignore that can +# be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore +# and can be added to the global gitignore or merged into this file. For a more nuclear +# option (not recommended) you can uncomment the following to ignore the entire idea folder. +#.idea/ + +# Ruff stuff: +.ruff_cache/ + +# PyPI configuration file +.pypirc diff --git a/casse-brique/LICENSE b/casse-brique/LICENSE new file mode 100644 index 0000000..a612ad9 --- /dev/null +++ b/casse-brique/LICENSE @@ -0,0 +1,373 @@ +Mozilla Public License Version 2.0 +================================== + +1. Definitions +-------------- + +1.1. "Contributor" + means each individual or legal entity that creates, contributes to + the creation of, or owns Covered Software. + +1.2. "Contributor Version" + means the combination of the Contributions of others (if any) used + by a Contributor and that particular Contributor's Contribution. + +1.3. "Contribution" + means Covered Software of a particular Contributor. + +1.4. "Covered Software" + means Source Code Form to which the initial Contributor has attached + the notice in Exhibit A, the Executable Form of such Source Code + Form, and Modifications of such Source Code Form, in each case + including portions thereof. + +1.5. "Incompatible With Secondary Licenses" + means + + (a) that the initial Contributor has attached the notice described + in Exhibit B to the Covered Software; or + + (b) that the Covered Software was made available under the terms of + version 1.1 or earlier of the License, but not also under the + terms of a Secondary License. + +1.6. "Executable Form" + means any form of the work other than Source Code Form. + +1.7. "Larger Work" + means a work that combines Covered Software with other material, in + a separate file or files, that is not Covered Software. + +1.8. "License" + means this document. + +1.9. "Licensable" + means having the right to grant, to the maximum extent possible, + whether at the time of the initial grant or subsequently, any and + all of the rights conveyed by this License. + +1.10. "Modifications" + means any of the following: + + (a) any file in Source Code Form that results from an addition to, + deletion from, or modification of the contents of Covered + Software; or + + (b) any new file in Source Code Form that contains any Covered + Software. + +1.11. "Patent Claims" of a Contributor + means any patent claim(s), including without limitation, method, + process, and apparatus claims, in any patent Licensable by such + Contributor that would be infringed, but for the grant of the + License, by the making, using, selling, offering for sale, having + made, import, or transfer of either its Contributions or its + Contributor Version. + +1.12. "Secondary License" + means either the GNU General Public License, Version 2.0, the GNU + Lesser General Public License, Version 2.1, the GNU Affero General + Public License, Version 3.0, or any later versions of those + licenses. + +1.13. "Source Code Form" + means the form of the work preferred for making modifications. + +1.14. "You" (or "Your") + means an individual or a legal entity exercising rights under this + License. For legal entities, "You" includes any entity that + controls, is controlled by, or is under common control with You. For + purposes of this definition, "control" means (a) the power, direct + or indirect, to cause the direction or management of such entity, + whether by contract or otherwise, or (b) ownership of more than + fifty percent (50%) of the outstanding shares or beneficial + ownership of such entity. + +2. License Grants and Conditions +-------------------------------- + +2.1. Grants + +Each Contributor hereby grants You a world-wide, royalty-free, +non-exclusive license: + +(a) under intellectual property rights (other than patent or trademark) + Licensable by such Contributor to use, reproduce, make available, + modify, display, perform, distribute, and otherwise exploit its + Contributions, either on an unmodified basis, with Modifications, or + as part of a Larger Work; and + +(b) under Patent Claims of such Contributor to make, use, sell, offer + for sale, have made, import, and otherwise transfer either its + Contributions or its Contributor Version. + +2.2. Effective Date + +The licenses granted in Section 2.1 with respect to any Contribution +become effective for each Contribution on the date the Contributor first +distributes such Contribution. + +2.3. Limitations on Grant Scope + +The licenses granted in this Section 2 are the only rights granted under +this License. No additional rights or licenses will be implied from the +distribution or licensing of Covered Software under this License. +Notwithstanding Section 2.1(b) above, no patent license is granted by a +Contributor: + +(a) for any code that a Contributor has removed from Covered Software; + or + +(b) for infringements caused by: (i) Your and any other third party's + modifications of Covered Software, or (ii) the combination of its + Contributions with other software (except as part of its Contributor + Version); or + +(c) under Patent Claims infringed by Covered Software in the absence of + its Contributions. + +This License does not grant any rights in the trademarks, service marks, +or logos of any Contributor (except as may be necessary to comply with +the notice requirements in Section 3.4). + +2.4. Subsequent Licenses + +No Contributor makes additional grants as a result of Your choice to +distribute the Covered Software under a subsequent version of this +License (see Section 10.2) or under the terms of a Secondary License (if +permitted under the terms of Section 3.3). + +2.5. Representation + +Each Contributor represents that the Contributor believes its +Contributions are its original creation(s) or it has sufficient rights +to grant the rights to its Contributions conveyed by this License. + +2.6. Fair Use + +This License is not intended to limit any rights You have under +applicable copyright doctrines of fair use, fair dealing, or other +equivalents. + +2.7. Conditions + +Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted +in Section 2.1. + +3. Responsibilities +------------------- + +3.1. Distribution of Source Form + +All distribution of Covered Software in Source Code Form, including any +Modifications that You create or to which You contribute, must be under +the terms of this License. You must inform recipients that the Source +Code Form of the Covered Software is governed by the terms of this +License, and how they can obtain a copy of this License. You may not +attempt to alter or restrict the recipients' rights in the Source Code +Form. + +3.2. Distribution of Executable Form + +If You distribute Covered Software in Executable Form then: + +(a) such Covered Software must also be made available in Source Code + Form, as described in Section 3.1, and You must inform recipients of + the Executable Form how they can obtain a copy of such Source Code + Form by reasonable means in a timely manner, at a charge no more + than the cost of distribution to the recipient; and + +(b) You may distribute such Executable Form under the terms of this + License, or sublicense it under different terms, provided that the + license for the Executable Form does not attempt to limit or alter + the recipients' rights in the Source Code Form under this License. + +3.3. Distribution of a Larger Work + +You may create and distribute a Larger Work under terms of Your choice, +provided that You also comply with the requirements of this License for +the Covered Software. If the Larger Work is a combination of Covered +Software with a work governed by one or more Secondary Licenses, and the +Covered Software is not Incompatible With Secondary Licenses, this +License permits You to additionally distribute such Covered Software +under the terms of such Secondary License(s), so that the recipient of +the Larger Work may, at their option, further distribute the Covered +Software under the terms of either this License or such Secondary +License(s). + +3.4. Notices + +You may not remove or alter the substance of any license notices +(including copyright notices, patent notices, disclaimers of warranty, +or limitations of liability) contained within the Source Code Form of +the Covered Software, except that You may alter any license notices to +the extent required to remedy known factual inaccuracies. + +3.5. Application of Additional Terms + +You may choose to offer, and to charge a fee for, warranty, support, +indemnity or liability obligations to one or more recipients of Covered +Software. However, You may do so only on Your own behalf, and not on +behalf of any Contributor. You must make it absolutely clear that any +such warranty, support, indemnity, or liability obligation is offered by +You alone, and You hereby agree to indemnify every Contributor for any +liability incurred by such Contributor as a result of warranty, support, +indemnity or liability terms You offer. You may include additional +disclaimers of warranty and limitations of liability specific to any +jurisdiction. + +4. Inability to Comply Due to Statute or Regulation +--------------------------------------------------- + +If it is impossible for You to comply with any of the terms of this +License with respect to some or all of the Covered Software due to +statute, judicial order, or regulation then You must: (a) comply with +the terms of this License to the maximum extent possible; and (b) +describe the limitations and the code they affect. Such description must +be placed in a text file included with all distributions of the Covered +Software under this License. Except to the extent prohibited by statute +or regulation, such description must be sufficiently detailed for a +recipient of ordinary skill to be able to understand it. + +5. Termination +-------------- + +5.1. The rights granted under this License will terminate automatically +if You fail to comply with any of its terms. However, if You become +compliant, then the rights granted under this License from a particular +Contributor are reinstated (a) provisionally, unless and until such +Contributor explicitly and finally terminates Your grants, and (b) on an +ongoing basis, if such Contributor fails to notify You of the +non-compliance by some reasonable means prior to 60 days after You have +come back into compliance. Moreover, Your grants from a particular +Contributor are reinstated on an ongoing basis if such Contributor +notifies You of the non-compliance by some reasonable means, this is the +first time You have received notice of non-compliance with this License +from such Contributor, and You become compliant prior to 30 days after +Your receipt of the notice. + +5.2. If You initiate litigation against any entity by asserting a patent +infringement claim (excluding declaratory judgment actions, +counter-claims, and cross-claims) alleging that a Contributor Version +directly or indirectly infringes any patent, then the rights granted to +You by any and all Contributors for the Covered Software under Section +2.1 of this License shall terminate. + +5.3. In the event of termination under Sections 5.1 or 5.2 above, all +end user license agreements (excluding distributors and resellers) which +have been validly granted by You or Your distributors under this License +prior to termination shall survive termination. + +************************************************************************ +* * +* 6. Disclaimer of Warranty * +* ------------------------- * +* * +* Covered Software is provided under this License on an "as is" * +* basis, without warranty of any kind, either expressed, implied, or * +* statutory, including, without limitation, warranties that the * +* Covered Software is free of defects, merchantable, fit for a * +* particular purpose or non-infringing. The entire risk as to the * +* quality and performance of the Covered Software is with You. * +* Should any Covered Software prove defective in any respect, You * +* (not any Contributor) assume the cost of any necessary servicing, * +* repair, or correction. This disclaimer of warranty constitutes an * +* essential part of this License. No use of any Covered Software is * +* authorized under this License except under this disclaimer. * +* * +************************************************************************ + +************************************************************************ +* * +* 7. Limitation of Liability * +* -------------------------- * +* * +* Under no circumstances and under no legal theory, whether tort * +* (including negligence), contract, or otherwise, shall any * +* Contributor, or anyone who distributes Covered Software as * +* permitted above, be liable to You for any direct, indirect, * +* special, incidental, or consequential damages of any character * +* including, without limitation, damages for lost profits, loss of * +* goodwill, work stoppage, computer failure or malfunction, or any * +* and all other commercial damages or losses, even if such party * +* shall have been informed of the possibility of such damages. This * +* limitation of liability shall not apply to liability for death or * +* personal injury resulting from such party's negligence to the * +* extent applicable law prohibits such limitation. Some * +* jurisdictions do not allow the exclusion or limitation of * +* incidental or consequential damages, so this exclusion and * +* limitation may not apply to You. * +* * +************************************************************************ + +8. Litigation +------------- + +Any litigation relating to this License may be brought only in the +courts of a jurisdiction where the defendant maintains its principal +place of business and such litigation shall be governed by laws of that +jurisdiction, without reference to its conflict-of-law provisions. +Nothing in this Section shall prevent a party's ability to bring +cross-claims or counter-claims. + +9. Miscellaneous +---------------- + +This License represents the complete agreement concerning the subject +matter hereof. If any provision of this License is held to be +unenforceable, such provision shall be reformed only to the extent +necessary to make it enforceable. Any law or regulation which provides +that the language of a contract shall be construed against the drafter +shall not be used to construe this License against a Contributor. + +10. Versions of the License +--------------------------- + +10.1. New Versions + +Mozilla Foundation is the license steward. Except as provided in Section +10.3, no one other than the license steward has the right to modify or +publish new versions of this License. Each version will be given a +distinguishing version number. + +10.2. Effect of New Versions + +You may distribute the Covered Software under the terms of the version +of the License under which You originally received the Covered Software, +or under the terms of any subsequent version published by the license +steward. + +10.3. Modified Versions + +If you create software not governed by this License, and you want to +create a new license for such software, you may create and use a +modified version of this License if you rename the license and remove +any references to the name of the license steward (except to note that +such modified license differs from this License). + +10.4. Distributing Source Code Form that is Incompatible With Secondary +Licenses + +If You choose to distribute Source Code Form that is Incompatible With +Secondary Licenses under the terms of this version of the License, the +notice described in Exhibit B of this License must be attached. + +Exhibit A - Source Code Form License Notice +------------------------------------------- + + This Source Code Form is subject to the terms of the Mozilla Public + License, v. 2.0. If a copy of the MPL was not distributed with this + file, You can obtain one at http://mozilla.org/MPL/2.0/. + +If it is not possible or desirable to put the notice in a particular +file, then You may include the notice in a location (such as a LICENSE +file in a relevant directory) where a recipient would be likely to look +for such a notice. + +You may add additional accurate notices of copyright ownership. + +Exhibit B - "Incompatible With Secondary Licenses" Notice +--------------------------------------------------------- + + This Source Code Form is "Incompatible With Secondary Licenses", as + defined by the Mozilla Public License, v. 2.0. diff --git a/casse-brique/README.md b/casse-brique/README.md new file mode 100644 index 0000000..5bc7aa6 --- /dev/null +++ b/casse-brique/README.md @@ -0,0 +1,7 @@ +# casse-brique +Un casse brique. +- bruit, musique et fin de niveau -> branch: music +- plusieurs niveau -> branch: niveau +- gestion highscore -> branch: score +- gestion vie -> branch: vie +- briques spéciales -> branch: speciale \ No newline at end of file diff --git a/casse-brique/balle.py b/casse-brique/balle.py new file mode 100644 index 0000000..38efb5d --- /dev/null +++ b/casse-brique/balle.py @@ -0,0 +1,57 @@ +import pygame +import math +from constantes import * + + +class Balle: + """ + Definie une balle qui se deplace dans la fenetre ecran + Attributs : rayon, xpos, ypos, xvit, yvit + Methodes : deplace, doitRebondir(raquette), affiche + """ + + def __init__(self): + self.rayon = 10 + self.xpos = LARGEUR_ECRAN / 2 + self.ypos = HAUTEUR_ECRAN / 2 + self.xvit = 4.5 + self.yvit = 3.0 + + def doitRebondir(self, raquette): + return ( + self.xpos >= raquette.xpos + and self.xpos <= raquette.xpos + raquette.largeur + and self.ypos >= HAUTEUR_ECRAN - 30 + ) + + def deplace(self, raquette): + self.xpos += self.xvit + self.ypos += self.yvit + if self.doitRebondir(raquette): + angle_degre = 10 + 160 * ( + 1 - (self.xpos - raquette.xpos) / raquette.largeur + ) + angle_radian = angle_degre * math.pi / 180 + old_xvit = self.xvit + self.xvit = math.sqrt(self.xvit**2 + self.yvit**2) * math.cos(angle_radian) + self.yvit = -math.sqrt(old_xvit**2 + self.yvit**2) * math.sin(angle_radian) + self.xpos += self.xvit + self.ypos += self.yvit + if self.xpos + self.rayon > LARGEUR_ECRAN or self.xpos - self.rayon < 0: + self.xvit = -self.xvit + self.xpos += self.xvit + self.ypos += self.yvit + elif self.ypos - self.rayon < 0: + self.yvit = -self.yvit + self.xpos += self.xvit + self.ypos += self.yvit + + def affiche(self, ecran): + pygame.draw.circle( + ecran, (0, 0, 0), (int(self.xpos), int(self.ypos)), self.rayon + ) + + +if __name__ == "__main__": + b1 = Balle() + print(b1.xpos) diff --git a/casse-brique/bouton.py b/casse-brique/bouton.py new file mode 100644 index 0000000..f116a43 --- /dev/null +++ b/casse-brique/bouton.py @@ -0,0 +1,37 @@ +import pygame +import pygame.freetype + + +class Bouton: + """ + Définie un bouton composé : + d'une zone cliquable : un Rect de pygame + un texte : à afficher au centre de la zone cliquable + une couleur de fond : (r,v,b) + éventuellement une font : + """ + + def __init__(self, zone, texte, couleur): + """ + Initialise une instance de bouton. + Paramètres : + zone : 4-uple (top, left, width, height) + texte : String + couleur : 3-uple (r,v,b) + """ + self.zone_cliquable = pygame.Rect(zone) + self.texte = texte + self.couleur = couleur + self.ma_Font = pygame.freetype.SysFont("digital-7.ttf", 20) + + def affiche(self, ecran): + """ + Affiche dans la surface ecran la Surface associé au Rect + avec le texte centré dans la Surface. + """ + zone_aff = pygame.Surface(self.zone_cliquable.size) + zone_aff.fill(self.couleur) + ecran.blit(zone_aff, self.zone_cliquable) + text_Surf, text_Rect = self.ma_Font.render(self.texte, (0, 0, 0)) + text_Rect.center = self.zone_cliquable.center + ecran.blit(text_Surf, text_Rect) diff --git a/casse-brique/brique.py b/casse-brique/brique.py new file mode 100644 index 0000000..006a347 --- /dev/null +++ b/casse-brique/brique.py @@ -0,0 +1,85 @@ +import pygame +from constantes import * + + +class Brique: + """ + Definie l'objet brique immobile dans le jeu. + Attributs : xpos, ypos, vie, largeur, hauteur tous de type int + Methodes : enVie(), collisionVerticale(balle), collisionHorizontale(balle), + collision(balle), affiche() + """ + + def __init__(self, xpos, ypos, vie): + self.xpos = xpos + self.ypos = ypos + self.vie = vie + self.largeur = LARGEUR_ECRAN // 15 + self.hauteur = 20 + + def enVie(self): + """indique si la brique à un nombre de vie strictement positif + Paramètres : + une brique mais utiliser br.enVie() + Return : + True si self.vie > 0 + False sinon + """ + return self.vie > 0 + + def collisionVerticale(self, balle): + return ( + balle.xpos > self.xpos + and balle.xpos < self.xpos + self.largeur + and ( + (balle.ypos < self.ypos and balle.ypos + balle.rayon > self.ypos) + or ( + balle.ypos > self.ypos + self.hauteur + and balle.ypos - balle.rayon < self.ypos + self.hauteur + ) + ) + ) + + def collisionHorizontale(self, balle): + return ( + balle.ypos > self.ypos + and balle.ypos < self.ypos + self.hauteur + and ( + (balle.xpos < self.xpos and balle.xpos + balle.rayon > self.xpos) + or ( + balle.xpos > self.xpos + self.largeur + and balle.xpos - balle.rayon < self.xpos + self.largeur + ) + ) + ) + + def collision(self, balle): + if self.enVie(): + if self.collisionVerticale(balle): + balle.yvit = -balle.yvit + self.vie -= 1 + balle.xpos += balle.xvit + balle.ypos += balle.yvit + elif self.collisionHorizontale(balle): + balle.xvit = -balle.xvit + self.vie -= 1 + balle.xpos += balle.xvit + balle.ypos += balle.yvit + + def affiche(self, ecran): + if self.enVie(): + pygame.draw.rect( + ecran, (0, 0, 0), (self.xpos, self.ypos, self.largeur, self.hauteur) + ) + if self.vie > 1: + pygame.draw.rect( + ecran, + (255, 0, 0), + (self.xpos + 1, self.ypos + 1, self.largeur - 2, self.hauteur - 2), + ) + else: + pygame.draw.rect( + ecran, + (0, 255, 0), + (self.xpos + 1, self.ypos + 1, self.largeur - 2, self.hauteur - 2), + ) diff --git a/casse-brique/constantes.py b/casse-brique/constantes.py new file mode 100644 index 0000000..4619cab --- /dev/null +++ b/casse-brique/constantes.py @@ -0,0 +1,7 @@ +##########Definitions des constantes +# Taille de la fenetre +LARGEUR_ECRAN = 600 +HAUTEUR_ECRAN = 800 +# Couleur +BLANC = (255, 255, 255) +NOIR = (0, 0, 0) diff --git a/casse-brique/highscore.py b/casse-brique/highscore.py new file mode 100644 index 0000000..832a3d5 --- /dev/null +++ b/casse-brique/highscore.py @@ -0,0 +1,16 @@ +import sys, pygame +import bouton +from constantes import * + + +class Highscore: + """ """ + + def __init__(self): + self.fichier = "highscore.txt" + self.bouton_quitter = bouton.Bouton( + (100, 100, 400, 100), "Retour au Menu", (255, 0, 0) + ) + + def gereHighScore(self, ecran): + pass diff --git a/casse-brique/highscore.txt b/casse-brique/highscore.txt new file mode 100644 index 0000000..8b13789 --- /dev/null +++ b/casse-brique/highscore.txt @@ -0,0 +1 @@ + diff --git a/casse-brique/jeu.py b/casse-brique/jeu.py new file mode 100644 index 0000000..edd30e6 --- /dev/null +++ b/casse-brique/jeu.py @@ -0,0 +1,63 @@ +import sys, pygame +import niveau +from constantes import * + + +class Jeu: + """gère les différents états d'un jeu""" + + def __init__(self): + self.n1 = niveau.Niveau() + self.vie = 3 + self.bouge = False + self.etatJeu = 1 + + def gereJeu(self, ecran): + if self.etatJeu == 1: # Debut de niveau + for event in pygame.event.get(): + if event.type == pygame.QUIT: # Evt de sortie de boucle + sys.exit() + elif event.type == pygame.MOUSEBUTTONDOWN: + self.bouge = True + elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: + self.bouge = True + self.n1.affiche(ecran) + if self.bouge: + self.etatJeu = 2 + elif self.etatJeu == 2: # Niveau en cours + self.etatJeu = self.n1.gereNiveau(ecran) + elif self.etatJeu == 3: # Changement de niveau + pass + + return 1 + + +""" +while True: #Demarrage de la boucle infinie + for event in pygame.event.get(): + if event.type == pygame.QUIT: #Evt de sortie de boucle + sys.exit() + elif event.type == pygame.MOUSEBUTTONDOWN: + bouge = not bouge + elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: + bouge = not bouge + if pygame.key.get_pressed()[pygame.K_q] == True: + r1.deplaceGauche() + if pygame.key.get_pressed()[pygame.K_d] == True: + r1.deplaceDroite() + + ecran.fill(BLANC) + + if bouge: + b1.deplace(r1) + m1.collision(b1) + + b1.affiche(ecran) + r1.affiche(ecran) + m1.affiche(ecran) + + + + pygame.display.update() #rafraichissement + clock.tick(60) +""" diff --git a/casse-brique/main.py b/casse-brique/main.py index 4e5d961..e128880 100644 --- a/casse-brique/main.py +++ b/casse-brique/main.py @@ -1,255 +1,55 @@ -import pygame -import sys -import random -import math +import sys, pygame +import bouton +import constantes +import pygame.freetype +import jeu, highscore -# Initialisation de Pygame -pygame.init() -# Définition des dimensions de la fenêtre -SCREEN_WIDTH = 1080 -SCREEN_HEIGHT = 720 +def affiche_menu(ecran): + b1.affiche(ecran) + b2.affiche(ecran) + b3.affiche(ecran) + return 0 -# Définition des couleurs (R, G, B) -BLACK = (0, 0, 0) -WHITE = (255, 255, 255) -BLUE = (0, 0, 255) -RED = (255, 0, 0) -# Création de la fenêtre de jeu -screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT)) -pygame.display.set_caption("Casse-Brique Auto-Play") +pygame.init() # initialisation des modules de pygame + +# Creation de la fenetre +ecran = pygame.display.set_mode((constantes.LARGEUR_ECRAN, constantes.HAUTEUR_ECRAN)) +ecran.fill(constantes.BLANC) +pygame.display.set_caption("Casse Brique") clock = pygame.time.Clock() -FPS = 100 + +b1 = bouton.Bouton((100, 100, 400, 100), "Jouer", (255, 0, 0)) +b2 = bouton.Bouton((100, 300, 400, 100), "Highscore", (255, 0, 0)) +b3 = bouton.Bouton((100, 500, 400, 100), "Quitter", (255, 0, 0)) +hs1 = highscore.Highscore() +j1 = jeu.Jeu() +etat = 0 -# Fonction d'affichage du menu de démarrage -def show_menu(): - menu_running = True - title_font = pygame.font.SysFont("Arial", 72) - button_font = pygame.font.SysFont("Arial", 36) - button_width = 200 - button_height = 50 - button_rect = pygame.Rect(0, 0, button_width, button_height) - button_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT // 2) - - while menu_running: - clock.tick(FPS) - screen.fill(BLACK) - - # Affichage du titre - title_surface = title_font.render("Casse-Brique", True, WHITE) - title_rect = title_surface.get_rect( - center=(SCREEN_WIDTH // 2, SCREEN_HEIGHT // 3) - ) - screen.blit(title_surface, title_rect) - - # Dessiner le bouton "Jouer" - pygame.draw.rect(screen, BLUE, button_rect) - button_text = button_font.render("Jouer", True, WHITE) - button_text_rect = button_text.get_rect(center=button_rect.center) - screen.blit(button_text, button_text_rect) - - # Gestion des événements du menu +while True: # Demarrage de la boucle infinie + if etat == 0: for event in pygame.event.get(): - if event.type == pygame.QUIT: - pygame.quit() + if event.type == pygame.QUIT: # Evt de sortie de boucle sys.exit() - # Détection d'un clic sur le bouton "Jouer" - if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: - if button_rect.collidepoint(event.pos): - menu_running = False + elif event.type == pygame.MOUSEBUTTONUP and event.button == 1: + if b1.zone_cliquable.collidepoint(event.pos): + etat = 1 + elif b2.zone_cliquable.collidepoint(event.pos): + etat = 2 + elif b3.zone_cliquable.collidepoint(event.pos): + sys.exit() - pygame.display.flip() + ecran.fill(constantes.BLANC) + if etat == 0: + etat = affiche_menu(ecran) + elif etat == 1: + etat = j1.gereJeu(ecran) + elif etat == 2: + etat = hs1.gereHighScore(ecran) -# Fonction principale du jeu -def game_loop(): - # Paramètres de la raquette - PADDLE_WIDTH = 100 - PADDLE_HEIGHT = 15 - paddle_x = (SCREEN_WIDTH - PADDLE_WIDTH) / 2 # centré horizontalement - paddle_y = SCREEN_HEIGHT - PADDLE_HEIGHT - 10 # position verticale en bas - paddle_speed = 7 - - # Paramètres de la balle - ball_radius = 10 - # Liste de balles (initialement une seule) - balls = [ - { - "x": SCREEN_WIDTH / 2, - "y": SCREEN_HEIGHT / 2, - "radius": ball_radius, - "speed_x": 9 * random.choice([-1, 1]), - "speed_y": -9, - } - ] - - # Paramètres des briques - BRICK_ROWS = 5 # nombre de lignes de briques - BRICK_COLUMNS = 10 # nombre de colonnes de briques - BRICK_WIDTH = SCREEN_WIDTH // BRICK_COLUMNS - BRICK_HEIGHT = 20 - brick_padding = 5 - - # Création de la grille de briques (liste de listes) - bricks = [] - for row in range(BRICK_ROWS): - brick_row = [] - for col in range(BRICK_COLUMNS): - brick_x = col * BRICK_WIDTH + brick_padding - brick_y = row * (BRICK_HEIGHT + brick_padding) + brick_padding - brick_rect = pygame.Rect( - brick_x, brick_y, BRICK_WIDTH - brick_padding * 2, BRICK_HEIGHT - ) - brick_row.append(brick_rect) - bricks.append(brick_row) - - running = True - while running: - clock.tick(FPS) - screen.fill(BLACK) - - # Gestion des événements - for event in pygame.event.get(): - if event.type == pygame.QUIT: - running = False - - # --- Déplacement automatique de la raquette --- - # On cherche une balle qui descend (speed_y > 0), sinon on prend la première balle - target_ball = None - for ball in balls: - if ball["speed_y"] > 0: - target_ball = ball - break - if target_ball is None: - target_ball = balls[0] - # Calcul du centre de la raquette - paddle_center = paddle_x + PADDLE_WIDTH / 2 - # Si le centre est trop à gauche ou à droite de la balle cible, on déplace la raquette - if paddle_center < target_ball["x"] - 5: - paddle_x += paddle_speed - elif paddle_center > target_ball["x"] + 5: - paddle_x -= paddle_speed - - # Limiter la raquette à l'intérieur de l'écran - paddle_x = max(0, min(paddle_x, SCREEN_WIDTH - PADDLE_WIDTH)) - # Création du rectangle de la raquette pour la collision - paddle_rect = pygame.Rect(paddle_x, paddle_y, PADDLE_WIDTH, PADDLE_HEIGHT) - - # Liste pour stocker les nouvelles balles créées lors des collisions avec la raquette - nouvelles_balles = [] - - # Mise à jour de la position des balles - for ball in balls: - ball["x"] += ball["speed_x"] - ball["y"] += ball["speed_y"] - - # Collision avec les murs latéraux - if ( - ball["x"] - ball["radius"] <= 0 - or ball["x"] + ball["radius"] >= SCREEN_WIDTH - ): - ball["speed_x"] *= -1 - - # Collision avec le haut de l'écran - if ball["y"] - ball["radius"] <= 0: - ball["speed_y"] *= -1 - - # Création du rectangle de la balle pour la détection des collisions - ball_rect = pygame.Rect( - ball["x"] - ball["radius"], - ball["y"] - ball["radius"], - ball["radius"] * 2, - ball["radius"] * 2, - ) - - # Collision entre la balle et la raquette (uniquement si la balle descend) - if ball_rect.colliderect(paddle_rect) and ball["speed_y"] > 0: - ball["speed_y"] *= -1 # Inversion de la vitesse verticale - offset = (ball["x"] - (paddle_x + PADDLE_WIDTH / 2)) / ( - PADDLE_WIDTH / 2 - ) - ball["speed_x"] = 4 * offset - - # Création d'une nouvelle balle lors de la collision - new_ball = ball.copy() - new_ball["speed_x"] *= -1 - new_ball["speed_x"] += random.choice([-1, 1]) - nouvelles_balles.append(new_ball) - - # Collision entre la balle et les briques - hit_brick = None - for row in bricks: - for brick in row: - if brick and ball_rect.colliderect(brick): - hit_brick = brick - ball["speed_y"] *= -1 # Inversion de la vitesse verticale - break - if hit_brick: - row[row.index(hit_brick)] = None - break - - # Ajout des nouvelles balles générées - balls.extend(nouvelles_balles) - - # Gestion des collisions entre balles - for i in range(len(balls)): - for j in range(i + 1, len(balls)): - dx = balls[i]["x"] - balls[j]["x"] - dy = balls[i]["y"] - balls[j]["y"] - distance = math.sqrt(dx * dx + dy * dy) - if distance < balls[i]["radius"] + balls[j]["radius"]: - # Échange des vitesses pour simuler une collision élastique - balls[i]["speed_x"], balls[j]["speed_x"] = ( - balls[j]["speed_x"], - balls[i]["speed_x"], - ) - balls[i]["speed_y"], balls[j]["speed_y"] = ( - balls[j]["speed_y"], - balls[i]["speed_y"], - ) - # Ajustement des positions pour éviter la superposition - overlap = balls[i]["radius"] + balls[j]["radius"] - distance - if distance != 0: - nx = dx / distance - ny = dy / distance - else: - nx, ny = 1, 0 - balls[i]["x"] += nx * overlap / 2 - balls[i]["y"] += ny * overlap / 2 - balls[j]["x"] -= nx * overlap / 2 - balls[j]["y"] -= ny * overlap / 2 - - # Suppression des balles qui sortent par le bas de l'écran - balls = [ball for ball in balls if ball["y"] - ball["radius"] <= SCREEN_HEIGHT] - if not balls: - print("Game Over!") - running = False - - # Dessiner la raquette - pygame.draw.rect(screen, BLUE, paddle_rect) - - # Dessiner les briques - for row in bricks: - for brick in row: - if brick: - pygame.draw.rect(screen, RED, brick) - - # Dessiner les balles - for ball in balls: - pygame.draw.circle( - screen, WHITE, (int(ball["x"]), int(ball["y"])), ball["radius"] - ) - - pygame.display.flip() - - pygame.quit() - sys.exit() - - -# Programme principal -if __name__ == "__main__": - show_menu() # Afficher le menu de démarrage - game_loop() # Lancer le jeu + pygame.display.update() # rafraichissement + clock.tick(60) diff --git a/casse-brique/murdebrique.py b/casse-brique/murdebrique.py new file mode 100644 index 0000000..cc09c92 --- /dev/null +++ b/casse-brique/murdebrique.py @@ -0,0 +1,33 @@ +import brique +from constantes import * + + +class Murdebrique: + """ + definie un mur compose de briques 15 en largeur et 5 rangees + Les briques ont une largeur de LARGEUR_ECRAN//15 et une hauteur de 20 + Il doit y avoir 50 px au dessus du mur. + La rangée du haut contient des briques ayant 2 vies + Attributs : mur de type liste + Méthodes : collision(balle), affiche(ecran) + """ + + def __init__(self): + self.mur = [] + ligne = [] + for i in range(15): + ligne.append(brique.Brique((LARGEUR_ECRAN // 15) * i, 50, 2)) + for i in range(4): + for j in range(15): + ligne.append(brique.Brique((LARGEUR_ECRAN // 15) * j, 70 + 20 * i, 1)) + self.mur.append(ligne) + + def collision(self, balle): + for i in range(len(self.mur)): + for j in range(len(self.mur[i])): + self.mur[i][j].collision(balle) + + def affiche(self, ecran): + for i in range(len(self.mur)): + for j in range(len(self.mur[i])): + self.mur[i][j].affiche(ecran) diff --git a/casse-brique/niveau.py b/casse-brique/niveau.py new file mode 100644 index 0000000..b0f7069 --- /dev/null +++ b/casse-brique/niveau.py @@ -0,0 +1,32 @@ +import sys, pygame +import balle, raquette, murdebrique +from constantes import * + + +class Niveau: + """gère le jeu d'un niveau""" + + def __init__(self): + self.b1 = balle.Balle() + self.r1 = raquette.Raquette() + self.m1 = murdebrique.Murdebrique() + + def affiche(self, ecran): + ecran.fill(BLANC) + self.b1.affiche(ecran) + self.r1.affiche(ecran) + self.m1.affiche(ecran) + + def gereNiveau(self, ecran): + for event in pygame.event.get(): + if event.type == pygame.QUIT: # Evt de sortie de boucle + sys.exit() + if pygame.key.get_pressed()[pygame.K_q] == True: + self.r1.deplaceGauche() + if pygame.key.get_pressed()[pygame.K_d] == True: + self.r1.deplaceDroite() + + self.b1.deplace(self.r1) + self.m1.collision(self.b1) + self.affiche(ecran) + return 2 diff --git a/casse-brique/pygame.py b/casse-brique/pygame.py deleted file mode 100644 index e69de29..0000000 diff --git a/casse-brique/raquette.py b/casse-brique/raquette.py new file mode 100644 index 0000000..9a20a14 --- /dev/null +++ b/casse-brique/raquette.py @@ -0,0 +1,59 @@ +import pygame +from constantes import * + + +class Raquette: + """ + Definie une raquette qui se deplace horizontalement + dans le bas de la fenetre ecran + Attributs : largeur (int defaut 100), xpos (int defaut LARGEUR_ECRAN//2 - self.largeur//2), vit (int defaut 6) + L'épaisseur de la raquette est de 10 + Methodes : deplaceGauche, deplaceDroite, affiche + """ + + def __init__(self): + self.largeur = 100 + self.xpos = LARGEUR_ECRAN // 2 - self.largeur // 2 + self.vit = 6 + + def deplaceGauche(self): + """ + Deplace la raquette de vit vers la gauche + Parametres : + self : Raquette + Return : + None + Effet de bord : + Modifie l'attribut xpos en lui enlevant, + si c'est possible la valeur de vit (et met xpos à 0 sinon) + """ + if self.xpos - self.vit < 0: + self.xpos = 0 + else: + self.xpos = self.xpos - self.vit + + def deplaceDroite(self): + """ + Deplace la raquette de vit vers la droite + Parametres : + self : Raquette + Return : + None + Effet de bord : + Modifie l'attribut xpos en lui ajoutant, + si c'est possible la valeur de vit (et met xpos à + LARGEUR_ECRAN-self.largeur sinon sinon) + """ + if self.xpos + self.largeur + self.vit > LARGEUR_ECRAN: + self.xpos = LARGEUR_ECRAN - self.largeur + else: + self.xpos = self.xpos + self.vit + + def affiche(self, ecran): + pygame.draw.rect( + ecran, (0, 0, 255), (int(self.xpos), HAUTEUR_ECRAN - 20, self.largeur, 10) + ) + + +if __name__ == "__main__": + pass diff --git a/question_du_jour/19-05-2025/main.py b/question_du_jour/19-05-2025/main.py new file mode 100644 index 0000000..f458084 --- /dev/null +++ b/question_du_jour/19-05-2025/main.py @@ -0,0 +1,37 @@ +# Trouver la plus grande séquence de caractère commune entre de listes ou string +from random import randint +if __name__ =="__main__": + l1 = [randint(0,100) for _ in range(100)] + l2 = [randint(0,100) for _ in range(100)] +adef lcs(a, b): + """ + Renvoie la plus longue sous-séquence commune entre séquences a et b. + """ + n, m = len(a), len(b) + dp = [[0] * (m + 1) for _ in range(n + 1)] + for i in range(n): + for j in range(m): + if a[i] == b[j]: + dp[i + 1][j + 1] = dp[i][j] + 1 + else: + dp[i + 1][j + 1] = max(dp[i][j + 1], dp[i + 1][j]) + i, j = n, m + seq = [] + while i > 0 and j > 0: + if a[i - 1] == b[j - 1]: + seq.append(a[i - 1]) + i -= 1 + j -= 1 + elif dp[i - 1][j] >= dp[i][j - 1]: + i -= 1 + else: + j -= 1 + return seq[::-1] + + +if __name__ == "__main__": + from random import randint + l1 = [randint(0, 100) for _ in range(100)] + l2 = [randint(0, 100) for _ in range(100)] + commun = lcs(l1, l2) + print(commun) diff --git a/recherche/main.py b/recherche/main.py index 0cf1a24..8b2296f 100644 --- a/recherche/main.py +++ b/recherche/main.py @@ -2,12 +2,12 @@ if __name__ == "__main__": liste1 = [12,1,20,5,23,8,29,10] liste2 = [23,5,19,11,18,20,29,1,5,10,8] -def recherche_naive(l1, l2): - if not l1 or not l2: - return [] - if l1[0] == l2[0]: - return [l1[0]] + recherche_naive(l1[1:], l2[1:]) - else: - seq1 = recherche_naive(l1[1:], l2) - seq2 = recherche_naive(l1, l2[1:]) - return seq1 if len(seq1) >= len(seq2) else seq2 \ No newline at end of file + +def recherche(l1, l2): + ln1 = len(l1) + ln2 = len(l2) + if ln1>ln2: + for element in l2: + t = True + while t: + b = l1[index(element)] \ No newline at end of file