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Enhance marine unit functionality: update visibility logic, improve movement handling, and refactor ray casting for better performance and clarity.

master
Matteo Benedetto 4 months ago
parent
commit
ce74da63ba
  1. 104
      Entities/Units/marine.py
  2. 4
      enne2engine/engine.py
  3. 9
      enne2engine/render.py
  4. 2
      enne2engine/sdl2_utils/isogeometry.py
  5. 146
      game_adv.py

104
Entities/Units/marine.py

@ -11,7 +11,8 @@ class Marine(Entity):
def update(self):
self.centered_position = (self.iso_x, self.iso_y)
self.cast_rays_to_distance(6)
# Aggiorna il campo visivo dell'unità (fog of war)
self.cast_rays_to_distance(7)
self.move()
super().update()
@ -40,8 +41,8 @@ class Marine(Entity):
# Controlla se l'unità èha raggiunto la cella di destinazione
if self.target_cell != (self.x, self.y):
# Contolla che la cella target non sia occupata da una unità che abbia quella cella come target
if self.engine.entities_positions.get(self.target_cell):
if self.engine.entities_positions.get(self.target_cell).target_cell == self.target_cell and self.engine.entities_positions.get(self.target_cell) != self:
if self.game.entities_positions.get(self.target_cell):
if self.game.entities_positions.get(self.target_cell).target_cell == self.target_cell and self.game.entities_positions.get(self.target_cell) != self:
#calcola un nuovo target
self.target_cell = self.graphics.get_next_cell(self.target_cell, self.position, ignore_units=True)
if not self.target_cell:
@ -58,7 +59,7 @@ class Marine(Entity):
self.next_cell = self.graphics.get_next_cell(self.next_cell, self.target_cell)
# Se l'algoritmo ha efettivamente trovato una cella, occupa la posizione
if self.next_cell:
self.engine.entities_positions[self.next_cell] = self
self.game.entities_positions[self.next_cell] = self
# Se la cella di destinazione è occupata da un'altra entità, fermati
else:
self.action = "idle"
@ -115,23 +116,84 @@ class Marine(Entity):
self.graphics.play_sound(f"marine/tmayes0{random.randint(0, 3)}.wav")
self.game.cmd_sound_effects = True
def cast_rays_to_distance(self, distance):
# Cast rays to check for visibility
done_cells = {}
def cast_rays_to_distance(self, view_distance):
"""
Rivela tutte le celle nel raggio di vista dell'unità usando ray casting.
Le celle vengono illuminate indipendentemente dagli ostacoli,
ma quelle più lontane hanno maggiore ombreggiatura.
"""
# Pre-calcolo dei valori trigonometrici per ottimizzazione
if not hasattr(self, '_precomputed_angles'):
self._precompute_ray_angles()
revealed_cells = {}
# Lancia raggi in 18 direzioni (ogni 20 gradi)
for angle_idx, (sin_val, cos_val) in enumerate(self._ray_directions):
if angle_idx == 0:
self._cast_visibility_ray(angle_idx, sin_val, cos_val, view_distance+1, revealed_cells)
else:
self._cast_visibility_ray(angle_idx, sin_val, cos_val, view_distance, revealed_cells)
def _precompute_ray_angles(self):
"""Pre-calcola i valori sin/cos per evitare calcoli ripetuti ogni frame"""
self._ray_directions = []
for angle in range(0, 360, 20):
for i in range(distance, 0, -1):
ray_x = int(self.centered_position[0] + (distance -i) * int(self.engine.graphics.cell_size/3) * math.sin(math.radians(angle)))
ray_y = int(self.centered_position[1] - (distance - i)* int(self.engine.graphics.cell_size/6) * math.cos(math.radians(angle)))
radians = math.radians(angle)
self._ray_directions.append((math.sin(radians), math.cos(radians)))
self._precomputed_angles = True
def _cast_visibility_ray(self, angle_idx, sin_val, cos_val, max_distance, revealed_cells):
"""
Lancia un singolo raggio di visibilità dalla posizione dell'unità.
Rivela tutte le celle lungo il percorso, applicando ombreggiatura crescente con la distanza.
"""
cell_size_x = int(self.engine.graphics.cell_size/3)
cell_size_y = int(self.engine.graphics.cell_size/6)
# Calcola le posizioni lungo il raggio partendo dalla distanza massima verso il centro
for step in range(max_distance, 0, -1):
current_distance = max_distance - step
# Calcola la posizione del punto sul raggio
ray_x = int(self.centered_position[0] + current_distance * cell_size_x * sin_val)
ray_y = int(self.centered_position[1] - current_distance * cell_size_y * cos_val)
# Converte le coordinate schermo in coordinate griglia
grid_x, grid_y = self.graphics.inv_iso_transform(ray_x, ray_y)
# Verifica che le coordinate siano valide
if self._is_valid_grid_position(grid_x, grid_y):
self._reveal_cell(grid_x, grid_y, step, revealed_cells)
v_x, v_y = self.graphics.inv_iso_transform(ray_x, ray_y)
if v_x>= 0 and v_x < len(self.engine.map[0]) and v_y >= 0 and v_y < len(self.engine.map):
if (v_x, v_y) not in done_cells.keys():
done_cells.update({(v_x, v_y): self.game.map_shadow[v_y][v_x]})
self.engine.map[v_y][v_x]["visited"] = True
self.game.map_shadow[v_y][v_x] = 0
if i == 1:
# Disegna il raggio solo per il punto più distante (visualizzazione debug)
# if step == 1:
# self.graphics.draw_line(
# (self.centered_position[0], self.centered_position[1], ray_x, ray_y),
# color=(0, 255, 0, 255)
# )
def _is_valid_grid_position(self, grid_x, grid_y):
"""Controlla se le coordinate della griglia sono valide"""
map_width = len(self.engine.map[0])
map_height = len(self.engine.map)
return 0 <= grid_x < map_width and 0 <= grid_y < map_height
self.game.map_shadow[v_y][v_x] = max(done_cells.get((v_x, v_y), 0)-0.5, 0)
print(done_cells.get((v_x, v_y), 0))
#self.graphics.draw_line((self.centered_position[0], self.centered_position[1], ray_x, ray_y), color=(0, 255, 0, 255))
continue
def _reveal_cell(self, grid_x, grid_y, distance_step, revealed_cells):
"""
Rivela una singola cella della mappa e applica l'ombreggiatura appropriata.
Le celle più vicine (distance_step == 1) hanno ombra ridotta.
"""
cell_key = (grid_x, grid_y)
# Salva il valore originale dell'ombra solo se non già processata
if cell_key not in revealed_cells:
revealed_cells[cell_key] = self.game.map_shadow[grid_y][grid_x]
# Marca la cella come visitata e rimuovi l'ombra base
self.engine.map[grid_y][grid_x]["visited"] = True
self.game.map_shadow[grid_y][grid_x] = 0
# Applica ombreggiatura speciale per le celle ai bordi del campo visivo
if distance_step == 1:
original_shadow = revealed_cells.get(cell_key, 0)
self.game.map_shadow[int(grid_y)][int(grid_x)] = max(original_shadow - 0.5, 0)

4
enne2engine/engine.py

@ -6,10 +6,10 @@ import json
class GameEngine(UserControls):
class GameEngine(UserControls,SDL2Renderer):
def __init__(self, map, game):
super().__init__()
self.map = map
self.game = game
self.graphics = SDL2Renderer(self)
self.graphics = SDL2Renderer(game, self)

9
enne2engine/render.py

@ -12,16 +12,17 @@ from .sdl2_utils.isogeometry import IsometricGeometry
from .sdl2_utils.gui import SDL2Gui
class SDL2Renderer(IsometricGeometry, SDL2Gui):
def __init__(self, engine):
def __init__(self, game, engine):
self.engine = engine
self.game = game
sdl2.ext.init()
# Initialize SDL2 mixer
sdlmixer.Mix_Init(sdlmixer.MIX_INIT_OGG | sdlmixer.MIX_INIT_MP3)
sdlmixer.Mix_OpenAudio(44100, sdlmixer.MIX_DEFAULT_FORMAT, 2, 1024)
sdlmixer.Mix_AllocateChannels(16) # Allocate channels for multiple sounds
self.height = len(engine.map)
self.width = len(engine.map[0])
self.height = len(self.engine.map)
self.width = len(self.engine.map[0])
self.view_size = (800, 600)
self.target_size = (800, 600)
self.base_cell_size = 132 # Original/base cell size

2
enne2engine/sdl2_utils/isogeometry.py

@ -62,7 +62,7 @@ class IsometricGeometry:
continue
if not ignore_units:
# Skip occupied cells
if self.engine.entities_positions.get((new_x, new_y)) is not None:
if self.game.entities_positions.get((new_x, new_y)) is not None:
continue
neighbors.append((new_x, new_y))

146
game_adv.py

@ -0,0 +1,146 @@
import json
import sys
import os
from enne2engine import engine
from Entities.Units.marine import Marine
class Game:
def __init__(self):
self.engine = engine.GameEngine(self.load_map(), self)
self.frame_time = 0
self.cursor_pos = (0, 0)
self.load_assets()
self.entities = []
self.entities_positions = {}
def run(self):
running = True
# Set a custom scale if needed
self.engine.graphics.set_scaling_factor(1.0) # 50% scale
marine = Marine("knight", 0, 0, "idle", 1, 1, self)
self.entities.append(marine)
# self.entities.append(Marine("knight", 5, 5, "idle", 1, 1, self))
# #5 more marines
# self.entities.append(Marine("knight", 0, 5, "idle", 1, 1, self))
# self.entities.append(Marine("knight", 5, 5, "idle", 1, 1, self))
# self.entities.append(Marine("knight", 1,1, "idle", 1, 1, self))
# self.entities.append(Marine("knight", 2,2, "idle", 1, 1, self))
# self.entities.append(Marine("knight", 3,3, "idle", 1, 1, self))
while running:
self.cmd_sound_effects = False
# Start the frame timer
perf_counter = self.engine.graphics.get_perf_counter()
# Initialize the map shadow and entities positions
self.map_shadow = [ [1 for _ in range(len(self.engine.map[0]))] for _ in range(len(self.engine.map)) ]
self.entities_positions.clear()
for entity in self.entities:
self.entities_positions[entity.next_cell] = entity
self.entities_positions[(entity.x, entity.y)] = entity
# Handle events
event = self.engine.graphics.handle_events()
if event:
#print(f"Event detected: {event}")
if event.startswith("MOUSEDOWN"):
print(f"Mouse down event: {event}")
print(f"Button pressed: {event[-1]}")
if event[-1] == "3":
print("Right mouse button pressed")
for entity in self.entities:
if entity.selected:
entity.set_target_cell(self.cursor_pos)
elif event.startswith("SELECTION"):
# Handle multiple unit selection
self.select_units_in_area(event)
elif event.startswith("MOUSEUP"):
if event[-1] == "1":
self.select_entity_at_cursor()
self.engine.handle_events("keymap_game", event)
running = False if event == "QUIT" else True
self.engine.graphics.clear_screen()
for entity in self.entities:
entity.update()
# Create the map background texture with tiles
self.engine.graphics.create_background(self.engine.map, "tiles", self.map_shadow)
self.cursor_pos = self.engine.graphics.draw_cursor()
self.engine.graphics.render_background()
self.engine.graphics.render_sprites()
self.engine.graphics.draw_selection_rectangle()
self.engine.graphics.update_status(f"Frame time: {round(self.frame_time)}ms - FPS: {round(1000/self.frame_time if self.frame_time != 0 else 1)}")
self.engine.graphics.present_renderer()
self.frame_time = self.engine.graphics.get_frame_time(perf_counter)
self.engine.graphics.delay_frame(self.frame_time,50)
self.engine.graphics.quit()
def set_cursor(self, x, y):
self.engine.graphics.cursor = (x, y)
def load_assets(self):
self.engine.graphics.load_tilesheet("tiles", "assets/tiles/landscapeTiles_sheet.png")
for dir in os.listdir("assets/KnightBasic"):
for file in os.listdir(f"assets/KnightBasic/{dir}"):
if file.endswith(".json"):
self.engine.graphics.load_spritesheet(file[:-5].lower(), f"assets/KnightBasic/{dir}/{file}")
def select_entity_at_cursor(self):
cursor_x, cursor_y = self.cursor_pos
print(f"Cursor position: {cursor_x}, {cursor_y}")
# First deselect all entities
for entity in self.entities:
entity.selected = False
# Then select the entity at cursor position, if any
entity = self.entities_positions.get((cursor_x, cursor_y))
if entity:
entity.select_unit()
print(f"Selected entity at cursor: {entity.asset} at position {entity.x}, {entity.y}")
else:
print("No entity selected at cursor position.")
def select_units_in_area(self, selection_event):
"""Select all units within the specified selection area."""
# Parse selection coordinates
_, start_x, start_y, end_x, end_y = selection_event.split(":")
start_x, start_y, end_x, end_y = int(start_x), int(start_y), int(end_x), int(end_y)
# Calculate selection rectangle in screen coordinates
min_x = min(start_x, end_x)
max_x = max(start_x, end_x)
min_y = min(start_y, end_y)
max_y = max(start_y, end_y)
# First deselect all entities
for entity in self.entities:
entity.selected = False
# Select entities within the rectangle
for entity in self.entities:
# Convert entity position to screen coordinates
screen_x, screen_y = self.engine.graphics.iso_transform(entity.x, entity.y)
# Check if entity is within selection rectangle
if min_x <= screen_x <= max_x and min_y <= screen_y <= max_y:
entity.select_unit()
print(f"Selected entity in area: {entity.asset} at position {entity.x}, {entity.y}")
def load_map(self):
# Load map from JSON file
try:
with open("assets/maps/map.json", "r") as map_file:
return json.load(map_file)
except (FileNotFoundError, json.JSONDecodeError) as e:
print(f"Error loading map file: {e}")
print("Exiting program.")
sys.exit(0)
if __name__ == "__main__":
game = Game()
game.run()
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