diff --git a/ARM_APPIMAGE_PLAN.md b/ARM_APPIMAGE_PLAN.md
new file mode 100644
index 0000000..fed6c17
--- /dev/null
+++ b/ARM_APPIMAGE_PLAN.md
@@ -0,0 +1,76 @@
+# Piano di distribuzione ARM con AppImage
+
+Questo repository ora e pronto per essere portato dentro un bundle AppImage senza dipendere dalla directory corrente e senza scrivere nel filesystem montato in sola lettura dell'AppImage.
+
+## Stato attuale
+
+- Le risorse di runtime vengono risolte a partire dal root del progetto tramite `MICE_PROJECT_ROOT`.
+- I dati persistenti (`scores.txt`, `user_profiles.json`) vengono scritti in una directory utente persistente:
+ - `MICE_DATA_DIR`, se impostata.
+ - altrimenti `${XDG_DATA_HOME}/mice`.
+ - fallback: `~/.local/share/mice`.
+- E presente uno scaffold di packaging in `packaging/`.
+
+## Strategia consigliata
+
+1. Costruire l'AppImage su una macchina `aarch64` reale o in una chroot/container ARM.
+2. Creare dentro `AppDir` un ambiente Python copiato localmente con `python -m venv --copies`.
+3. Installare le dipendenze Python da `requirements.txt` dentro quel Python locale.
+4. Copiare il gioco e gli asset in `AppDir/usr/share/mice`.
+5. Bundlare le librerie native richieste da SDL2 e dai wheel Python dentro `AppDir/usr/lib`.
+6. Usare `AppRun` per esportare `LD_LIBRARY_PATH`, `MICE_PROJECT_ROOT` e `MICE_DATA_DIR` prima del lancio di `rats.py`.
+7. Generare il file finale con `appimagetool`.
+
+## Perche costruire nativamente su ARM
+
+- Un AppImage deve contenere binari della stessa architettura del target.
+- `PySDL2`, `numpy` e `Pillow` portano con se librerie native o dipendenze native.
+- Il cross-build da `x86_64` a `aarch64` e possibile, ma aumenta molto il rischio di incompatibilita su `glibc`, `libSDL2` e wheel Python.
+
+## Comando di build
+
+Da una macchina Linux `aarch64` con `python3`, `rsync`, `ldd`, `ldconfig` e `appimagetool` disponibili:
+
+```bash
+./packaging/build_appimage_aarch64.sh
+```
+
+Output previsto:
+
+- `dist/AppDir`
+- `dist/Mice-aarch64.AppImage`
+
+## Dipendenze host richieste al builder ARM
+
+Serve un sistema di build ARM con almeno:
+
+- `python3`
+- `python3-venv`
+- `rsync`
+- `glibc` userland standard
+- `appimagetool`
+- librerie di sviluppo/runtime installate sul builder, in particolare:
+ - `libSDL2`
+ - `libSDL2_ttf`
+
+## Test minimi da fare sul target ARM
+
+1. Avvio del gioco da shell.
+2. Caricamento font e immagini.
+3. Riproduzione audio WAV.
+4. Salvataggio punteggi in `~/.local/share/mice/scores.txt`.
+5. Creazione e lettura profili in `~/.local/share/mice/user_profiles.json`.
+6. Cambio livello da `assets/Rat/level.dat`.
+
+## Rischi residui
+
+- La relocazione di un venv copiato dentro AppImage e pratica, ma va verificata sul target reale.
+- Se il target ARM ha un userland molto vecchio, conviene costruire l'AppImage su una distro ARM con `glibc` piu vecchia del target.
+- Se emergono problemi di relocazione del Python del venv, il passo successivo corretto e passare a un Python relocatable tipo `python-build-standalone` mantenendo invariato il launcher.
+
+## File introdotti
+
+- `runtime_paths.py`
+- `packaging/appimage/AppRun`
+- `packaging/appimage/mice.desktop`
+- `packaging/build_appimage_aarch64.sh`
diff --git a/README.md b/README.md
index d88ead1..78a88c7 100644
--- a/README.md
+++ b/README.md
@@ -8,6 +8,7 @@ Mice! is a strategic game where players must kill rats with bombs before they re
## Features
- **Maze Generation**: Randomly generated mazes using Depth First Search (DFS) algorithm.
+- **Original Level Support**: Loads the original `level.dat` from `assets/Rat/level.dat` when present and falls back to `maze.json` otherwise.
- **Units**: Different types of units such as rats, bombs, and points with specific behaviors.
- **Graphics**: Custom graphics for maze tiles, units, and effects.
- **Sound Effects**: Audio feedback for various game events.
@@ -72,6 +73,7 @@ The Mice! game engine is built on a modular architecture designed for flexibilit
- **Map Class**: Manages the game world structure
- **Features**:
- Maze data loading and parsing
+ - DAT archive parsing for the original 32 built-in RATS levels
- Collision detection system
- Tile-based world representation
- Pathfinding support for AI units
@@ -238,6 +240,20 @@ Units interact through a centralized collision and event system:
- **Libraries**:
- `numpy` 2.3.4 for vectorized collision detection
- `sdl2` for graphics and window management
+
+## Level Sources
+
+- Preferred source: `assets/Rat/level.dat`
+- Fallback source: `maze.json`
+- Current behavior: the loader can read any level from the DAT archive via `--level N`, while still falling back to `maze.json` when the DAT is unavailable.
+- Tile semantics are now preserved internally from the original format: `0=EMPTY`, `1=WALL`, `2=TUNNEL`.
+- Rendering uses those semantics directly: walls use themed grass/flower tiles, tunnel cells use themed cave tiles, and empty cells remain the generic walkable tunnel floor used by the Python version.
+
+### Run examples
+
+- `python rats.py`
+- `python rats.py --level 7`
+- `python rats.py --map maze.json`
- `Pillow` for image processing
- `uuid` for unique unit identification
- `subprocess` for playing sound effects
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diff --git a/assets/Rat/BMP_TUNNEL.png b/assets/Rat/BMP_TUNNEL.png
index abcfb77..79d2606 100644
Binary files a/assets/Rat/BMP_TUNNEL.png and b/assets/Rat/BMP_TUNNEL.png differ
diff --git a/assets/Rat/BMP_VERMINATORS.bmp b/assets/Rat/BMP_VERMINATORS.bmp
deleted file mode 100755
index cd59b99..0000000
Binary files a/assets/Rat/BMP_VERMINATORS.bmp and /dev/null differ
diff --git a/assets/Rat/BMP_WEWIN.bmp b/assets/Rat/BMP_WEWIN.bmp
deleted file mode 100755
index fc89a45..0000000
Binary files a/assets/Rat/BMP_WEWIN.bmp and /dev/null differ
diff --git a/assets/Rat/BMP_WEWIN.png b/assets/Rat/BMP_WEWIN.png
index 7377ff0..5c22cf2 100644
Binary files a/assets/Rat/BMP_WEWIN.png and b/assets/Rat/BMP_WEWIN.png differ
diff --git a/assets/Rat/intro.png b/assets/Rat/intro.png
new file mode 100644
index 0000000..d1e1b24
Binary files /dev/null and b/assets/Rat/intro.png differ
diff --git a/assets/Rat/level.dat b/assets/Rat/level.dat
new file mode 100644
index 0000000..1da4f89
Binary files /dev/null and b/assets/Rat/level.dat differ
diff --git a/assets/Rat/mine.png b/assets/Rat/mine.png
index 2e123cc..6aa56e2 100644
Binary files a/assets/Rat/mine.png and b/assets/Rat/mine.png differ
diff --git a/engine/controls.py b/engine/controls.py
index 6efb375..49da1c9 100644
--- a/engine/controls.py
+++ b/engine/controls.py
@@ -5,14 +5,18 @@ import random
import os
import json
+from runtime_paths import resolve_bundle_path
+
bindings = {}
-if os.path.exists("conf/keybindings.json"):
- with open("conf/keybindings.json", "r") as f:
+json_bindings_path = resolve_bundle_path("conf/keybindings.json")
+yaml_bindings_path = resolve_bundle_path("conf/keybindings.yaml")
+if os.path.exists(json_bindings_path):
+ with open(json_bindings_path, "r") as f:
bindings = json.load(f)
else:
import yaml
# read yaml config file
- with open("conf/keybindings.yaml", "r") as f:
+ with open(yaml_bindings_path, "r") as f:
bindings = yaml.safe_load(f)
class KeyBindings:
diff --git a/engine/graphics.py b/engine/graphics.py
index 9899394..3771201 100644
--- a/engine/graphics.py
+++ b/engine/graphics.py
@@ -1,48 +1,123 @@
import os
+import random
+
+from engine import maze
+from runtime_paths import bundle_path
class Graphics():
def load_assets(self):
- print("Loading graphics assets...")
- self.tunnel = self.render_engine.load_image("Rat/BMP_TUNNEL.png", surface=True)
- self.grasses = [self.render_engine.load_image(f"Rat/BMP_1_GRASS_{i+1}.png", surface=True) for i in range(4)]
- self.rat_assets = {}
- self.rat_assets_textures = {}
- self.rat_image_sizes = {} # Pre-cache image sizes
- self.bomb_assets = {}
-
- for sex in ["MALE", "FEMALE", "BABY"]:
- self.rat_assets[sex] = {}
- for direction in ["UP", "DOWN", "LEFT", "RIGHT"]:
- self.rat_assets[sex][direction] = self.render_engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128))
-
- # Load textures and pre-cache sizes
- for sex in ["MALE", "FEMALE", "BABY"]:
- self.rat_assets_textures[sex] = {}
- self.rat_image_sizes[sex] = {}
- for direction in ["UP", "DOWN", "LEFT", "RIGHT"]:
- texture = self.render_engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128), surface=False)
- self.rat_assets_textures[sex][direction] = texture
- # Cache size to avoid get_image_size() calls in draw loop
- self.rat_image_sizes[sex][direction] = texture.size
-
- for n in range(5):
- self.bomb_assets[n] = self.render_engine.load_image(f"Rat/BMP_BOMB{n}.png", transparent_color=(128, 128, 128))
- self.assets = {}
- for file in os.listdir("assets/Rat"):
- if file.endswith(".png"):
- self.assets[file[:-4]] = self.render_engine.load_image(f"Rat/{file}", transparent_color=(128, 128, 128))
-
- # Pre-generate blood stain textures pool (optimization)
- print("Pre-generating blood stain pool...")
- self.blood_stain_textures = []
- for _ in range(10):
- blood_surface = self.render_engine.generate_blood_surface()
- blood_texture = self.render_engine.draw_blood_surface(blood_surface, (0, 0))
- if blood_texture:
- self.blood_stain_textures.append(blood_texture)
-
- # Blood layer sprites (instead of regenerating background)
- self.blood_layer_sprites = []
+ theme_index = self.get_theme_index()
+ print(f"[gfx] load_assets requested: level={self.current_level + 1} theme={theme_index}")
+ if not hasattr(self, "theme_assets_cache"):
+ self.theme_assets_cache = {}
+ if not hasattr(self, "blood_layer_sprites"):
+ self.blood_layer_sprites = []
+ if not hasattr(self, "cave_foreground_tiles"):
+ self.cave_foreground_tiles = []
+
+ if not getattr(self, "common_assets_loaded", False):
+ print("Loading graphics assets...")
+ self.rat_assets = {}
+ self.rat_assets_textures = {}
+ self.rat_image_sizes = {}
+ self.bomb_assets = {}
+ self.assets = {}
+
+ for sex in ["MALE", "FEMALE", "BABY"]:
+ self.rat_assets[sex] = {}
+ self.rat_assets_textures[sex] = {}
+ self.rat_image_sizes[sex] = {}
+ for direction in ["UP", "DOWN", "LEFT", "RIGHT"]:
+ self.rat_assets[sex][direction] = self.render_engine.load_image(
+ f"Rat/BMP_{sex}_{direction}.png",
+ transparent_color=((125, 125, 125), (128, 128, 128)),
+ )
+ texture = self.render_engine.load_image(
+ f"Rat/BMP_{sex}_{direction}.png",
+ transparent_color=((125, 125, 125), (128, 128, 128)),
+ surface=False,
+ )
+ self.rat_assets_textures[sex][direction] = texture
+ self.rat_image_sizes[sex][direction] = texture.size
+
+ for n in range(5):
+ self.bomb_assets[n] = self.render_engine.load_image(
+ f"Rat/BMP_BOMB{n}.png",
+ transparent_color=((125, 125, 125), (128, 128, 128)),
+ )
+
+ rat_asset_dir = bundle_path("assets", "Rat")
+ for file in os.listdir(rat_asset_dir):
+ if file.endswith(".png"):
+ self.assets[file[:-4]] = self.render_engine.load_image(
+ f"Rat/{file}",
+ transparent_color=((125, 125, 125), (128, 128, 128)),
+ )
+
+ print("Pre-generating blood stain pool...")
+ self.blood_stain_textures = []
+ for _ in range(10):
+ blood_surface = self.render_engine.generate_blood_surface()
+ blood_texture = self.render_engine.draw_blood_surface(blood_surface, (0, 0))
+ if blood_texture:
+ self.blood_stain_textures.append(blood_texture)
+
+ self.common_assets_loaded = True
+ print("[gfx] common assets loaded")
+ else:
+ print("[gfx] common assets cache hit")
+
+ if theme_index not in self.theme_assets_cache:
+ print(f"Loading theme assets {theme_index}...")
+ self.theme_assets_cache[theme_index] = {
+ "floor_tile": self.render_engine.create_color_surface((128, 128, 128)),
+ "tunnel": self.render_engine.load_image("Rat/BMP_TUNNEL.png", surface=True),
+ "grasses": [
+ self.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png", surface=True)
+ for i in range(4)
+ ],
+ "flowers": [
+ self.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png", surface=True)
+ for i in range(4)
+ ],
+ "caves": {
+ direction: self.render_engine.load_image(
+ f"Rat/BMP_{theme_index}_CAVE_{direction}.png",
+ transparent_color=((125, 125, 125), (128, 128, 128)),
+ surface=False,
+ )
+ for direction in ["UP", "DOWN", "LEFT", "RIGHT"]
+ },
+ "edges": {
+ direction: self.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
+ for direction in ["N", "S", "E", "W"]
+ },
+ "corners": {
+ direction: self.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
+ for direction in ["NE", "NW", "SE", "SW"]
+ },
+ "inner_corners": {
+ direction: self.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
+ for direction in ["EN", "ES", "WN", "WS"]
+ },
+ }
+ print(f"[gfx] theme cache miss -> loaded theme {theme_index}")
+ else:
+ print(f"[gfx] theme cache hit -> reusing theme {theme_index}")
+
+ self.loaded_theme_index = theme_index
+ theme_assets = self.theme_assets_cache[theme_index]
+ self.floor_tile = theme_assets["floor_tile"]
+ self.tunnel = theme_assets["tunnel"]
+ self.grasses = theme_assets["grasses"]
+ self.flowers = theme_assets["flowers"]
+ self.caves = theme_assets["caves"]
+ self.edges = theme_assets["edges"]
+ self.corners = theme_assets["corners"]
+ self.inner_corners = theme_assets["inner_corners"]
+
+ def get_theme_index(self):
+ return self.current_level % 32 // 8 + 1
@@ -50,12 +125,16 @@ class Graphics():
def draw_maze(self):
if self.background_texture is None:
- print("Generating background texture")
+ print(f"[gfx] generating background texture for level={self.current_level + 1} theme={self.loaded_theme_index}")
self.regenerate_background()
self.render_engine.draw_background(self.background_texture)
# Draw blood layer as sprites (optimized - no background regeneration)
self.draw_blood_layer()
+
+ def draw_cave_foreground(self):
+ for surface, x, y in self.cave_foreground_tiles:
+ self.render_engine.draw_image(x, y, surface, anchor="nw", tag="cave")
def draw_blood_layer(self):
"""Draw all blood stains as sprites overlay (optimized)"""
@@ -65,19 +144,136 @@ class Graphics():
def regenerate_background(self):
"""Generate or regenerate the background texture (static - no blood stains)"""
texture_tiles = []
- for y, row in enumerate(self.map.matrix):
+ self.cave_foreground_tiles = []
+ half_cell = self.cell_size // 2
+
+ def draw(surface, x, y):
+ texture_tiles.append((surface, x, y))
+
+ def draw_cave(surface, x, y):
+ self.cave_foreground_tiles.append((surface, x, y))
+
+ def occupied(x, y):
+ return self.map.in_bounds(x, y) and self.map.get_cell(x, y) != maze.MAP_EMPTY
+
+ def is_tunnel(x, y):
+ return self.map.in_bounds(x, y) and self.map.get_cell(x, y) == maze.MAP_TUNNEL
+
+ def random_wall():
+ return random.choice(self.grasses)
+
+ def random_flower():
+ return random.choice(self.flowers)
+
+ for y, row in enumerate(self.map.tiles):
for x, cell in enumerate(row):
- variant = x*y % 4
- tile = self.grasses[variant] if cell else self.tunnel
- texture_tiles.append((tile, x*self.cell_size, y*self.cell_size))
+ px = x * self.cell_size
+ py = y * self.cell_size
+
+ if cell == maze.MAP_EMPTY:
+ continue
+
+ if cell == maze.MAP_WALL:
+ if x == 0 or y == 0 or x == self.map.width - 1 or y == self.map.height - 1:
+ draw(random_wall(), px, py)
+
+ if x > 0 and y > 0 and (not occupied(x - 1, y - 1) or not occupied(x, y - 1) or not occupied(x - 1, y)):
+ north = occupied(x, y - 1)
+ west = occupied(x - 1, y)
+ if north or west:
+ if north and west:
+ draw(self.inner_corners["WN"], px, py)
+ elif north and not west:
+ draw(self.edges["W"], px, py)
+ else:
+ draw(self.edges["N"], px, py)
+ else:
+ draw(self.corners["NW"], px, py)
+
+ if y < self.map.height - 1 and x < self.map.width - 1:
+ south = occupied(x, y + 1)
+ east = occupied(x + 1, y)
+ southeast = occupied(x + 1, y + 1)
+ if southeast and south and east:
+ if (
+ random.randrange(10) != 0
+ or x == 0
+ or y == 0
+ or x == self.map.width - 2
+ or y == self.map.height - 2
+ or is_tunnel(x + 1, y)
+ or is_tunnel(x, y + 1)
+ or is_tunnel(x + 1, y + 1)
+ ):
+ draw(random_wall(), px + half_cell, py + half_cell)
+ else:
+ draw(random_flower(), px + half_cell, py + half_cell)
+ elif south or east:
+ if south and east:
+ draw(self.inner_corners["ES"], px + half_cell, py + half_cell)
+ elif south and not east:
+ draw(self.edges["E"], px + half_cell, py + half_cell)
+ else:
+ draw(self.edges["S"], px + half_cell, py + half_cell)
+ else:
+ draw(self.corners["SE"], px + half_cell, py + half_cell)
+
+ if y > 0 and x < self.map.width - 1 and (not occupied(x + 1, y - 1) or not occupied(x, y - 1) or not occupied(x + 1, y)):
+ north = occupied(x, y - 1)
+ east = occupied(x + 1, y)
+ if north or east:
+ if north and east:
+ draw(self.inner_corners["EN"], px + half_cell, py)
+ elif north and not east:
+ draw(self.edges["E"], px + half_cell, py)
+ else:
+ draw(self.edges["N"], px + half_cell, py)
+ else:
+ draw(self.corners["NE"], px + half_cell, py)
+
+ if y < self.map.height - 1 and x > 0 and (not occupied(x - 1, y + 1) or not occupied(x, y + 1) or not occupied(x - 1, y)):
+ south = occupied(x, y + 1)
+ west = occupied(x - 1, y)
+ if south or west:
+ if south and west:
+ draw(self.inner_corners["WS"], px, py + half_cell)
+ elif south and not west:
+ draw(self.edges["W"], px, py + half_cell)
+ else:
+ draw(self.edges["S"], px, py + half_cell)
+ else:
+ draw(self.corners["SW"], px, py + half_cell)
+
+ elif cell == maze.MAP_TUNNEL:
+ above = occupied(x, y - 1)
+ below = occupied(x, y + 1)
+ left = occupied(x - 1, y)
+ right = occupied(x + 1, y)
+
+ if above:
+ if below:
+ if left:
+ if right:
+ if random.randrange(10) != 0:
+ draw(random_wall(), px + half_cell, py + half_cell)
+ else:
+ draw(random_flower(), px + half_cell, py + half_cell)
+ else:
+ draw_cave(self.caves["RIGHT"], px, py)
+ else:
+ draw(self.grasses[0], px + half_cell, py + half_cell)
+ draw_cave(self.caves["LEFT"], px, py)
+ else:
+ draw_cave(self.caves["DOWN"], px, py)
+ else:
+ draw(self.grasses[0], px + half_cell, py + half_cell)
+ draw_cave(self.caves["UP"], px, py)
# Blood stains now handled separately as overlay layer
- self.background_texture = self.render_engine.create_texture(texture_tiles)
+ self.background_texture = self.render_engine.create_texture(texture_tiles, fill_color=(128, 128, 128))
def add_blood_stain(self, position):
"""Add a blood stain as sprite overlay (optimized - no background regeneration)"""
- import random
-
# Pick random blood texture from pre-generated pool
if not self.blood_stain_textures:
return
diff --git a/engine/maze.py b/engine/maze.py
index aa299c7..8378e0c 100644
--- a/engine/maze.py
+++ b/engine/maze.py
@@ -1,13 +1,124 @@
import json
+from pathlib import Path
+
+
+LEVELS_PER_DAT_FILE = 32
+LEVEL_WIDTH = 32
+LEVEL_HEIGHT = 32
+LEVEL_SIZE = LEVEL_WIDTH * LEVEL_HEIGHT
+EXPECTED_DAT_SIZE = LEVELS_PER_DAT_FILE * LEVEL_SIZE
+PROJECT_ROOT = Path(__file__).resolve().parent.parent
+DEFAULT_DAT_PATH = PROJECT_ROOT / "assets" / "Rat" / "level.dat"
+DEFAULT_JSON_PATH = PROJECT_ROOT / "maze.json"
+MAP_EMPTY = 0
+MAP_WALL = 1
+MAP_TUNNEL = 2
+
+
+def get_default_map_source():
+ if DEFAULT_DAT_PATH.exists():
+ return DEFAULT_DAT_PATH
+ return DEFAULT_JSON_PATH
+
class Map:
"""Classe che rappresenta la mappa del labirinto."""
- def __init__(self, maze_file):
- with open(maze_file, 'r') as file:
- self.matrix = json.load(file)
- self.height = len(self.matrix)
- self.width = len(self.matrix[0])
-
+
+ def __init__(self, maze_file=None, level_index=0):
+ self.source_path = self._resolve_source_path(maze_file)
+ self.level_index = level_index
+ self.tiles = self._load_tiles(self.source_path, level_index)
+ self.matrix = [
+ [cell == MAP_WALL for cell in row]
+ for row in self.tiles
+ ]
+ self.height = len(self.tiles)
+ self.width = len(self.tiles[0])
+
+ def _resolve_source_path(self, maze_file):
+ if maze_file is None:
+ return get_default_map_source()
+
+ candidate = Path(maze_file)
+ if candidate.is_absolute():
+ return candidate
+
+ if candidate.exists():
+ return candidate.resolve()
+
+ project_candidate = PROJECT_ROOT / candidate
+ if project_candidate.exists():
+ return project_candidate
+
+ return project_candidate
+
+ def _load_tiles(self, source_path, level_index):
+ suffix = source_path.suffix.lower()
+ if suffix == ".dat":
+ return self._load_dat_level(source_path, level_index)
+ return self._load_json_level(source_path)
+
+ def _load_json_level(self, source_path):
+ with source_path.open("r", encoding="utf-8") as file:
+ matrix = json.load(file)
+ return [
+ [MAP_WALL if cell else MAP_TUNNEL for cell in row]
+ for row in matrix
+ ]
+
+ def _load_dat_level(self, source_path, level_index):
+ raw_data = source_path.read_bytes()
+ if len(raw_data) != EXPECTED_DAT_SIZE:
+ raise ValueError(
+ f"Invalid DAT size for {source_path}: expected {EXPECTED_DAT_SIZE} bytes, got {len(raw_data)}"
+ )
+
+ normalized_level = level_index % LEVELS_PER_DAT_FILE
+ level_offset = normalized_level * LEVEL_SIZE
+ level_data = raw_data[level_offset:level_offset + LEVEL_SIZE]
+
+ matrix = []
+ for row in range(LEVEL_HEIGHT):
+ row_start = row * LEVEL_WIDTH
+ raw_row = level_data[row_start:row_start + LEVEL_WIDTH]
+ matrix.append(list(raw_row))
+ return matrix
+
+ def in_bounds(self, x, y):
+ return 0 <= x < self.width and 0 <= y < self.height
+
+ def get_cell(self, x, y):
+ return self.tiles[y][x]
+
def is_wall(self, x, y):
"""Restituisce True se la cella è un muro, False altrimenti."""
- return self.matrix[y][x]
\ No newline at end of file
+ return self.matrix[y][x]
+
+ def is_traversable(self, x, y):
+ return self.get_cell(x, y) != MAP_WALL
+
+ def is_empty(self, x, y):
+ return self.get_cell(x, y) == MAP_EMPTY
+
+ def is_tunnel(self, x, y):
+ return self.get_cell(x, y) == MAP_TUNNEL
+
+ def get_tunnel_direction(self, x, y):
+ directions = [
+ ("UP", 0, -1),
+ ("DOWN", 0, 1),
+ ("LEFT", -1, 0),
+ ("RIGHT", 1, 0),
+ ]
+ traversable_neighbors = []
+ for direction, dx, dy in directions:
+ nx = x + dx
+ ny = y + dy
+ if self.in_bounds(nx, ny) and self.is_traversable(nx, ny):
+ traversable_neighbors.append(direction)
+
+ if len(traversable_neighbors) == 1:
+ return traversable_neighbors[0]
+ if traversable_neighbors:
+ return traversable_neighbors[0]
+ return "UP"
\ No newline at end of file
diff --git a/engine/scoring.py b/engine/scoring.py
index ab9ccf6..57c0e65 100644
--- a/engine/scoring.py
+++ b/engine/scoring.py
@@ -1,13 +1,18 @@
import datetime
+from runtime_paths import persistent_data_path
+
+
+SCORES_FILE = persistent_data_path("scores.txt", default_text="")
+
class Scoring:
# ==================== SCORING ====================
def save_score(self):
# Save to traditional scores.txt file
- with open("scores.txt", "a") as f:
+ with SCORES_FILE.open("a", encoding="utf-8") as f:
player_name = getattr(self, 'profile_integration', None)
if player_name and hasattr(player_name, 'get_profile_name'):
name = player_name.get_profile_name()
@@ -19,7 +24,7 @@ class Scoring:
def read_score(self):
table = []
try:
- with open("scores.txt") as f:
+ with SCORES_FILE.open(encoding="utf-8") as f:
rows = f.read().splitlines()
for row in rows:
parts = row.split(" - ")
diff --git a/engine/sdl2.py b/engine/sdl2.py
index 324bd0f..a8f326f 100644
--- a/engine/sdl2.py
+++ b/engine/sdl2.py
@@ -9,6 +9,8 @@ from sdl2.ext.compat import byteify
from sdl2 import SDL_AudioSpec
from PIL import Image
+from runtime_paths import resolve_bundle_path
+
class GameWindow:
def __init__(self, width, height, cell_size, title="Default", key_callback=None):
@@ -93,9 +95,12 @@ class GameWindow:
# TEXTURE & IMAGE METHODS
# ======================
- def create_texture(self, tiles: list):
+ def create_texture(self, tiles: list, fill_color=None):
"""Create a texture from a list of tiles"""
bg_surface = sdl2.SDL_CreateRGBSurface(0, self.width, self.height, 32, 0, 0, 0, 0)
+ if fill_color is not None:
+ mapped_color = sdl2.SDL_MapRGB(bg_surface.contents.format, *fill_color)
+ sdl2.SDL_FillRect(bg_surface, None, mapped_color)
for tile in tiles:
dstrect = sdl2.SDL_Rect(tile[1], tile[2], self.cell_size, self.cell_size)
sdl2.SDL_BlitSurface(tile[0], None, bg_surface, dstrect)
@@ -103,30 +108,42 @@ class GameWindow:
sdl2.SDL_FreeSurface(bg_surface)
return bg_texture
+ def create_color_surface(self, color, width=None, height=None):
+ """Create a solid color surface matching the current cell size by default."""
+ width = width or self.cell_size
+ height = height or self.cell_size
+ image = Image.new("RGBA", (width, height), (*color, 255))
+ return sdl2.ext.pillow_to_surface(image)
+
def load_image(self, path, transparent_color=None, surface=False):
"""Load and process an image with optional transparency and scaling"""
- image_path = os.path.join("assets", path)
+ image_path = resolve_bundle_path(os.path.join("assets", path))
image = Image.open(image_path)
# Handle transparency
if transparent_color:
image = image.convert("RGBA")
+ # Support single color tuple or sequence of color tuples
+ if isinstance(transparent_color[0], int):
+ color_set = {transparent_color}
+ else:
+ color_set = set(transparent_color)
datas = image.getdata()
- new_data = []
- for item in datas:
- if item[:3] == transparent_color:
- new_data.append((255, 255, 255, 0))
- else:
- new_data.append(item)
+ new_data = [
+ (255, 255, 255, 0) if item[:3] in color_set else item
+ for item in datas
+ ]
image.putdata(new_data)
- # Scale image
- scale = self.cell_size // 20
- image = image.resize((image.width * scale, image.height * scale), Image.NEAREST)
+ # Scale image: tiles are now 64px (was 20px), multiply by 5/8 to reach cell_size (40px)
+ image = image.resize((image.width * 5 // 8, image.height * 5 // 8), Image.NEAREST)
if surface:
return sdl2.ext.pillow_to_surface(image)
- return self.factory.from_surface(sdl2.ext.pillow_to_surface(image))
+ temp_surface = sdl2.ext.pillow_to_surface(image)
+ texture = self.factory.from_surface(temp_surface)
+ sdl2.SDL_FreeSurface(temp_surface)
+ return texture
def get_image_size(self, image):
"""Get the size of an image sprite"""
@@ -139,8 +156,9 @@ class GameWindow:
def generate_fonts(self, font_file):
"""Generate font managers for different sizes"""
fonts = {}
+ font_path = str(resolve_bundle_path(font_file))
for i in range(10, 70, 1):
- fonts.update({i: sdl2.ext.FontManager(font_path=font_file, size=i)})
+ fonts.update({i: sdl2.ext.FontManager(font_path=font_path, size=i)})
return fonts
# ======================
@@ -166,10 +184,23 @@ class GameWindow:
"""Draw background texture with current view offset"""
self.renderer.copy(bg_texture, dstrect=sdl2.SDL_Rect(self.w_offset, self.h_offset, self.width, self.height))
- def draw_image(self, x, y, sprite, tag=None, anchor="nw"):
+ def draw_image(self, x, y, sprite, tag=None, anchor="nw", source_rect=None, dest_size=None):
"""Draw an image sprite at specified coordinates"""
if not self.is_in_visible_area(x, y):
return
+ if source_rect is not None:
+ src_x, src_y, src_w, src_h = (int(value) for value in source_rect)
+ dst_w, dst_h = dest_size or (src_w, src_h)
+ dstrect = sdl2.SDL_Rect(
+ int(x + self.w_offset),
+ int(y + self.h_offset),
+ int(dst_w),
+ int(dst_h),
+ )
+ srcrect = sdl2.SDL_Rect(src_x, src_y, src_w, src_h)
+ self.renderer.copy(sprite, srcrect=srcrect, dstrect=dstrect)
+ return
+
sprite.position = (x + self.w_offset, y + self.h_offset)
self.renderer.copy(sprite, dstrect=sprite.position)
@@ -230,17 +261,20 @@ class GameWindow:
if line.strip(): # Only draw non-empty lines
self.draw_text(line.strip(), self.fonts[self.target_size[1]//35],
("center", base_y + i * line_height), sdl2.ext.Color(0, 0, 0))
+ image_bottom_y = base_y + len(subtitle_lines) * line_height
# Draw scores if provided - position at bottom
if scores := kwargs.get("scores"):
- scores_start_y = self.target_size[1] * 3 // 4 # Bottom quarter of screen
+ scores_start_y = min(image_bottom_y + 25, self.target_size[1] - 160)
sprite = self.factory.from_text("High Scores:", color=sdl2.ext.Color(0, 0, 0),
fontmanager=self.fonts[self.target_size[1]//25])
sprite.position = (self.target_size[0] // 2 - sprite.size[0] // 2, scores_start_y)
self.renderer.copy(sprite, dstrect=sprite.position)
for i, score in enumerate(scores[:5]):
- if len(score) >= 4: # New format: date, score, name, device
+ if isinstance(score, dict):
+ score_text = f"{score.get('user_id', 'Guest')}: {score.get('best_score', 0)} pts"
+ elif len(score) >= 4: # New format: date, score, name, device
score_text = f"{score[2]}: {score[1]} pts ({score[3]})"
elif len(score) >= 3: # Medium format: date, score, name
score_text = f"{score[2]}: {score[1]} pts"
@@ -317,22 +351,16 @@ class GameWindow:
def scroll_view(self, pointer):
"""Adjust the view offset based on pointer coordinates"""
- x, y = pointer
-
- # Scale down and invert coordinates
- x = -(x // 2) * self.cell_size
- y = -(y // 2) * self.cell_size
-
- # Clamp horizontal offset to valid range
- if x <= self.max_w_offset + self.cell_size:
- x = self.max_w_offset
-
- # Clamp vertical offset to valid range
- if y < self.max_h_offset:
- y = self.max_h_offset
+ cell_x, cell_y = pointer
+
+ pointer_x = cell_x * self.cell_size
+ pointer_y = cell_y * self.cell_size
+
+ desired_w_offset = (self.target_size[0] - self.cell_size) // 2 - pointer_x
+ desired_h_offset = (self.target_size[1] - self.cell_size) // 2 - pointer_y
- self.w_offset = x
- self.h_offset = y
+ self.w_offset = max(self.max_w_offset, min(0, desired_w_offset))
+ self.h_offset = max(self.max_h_offset, min(0, desired_h_offset))
# Update cached bounds when viewport changes
self._update_viewport_bounds()
@@ -354,7 +382,7 @@ class GameWindow:
"""Play a sound file on the specified audio channel"""
if not self.audio:
return
- sound_path = os.path.join("sound", sound_file)
+ sound_path = str(resolve_bundle_path(os.path.join("sound", sound_file)))
rw = sdl2.SDL_RWFromFile(byteify(sound_path, "utf-8"), b"rb")
if not rw:
raise RuntimeError("Failed to open sound file")
@@ -450,6 +478,93 @@ class GameWindow:
delay = max(0, self.delay - round(self.performance))
sdl2.SDL_Delay(delay)
+ # ======================
+ # INTRO SCREEN
+ # ======================
+
+ def show_intro(self, path, duration_ms=2000, fade_ms=500, crop_center_y=520):
+ """Show a fullscreen intro image with fade-in/out from black. Skip on keypress.
+
+ SDL scales the image to target width (proportional height), then crops
+ vertically around crop_center_y. No PIL resize — scaling is done by SDL
+ via srcrect/dstrect.
+ """
+ img = Image.open(resolve_bundle_path(path)).convert("RGBA")
+ tw, th = self.target_size
+ iw, ih = img.size
+
+ # Compute scaled height at target width (aspect-correct), keep in source space
+ scaled_h = int(ih * tw / iw)
+
+ # Crop window in scaled coords, mapped back to source coords for srcrect
+ crop_y_scaled = max(0, min(crop_center_y - th // 2, scaled_h - th))
+ src_y = int(crop_y_scaled * ih / scaled_h)
+ src_h = max(1, int(th * ih / scaled_h))
+
+ surface = sdl2.ext.pillow_to_surface(img)
+ texture = self.factory.from_surface(surface)
+ sdl2.SDL_FreeSurface(surface)
+ srcrect = sdl2.SDL_Rect(0, src_y, iw, src_h)
+ dstrect = sdl2.SDL_Rect(0, 0, tw, th)
+
+ start = sdl2.SDL_GetTicks()
+ skipped = False
+ while True:
+ elapsed = sdl2.SDL_GetTicks() - start
+ if elapsed >= duration_ms:
+ break
+
+ # Compute black overlay alpha for fade-in / fade-out
+ if elapsed < fade_ms:
+ overlay_alpha = int(255 * (1.0 - elapsed / fade_ms))
+ elif elapsed > duration_ms - fade_ms:
+ overlay_alpha = int(255 * (elapsed - (duration_ms - fade_ms)) / fade_ms)
+ else:
+ overlay_alpha = 0
+
+ self.renderer.clear()
+ self.renderer.copy(texture, srcrect=srcrect, dstrect=dstrect)
+ if overlay_alpha > 0:
+ sdl2.SDL_SetRenderDrawBlendMode(
+ self.renderer.sdlrenderer, sdl2.SDL_BLENDMODE_BLEND)
+ sdl2.SDL_SetRenderDrawColor(
+ self.renderer.sdlrenderer, 0, 0, 0, overlay_alpha)
+ sdl2.SDL_RenderFillRect(self.renderer.sdlrenderer, None)
+ self.renderer.present()
+ sdl2.SDL_Delay(16)
+
+ for event in sdl2.ext.get_events():
+ if event.type == sdl2.SDL_QUIT:
+ self.running = False
+ return
+ elif event.type in (sdl2.SDL_KEYDOWN, sdl2.SDL_JOYBUTTONDOWN):
+ skipped = True
+
+ if skipped:
+ break
+
+ # Fade to black before returning (fast if skipped, already there if natural end)
+ fade_out_ms = fade_ms // 2 if skipped else 0
+ if fade_out_ms > 0:
+ fade_start = sdl2.SDL_GetTicks()
+ while True:
+ elapsed = sdl2.SDL_GetTicks() - fade_start
+ if elapsed >= fade_out_ms:
+ break
+ alpha = int(255 * elapsed / fade_out_ms)
+ self.renderer.clear()
+ self.renderer.copy(texture, srcrect=srcrect, dstrect=dstrect)
+ sdl2.SDL_SetRenderDrawBlendMode(
+ self.renderer.sdlrenderer, sdl2.SDL_BLENDMODE_BLEND)
+ sdl2.SDL_SetRenderDrawColor(self.renderer.sdlrenderer, 0, 0, 0, alpha)
+ sdl2.SDL_RenderFillRect(self.renderer.sdlrenderer, None)
+ self.renderer.present()
+ sdl2.SDL_Delay(16)
+
+ # Final black frame
+ self.renderer.clear()
+ self.renderer.present()
+
# ======================
# SPECIAL EFFECTS
# ======================
diff --git a/engine/unit_manager.py b/engine/unit_manager.py
index 74fe2c9..91aa8c5 100644
--- a/engine/unit_manager.py
+++ b/engine/unit_manager.py
@@ -5,6 +5,20 @@ from units import gas, rat, bomb, mine
class UnitManager:
+ def _spawnable_rat_positions(self):
+ positions = []
+ for y in range(1, self.map.height - 1):
+ for x in range(1, self.map.width - 1):
+ if not self.map.is_empty(x, y):
+ continue
+ for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
+ nx = x + dx
+ ny = y + dy
+ if self.map.in_bounds(nx, ny) and self.map.is_empty(nx, ny):
+ positions.append((x, y))
+ break
+ return positions
+
def has_weapon_at(self, position):
"""Check if there's a weapon (bomb, gas, mine) at the given position"""
for unit in self.units.values():
@@ -13,6 +27,16 @@ class UnitManager:
if isinstance(unit, (bomb.Timer, bomb.NuclearBomb, gas.Gas, mine.Mine)):
return True
return False
+
+ def can_place_weapon_at(self, position):
+ x, y = position
+ if not self.map.in_bounds(x, y):
+ return False
+ if not self.map.is_empty(x, y):
+ return False
+ if self.has_weapon_at(position):
+ return False
+ return True
def count_rats(self):
count = 0
@@ -22,7 +46,7 @@ class UnitManager:
return count
def spawn_gas(self, parent_id=None):
- if self.map.is_wall(self.pointer[0], self.pointer[1]):
+ if not self.can_place_weapon_at(self.pointer):
return
if self.ammo["gas"]["count"] <= 0:
return
@@ -33,23 +57,33 @@ class UnitManager:
def spawn_rat(self, position=None):
if position is None:
position = self.choose_start()
+ if position is None:
+ print("[flow] spawn_rat aborted: no valid spawn position", flush=True)
+ return
+
+ print(f"[flow] spawn_rat using position={position}", flush=True)
# Don't spawn rats on top of weapons
if self.has_weapon_at(position):
# Try nearby positions
for dx, dy in [(0,1), (1,0), (0,-1), (-1,0), (1,1), (-1,-1), (1,-1), (-1,1)]:
alt_pos = (position[0] + dx, position[1] + dy)
- if not self.map.is_wall(alt_pos[0], alt_pos[1]) and not self.has_weapon_at(alt_pos):
+ if not self.map.in_bounds(alt_pos[0], alt_pos[1]):
+ continue
+ if self.map.is_empty(alt_pos[0], alt_pos[1]) and not self.has_weapon_at(alt_pos):
position = alt_pos
break
else:
# All nearby positions blocked, abort spawn
+ print(f"[flow] spawn_rat aborted: weapon blocks spawn near {position}", flush=True)
return
rat_class = rat.Male if random.random() < 0.5 else rat.Female
self.spawn_unit(rat_class, position)
def spawn_bomb(self, position):
+ if not self.can_place_weapon_at(position):
+ return
if self.ammo["bomb"]["count"] <= 0:
return
self.render_engine.play_sound("PUTDOWN.WAV")
@@ -60,7 +94,7 @@ class UnitManager:
"""Spawn a nuclear bomb at the specified position"""
if self.ammo["nuclear"]["count"] <= 0:
return
- if self.map.is_wall(position[0], position[1]):
+ if not self.can_place_weapon_at(position):
return
self.render_engine.play_sound("NUCLEAR.WAV")
self.ammo["nuclear"]["count"] -= 1
@@ -69,7 +103,7 @@ class UnitManager:
def spawn_mine(self, position):
if self.ammo["mine"]["count"] <= 0:
return
- if self.map.is_wall(position[0], position[1]):
+ if not self.can_place_weapon_at(position):
return
self.render_engine.play_sound("PUTDOWN.WAV")
self.ammo["mine"]["count"] -= 1
@@ -83,12 +117,11 @@ class UnitManager:
self.units[id] = unit(self, position, id, **kwargs)
def choose_start(self):
- if not hasattr(self, '_valid_positions'):
- self._valid_positions = [
- (x, y) for y in range(1, self.map.height-1)
- for x in range(1, self.map.width-1)
- if self.map.matrix[y][x]
- ]
+ if not hasattr(self, '_valid_positions') or self._valid_positions is None:
+ self._valid_positions = self._spawnable_rat_positions()
+ print(f"[flow] choose_start computed {len(self._valid_positions)} spawnable cells", flush=True)
+ if not self._valid_positions:
+ return None
return random.choice(self._valid_positions)
def get_unit_by_id(self, id):
diff --git a/engine/user_profile_integration.py b/engine/user_profile_integration.py
index 61061d4..fd52f4c 100644
--- a/engine/user_profile_integration.py
+++ b/engine/user_profile_integration.py
@@ -9,24 +9,22 @@ import uuid
import platform
import hashlib
from datetime import datetime
-from engine.score_api_client import ScoreAPIClient
+
+from runtime_paths import DEFAULT_PROFILE_DATA, persistent_data_path
class UserProfileIntegration:
"""Integration layer between the game and profile system"""
- def __init__(self, profiles_file="user_profiles.json", api_url="http://172.27.23.245:8000"):
- self.profiles_file = profiles_file
+ def __init__(self, profiles_file="user_profiles.json"):
+ self.profiles_file = persistent_data_path(
+ profiles_file,
+ default_text=DEFAULT_PROFILE_DATA,
+ )
self.current_profile = None
self.device_id = self.generate_device_id()
- self.api_client = ScoreAPIClient(api_url)
- self.api_enabled = self.api_client.is_server_available()
+ self.api_enabled = False
self.load_active_profile()
-
- if self.api_enabled:
- print(f"✓ Connected to score server at {api_url}")
- else:
- print(f"✗ Score server not available at {api_url} - running offline")
def generate_device_id(self):
"""Generate a unique device ID based on system information"""
@@ -48,17 +46,12 @@ class UserProfileIntegration:
def load_active_profile(self):
"""Load the currently active profile"""
try:
- with open(self.profiles_file, 'r') as f:
+ with self.profiles_file.open('r', encoding='utf-8') as f:
data = json.load(f)
active_name = data.get('active_profile')
if active_name and active_name in data['profiles']:
self.current_profile = data['profiles'][active_name]
print(f"Loaded profile: {self.current_profile['name']}")
-
- # Sync with API if available
- if self.api_enabled:
- self.sync_profile_with_api()
-
return True
except (FileNotFoundError, json.JSONDecodeError) as e:
print(f"Could not load profile: {e}")
@@ -80,40 +73,9 @@ class UserProfileIntegration:
return self.current_profile['settings'].get(setting_name, default_value)
return default_value
- def sync_profile_with_api(self):
- """Ensure current profile is registered with the API server"""
- if not self.current_profile or not self.api_enabled:
- return False
-
- profile_name = self.current_profile['name']
-
- # Check if user exists on server
- if not self.api_client.user_exists(self.device_id, profile_name):
- print(f"Registering {profile_name} with score server...")
- result = self.api_client.signup_user(self.device_id, profile_name)
- if result.get('success'):
- print(f"✓ {profile_name} registered successfully")
- return True
- else:
- print(f"✗ Failed to register {profile_name}: {result.get('message')}")
- return False
- else:
- print(f"✓ {profile_name} already registered on server")
- return True
-
def register_new_user(self, user_id):
- """Register a new user both locally and on the API server"""
- if not self.api_enabled:
- print("API server not available - user will only be registered locally")
- return True
-
- result = self.api_client.signup_user(self.device_id, user_id)
- if result.get('success'):
- print(f"✓ {user_id} registered with server successfully")
- return True
- else:
- print(f"✗ Failed to register {user_id} with server: {result.get('message')}")
- return False
+ """Registration is handled locally via the profile manager."""
+ return True
def update_game_stats(self, score, completed=True):
"""Update the current profile's game statistics"""
@@ -121,42 +83,23 @@ class UserProfileIntegration:
print("No profile loaded - stats not saved")
return False
- # Submit score to API first if available
- if self.api_enabled:
- profile_name = self.current_profile['name']
- result = self.api_client.submit_score(
- self.device_id,
- profile_name,
- score,
- completed
- )
- if result.get('success'):
- print(f"✓ Score {score} submitted to server successfully")
- # Print server stats if available
- if 'user_stats' in result:
- stats = result['user_stats']
- print(f" Server stats - Games: {stats['total_games']}, Best: {stats['best_score']}")
- else:
- print(f"✗ Failed to submit score to server: {result.get('message')}")
-
try:
# Update local profile
- with open(self.profiles_file, 'r') as f:
+ with self.profiles_file.open('r', encoding='utf-8') as f:
data = json.load(f)
profile_name = self.current_profile['name']
if profile_name in data['profiles']:
profile = data['profiles'][profile_name]
- # Update statistics
- if completed:
- profile['games_played'] += 1
- print(f"Game completed for {profile_name}! Total games: {profile['games_played']}")
-
- profile['total_score'] += score
+ profile['games_played'] += 1
+ profile['total_score'] += max(0, score)
if score > profile['best_score']:
profile['best_score'] = score
print(f"New best score for {profile_name}: {score}!")
+
+ if completed and 'first_win' not in profile['achievements']:
+ profile['achievements'].append('first_win')
profile['last_played'] = datetime.now().isoformat()
@@ -164,7 +107,7 @@ class UserProfileIntegration:
self.current_profile = profile
# Save back to file
- with open(self.profiles_file, 'w') as f:
+ with self.profiles_file.open('w', encoding='utf-8') as f:
json.dump(data, f, indent=2)
print(f"Local profile stats updated: Score +{score}, Total: {profile['total_score']}")
@@ -181,7 +124,7 @@ class UserProfileIntegration:
return False
try:
- with open(self.profiles_file, 'r') as f:
+ with self.profiles_file.open('r', encoding='utf-8') as f:
data = json.load(f)
profile_name = self.current_profile['name']
@@ -192,7 +135,7 @@ class UserProfileIntegration:
profile['achievements'].append(achievement_id)
self.current_profile = profile
- with open(self.profiles_file, 'w') as f:
+ with self.profiles_file.open('w', encoding='utf-8') as f:
json.dump(data, f, indent=2)
print(f"Achievement unlocked for {profile_name}: {achievement_id}")
@@ -220,44 +163,72 @@ class UserProfileIntegration:
return None
def get_device_leaderboard(self, limit=10):
- """Get leaderboard for the current device from API server"""
- if not self.api_enabled:
- print("API server not available - cannot get leaderboard")
- return []
-
- leaderboard = self.api_client.get_leaderboard(self.device_id, limit)
- return leaderboard
+ """Get leaderboard for local profiles on this device."""
+ return self._get_local_leaderboard(limit)
def get_global_leaderboard(self, limit=10):
- """Get global leaderboard across all devices from API server"""
- if not self.api_enabled:
- print("API server not available - cannot get global leaderboard")
- return []
-
- leaderboard = self.api_client.get_global_leaderboard(limit)
- return leaderboard
+ """Global leaderboard falls back to local profiles for this standalone build."""
+ return self._get_local_leaderboard(limit)
def get_all_device_users(self):
- """Get all users registered for this device from API server"""
- if not self.api_enabled:
- print("API server not available - cannot get user list")
- return []
-
- users = self.api_client.get_device_users(self.device_id)
- return users
+ leaderboard = self._get_local_leaderboard(limit=None)
+ return [
+ {
+ 'user_id': entry['user_id'],
+ 'best_score': entry['best_score'],
+ 'total_games': entry['total_games'],
+ 'device_id': entry['device_id'],
+ }
+ for entry in leaderboard
+ ]
def get_user_server_scores(self, user_id=None, limit=10):
- """Get recent scores from server for a user (defaults to current profile)"""
- if not self.api_enabled:
- return []
-
+ """Get recent local scores for a user (defaults to current profile)."""
if user_id is None:
if not self.current_profile:
return []
user_id = self.current_profile['name']
-
- scores = self.api_client.get_user_scores(self.device_id, user_id, limit)
- return scores
+
+ table = []
+ try:
+ score_file_path = persistent_data_path('scores.txt', default_text='')
+ with score_file_path.open(encoding='utf-8') as score_file:
+ for row in score_file.read().splitlines():
+ parts = row.split(' - ')
+ if len(parts) >= 4 and parts[2] == user_id:
+ table.append({
+ 'last_play': parts[0],
+ 'score': int(parts[1]),
+ 'user_id': parts[2],
+ 'device_id': parts[3],
+ })
+ except FileNotFoundError:
+ return []
+
+ table.sort(key=lambda entry: entry['score'], reverse=True)
+ return table[:limit]
+
+ def _get_local_leaderboard(self, limit=10):
+ try:
+ with self.profiles_file.open('r', encoding='utf-8') as profile_file:
+ data = json.load(profile_file)
+ except (FileNotFoundError, json.JSONDecodeError):
+ return []
+
+ entries = []
+ for profile in data.get('profiles', {}).values():
+ entries.append({
+ 'user_id': profile.get('name', 'Unknown'),
+ 'best_score': profile.get('best_score', 0),
+ 'total_games': profile.get('games_played', 0),
+ 'device_id': self.device_id,
+ 'last_play': profile.get('last_played', ''),
+ })
+
+ entries.sort(key=lambda entry: (entry['best_score'], entry['total_games']), reverse=True)
+ if limit is None:
+ return entries
+ return entries[:limit]
def reload_profile(self):
"""Reload the current profile from disk (useful for external profile changes)"""
@@ -293,7 +264,7 @@ def get_global_leaderboard(limit=10):
if __name__ == "__main__":
# Test the integration
- print("Testing User Profile Integration with API...")
+ print("Testing User Profile Integration...")
integration = UserProfileIntegration()
print(f"Device ID: {integration.get_device_id()}")
@@ -311,29 +282,8 @@ if __name__ == "__main__":
sound_volume = integration.get_setting('sound_volume', 50)
print(f"Settings - Difficulty: {difficulty}, Sound: {sound_volume}%")
- # Test API features if connected
- if integration.api_enabled:
- print("\nTesting API features...")
-
- # Get leaderboard
- leaderboard = integration.get_device_leaderboard(5)
- if leaderboard:
- print("Device Leaderboard:")
- for entry in leaderboard:
- print(f" {entry['rank']}. {entry['user_id']}: {entry['best_score']} pts ({entry['total_games']} games)")
- else:
- print("No leaderboard data available")
-
- # Get all users
- users = integration.get_all_device_users()
- print(f"\nTotal users on device: {len(users)}")
- for user in users:
- print(f" {user['user_id']}: Best {user['best_score']}, {user['total_scores']} games")
-
- # Test score submission
- if integration.current_profile:
- print(f"\nTesting score submission for {integration.current_profile['name']}...")
- result = integration.update_game_stats(1234, True)
- print(f"Score update result: {result}")
- else:
- print("API features not available - server offline")
+ leaderboard = integration.get_device_leaderboard(5)
+ if leaderboard:
+ print("Local Leaderboard:")
+ for index, entry in enumerate(leaderboard, start=1):
+ print(f" {index}. {entry['user_id']}: {entry['best_score']} pts ({entry['total_games']} games)")
diff --git a/packaging/appimage/AppRun b/packaging/appimage/AppRun
new file mode 100644
index 0000000..db655e0
--- /dev/null
+++ b/packaging/appimage/AppRun
@@ -0,0 +1,25 @@
+#!/bin/sh
+set -eu
+
+APPDIR=$(CDPATH= cd -- "$(dirname -- "$0")" && pwd)
+VENV_DIR="$APPDIR/usr/opt/python"
+GAME_DIR="$APPDIR/usr/share/mice"
+
+if [ -n "${MICE_DATA_DIR:-}" ]; then
+ DATA_DIR="$MICE_DATA_DIR"
+elif [ -n "${XDG_DATA_HOME:-}" ]; then
+ DATA_DIR="$XDG_DATA_HOME/mice"
+else
+ DATA_DIR="$HOME/.local/share/mice"
+fi
+
+mkdir -p "$DATA_DIR"
+
+export PATH="$VENV_DIR/bin:${PATH:-}"
+export LD_LIBRARY_PATH="$APPDIR/usr/lib${LD_LIBRARY_PATH:+:$LD_LIBRARY_PATH}"
+export MICE_PROJECT_ROOT="$GAME_DIR"
+export MICE_DATA_DIR="$DATA_DIR"
+export PYTHONNOUSERSITE=1
+
+cd "$GAME_DIR"
+exec "$VENV_DIR/bin/python" rats.py "$@"
\ No newline at end of file
diff --git a/packaging/appimage/mice.desktop b/packaging/appimage/mice.desktop
new file mode 100644
index 0000000..2faa912
--- /dev/null
+++ b/packaging/appimage/mice.desktop
@@ -0,0 +1,9 @@
+[Desktop Entry]
+Type=Application
+Name=Mice!
+Comment=Strategic rat extermination game built with Python and SDL2
+Exec=mice
+Icon=mice
+Categories=Game;StrategyGame;
+Terminal=false
+StartupNotify=false
\ No newline at end of file
diff --git a/packaging/build_appimage_aarch64.sh b/packaging/build_appimage_aarch64.sh
new file mode 100644
index 0000000..c780e46
--- /dev/null
+++ b/packaging/build_appimage_aarch64.sh
@@ -0,0 +1,136 @@
+#!/usr/bin/env bash
+set -euo pipefail
+
+ROOT_DIR=$(CDPATH= cd -- "$(dirname -- "${BASH_SOURCE[0]}")/.." && pwd)
+DIST_DIR="${DIST_DIR:-$ROOT_DIR/dist}"
+APPDIR="${APPDIR:-$DIST_DIR/AppDir}"
+APP_NAME="Mice"
+APP_ID="mice"
+ARCH_EXPECTED="aarch64"
+APPIMAGETOOL_BIN="${APPIMAGETOOL_BIN:-appimagetool}"
+PYTHON_BIN="${PYTHON_BIN:-python3}"
+OUTPUT_APPIMAGE="${OUTPUT_APPIMAGE:-$DIST_DIR/${APP_NAME}-${ARCH_EXPECTED}.AppImage}"
+
+PYTHON_DIR="$APPDIR/usr/opt/python"
+GAME_DIR="$APPDIR/usr/share/mice"
+LIB_DIR="$APPDIR/usr/lib"
+
+require_command() {
+ if ! command -v "$1" >/dev/null 2>&1; then
+ printf 'Missing required command: %s\n' "$1" >&2
+ exit 1
+ fi
+}
+
+find_system_library() {
+ local soname="$1"
+ ldconfig -p | awk -v target="$soname" '$1 == target { print $NF; exit }'
+}
+
+should_bundle_soname() {
+ case "$1" in
+ linux-vdso.so.*|libc.so.*|libm.so.*|libpthread.so.*|libdl.so.*|librt.so.*|libutil.so.*|libresolv.so.*|ld-linux*.so.*)
+ return 1
+ ;;
+ *)
+ return 0
+ ;;
+ esac
+}
+
+copy_dependency_tree() {
+ local binary="$1"
+ local dep
+ local soname
+
+ while IFS= read -r dep; do
+ [ -n "$dep" ] || continue
+ [ -f "$dep" ] || continue
+ soname=$(basename "$dep")
+ if ! should_bundle_soname "$soname"; then
+ continue
+ fi
+ if [ ! -e "$LIB_DIR/$soname" ]; then
+ cp -a "$dep" "$LIB_DIR/$soname"
+ chmod 755 "$LIB_DIR/$soname" || true
+ copy_dependency_tree "$dep"
+ fi
+ done < <(
+ ldd "$binary" 2>/dev/null | awk '
+ /=>/ && $3 ~ /^\// { print $3 }
+ $1 ~ /^\// { print $1 }
+ ' | sort -u
+ )
+}
+
+copy_system_library() {
+ local soname="$1"
+ local path
+ path=$(find_system_library "$soname")
+ if [ -z "$path" ]; then
+ printf 'Unable to locate required system library: %s\n' "$soname" >&2
+ exit 1
+ fi
+ cp -a "$path" "$LIB_DIR/$(basename "$path")"
+ chmod 755 "$LIB_DIR/$(basename "$path")" || true
+ copy_dependency_tree "$path"
+}
+
+printf '==> Checking build prerequisites\n'
+require_command rsync
+require_command "$PYTHON_BIN"
+require_command "$APPIMAGETOOL_BIN"
+require_command ldconfig
+require_command ldd
+
+if [ "$(uname -m)" != "$ARCH_EXPECTED" ]; then
+ printf 'This builder must run on %s. Current architecture: %s\n' "$ARCH_EXPECTED" "$(uname -m)" >&2
+ exit 1
+fi
+
+printf '==> Creating AppDir at %s\n' "$APPDIR"
+rm -rf "$APPDIR"
+mkdir -p "$DIST_DIR" "$LIB_DIR" "$GAME_DIR"
+
+printf '==> Building bundled Python environment with %s\n' "$PYTHON_BIN"
+"$PYTHON_BIN" -m venv --copies "$PYTHON_DIR"
+"$PYTHON_DIR/bin/pip" install --upgrade pip setuptools wheel
+"$PYTHON_DIR/bin/pip" install -r "$ROOT_DIR/requirements.txt"
+
+printf '==> Syncing game files\n'
+rsync -a \
+ --delete \
+ --exclude '.git' \
+ --exclude '.github' \
+ --exclude '.venv' \
+ --exclude '__pycache__' \
+ --exclude '*.pyc' \
+ --exclude '.mypy_cache' \
+ --exclude '.pytest_cache' \
+ --exclude 'build' \
+ --exclude 'dist' \
+ --exclude 'packaging' \
+ "$ROOT_DIR/" "$GAME_DIR/"
+
+rm -f "$GAME_DIR/user_profiles.json" "$GAME_DIR/scores.txt"
+
+printf '==> Installing AppImage metadata\n'
+install -Dm755 "$ROOT_DIR/packaging/appimage/AppRun" "$APPDIR/AppRun"
+install -Dm644 "$ROOT_DIR/packaging/appimage/mice.desktop" "$APPDIR/$APP_ID.desktop"
+install -Dm644 "$ROOT_DIR/packaging/appimage/mice.desktop" "$APPDIR/usr/share/applications/$APP_ID.desktop"
+install -Dm644 "$ROOT_DIR/assets/Rat/BMP_WEWIN.png" "$APPDIR/$APP_ID.png"
+install -Dm644 "$ROOT_DIR/assets/Rat/BMP_WEWIN.png" "$APPDIR/usr/share/icons/hicolor/256x256/apps/$APP_ID.png"
+
+printf '==> Bundling native dependencies\n'
+copy_system_library libSDL2-2.0.so.0
+copy_system_library libSDL2_ttf-2.0.so.0
+copy_dependency_tree "$PYTHON_DIR/bin/python"
+
+while IFS= read -r -d '' candidate; do
+ copy_dependency_tree "$candidate"
+done < <(find "$PYTHON_DIR" -type f \( -name '*.so' -o -name '*.so.*' -o -perm -u+x \) -print0)
+
+printf '==> Building AppImage %s\n' "$OUTPUT_APPIMAGE"
+ARCH="$ARCH_EXPECTED" "$APPIMAGETOOL_BIN" --appimage-extract-and-run "$APPDIR" "$OUTPUT_APPIMAGE"
+
+printf 'AppImage created at %s\n' "$OUTPUT_APPIMAGE"
\ No newline at end of file
diff --git a/profile_manager/profile_data.py b/profile_manager/profile_data.py
index ac4ba92..d4dc5f8 100644
--- a/profile_manager/profile_data.py
+++ b/profile_manager/profile_data.py
@@ -9,9 +9,11 @@ import json
from typing import Dict, List, Optional, Any
from dataclasses import dataclass, asdict
from datetime import datetime
+from pathlib import Path
# Import the user profile integration system
from user_profile_integration import UserProfileIntegration
+from runtime_paths import DEFAULT_PROFILE_DATA, persistent_data_path
@dataclass
@@ -43,7 +45,10 @@ class ProfileDataManager:
"""Core business logic for profile management"""
def __init__(self, profiles_file: str = "user_profiles.json"):
- self.profiles_file = profiles_file
+ self.profiles_file = persistent_data_path(
+ profiles_file,
+ default_text=DEFAULT_PROFILE_DATA,
+ )
self.profiles: Dict[str, UserProfile] = {}
self.active_profile: Optional[str] = None
@@ -60,7 +65,7 @@ class ProfileDataManager:
return True
try:
- with open(self.profiles_file, 'r') as f:
+ with Path(self.profiles_file).open('r', encoding='utf-8') as f:
data = json.load(f)
self.profiles = {
name: UserProfile(**profile_data)
@@ -84,7 +89,7 @@ class ProfileDataManager:
}
try:
- with open(self.profiles_file, 'w') as f:
+ with Path(self.profiles_file).open('w', encoding='utf-8') as f:
json.dump(data, f, indent=2)
return True
except IOError as e:
diff --git a/profile_manager/ui_components.py b/profile_manager/ui_components.py
index 118f751..b59bf1c 100644
--- a/profile_manager/ui_components.py
+++ b/profile_manager/ui_components.py
@@ -10,6 +10,8 @@ from typing import Dict, List, Optional, Tuple, Any
import sdl2
import sdl2.ext
+from runtime_paths import resolve_bundle_path
+
class UIColors:
"""Standard color palette for UI components"""
@@ -47,14 +49,14 @@ class FontManager:
def _find_default_font(self) -> Optional[str]:
"""Find a suitable default font"""
font_paths = [
- "assets/decterm.ttf",
- "./assets/terminal.ttf",
- "./assets/AmaticSC-Regular.ttf"
+ resolve_bundle_path("assets/decterm.ttf"),
+ resolve_bundle_path("assets/terminal.ttf"),
+ resolve_bundle_path("assets/AmaticSC-Regular.ttf"),
]
for path in font_paths:
if os.path.exists(path):
- return path
+ return str(path)
return None
def _initialize_fonts(self):
diff --git a/profile_manager/user_profile_integration.py b/profile_manager/user_profile_integration.py
index 79be36c..2962217 100644
--- a/profile_manager/user_profile_integration.py
+++ b/profile_manager/user_profile_integration.py
@@ -9,24 +9,22 @@ import uuid
import platform
import hashlib
from datetime import datetime
-from score_api_client import ScoreAPIClient
+
+from runtime_paths import DEFAULT_PROFILE_DATA, persistent_data_path
class UserProfileIntegration:
"""Integration layer between the game and profile system"""
- def __init__(self, profiles_file="user_profiles.json", api_url="http://172.27.23.245:8000"):
- self.profiles_file = profiles_file
+ def __init__(self, profiles_file="user_profiles.json"):
+ self.profiles_file = persistent_data_path(
+ profiles_file,
+ default_text=DEFAULT_PROFILE_DATA,
+ )
self.current_profile = None
self.device_id = self.generate_device_id()
- self.api_client = ScoreAPIClient(api_url)
- self.api_enabled = self.api_client.is_server_available()
+ self.api_enabled = False
self.load_active_profile()
-
- if self.api_enabled:
- print(f"✓ Connected to score server at {api_url}")
- else:
- print(f"✗ Score server not available at {api_url} - running offline")
def generate_device_id(self):
"""Generate a unique device ID based on system information"""
@@ -48,17 +46,12 @@ class UserProfileIntegration:
def load_active_profile(self):
"""Load the currently active profile"""
try:
- with open(self.profiles_file, 'r') as f:
+ with self.profiles_file.open('r', encoding='utf-8') as f:
data = json.load(f)
active_name = data.get('active_profile')
if active_name and active_name in data['profiles']:
self.current_profile = data['profiles'][active_name]
print(f"Loaded profile: {self.current_profile['name']}")
-
- # Sync with API if available
- if self.api_enabled:
- self.sync_profile_with_api()
-
return True
except (FileNotFoundError, json.JSONDecodeError) as e:
print(f"Could not load profile: {e}")
@@ -80,40 +73,8 @@ class UserProfileIntegration:
return self.current_profile['settings'].get(setting_name, default_value)
return default_value
- def sync_profile_with_api(self):
- """Ensure current profile is registered with the API server"""
- if not self.current_profile or not self.api_enabled:
- return False
-
- profile_name = self.current_profile['name']
-
- # Check if user exists on server
- if not self.api_client.user_exists(self.device_id, profile_name):
- print(f"Registering {profile_name} with score server...")
- result = self.api_client.signup_user(self.device_id, profile_name)
- if result.get('success'):
- print(f"✓ {profile_name} registered successfully")
- return True
- else:
- print(f"✗ Failed to register {profile_name}: {result.get('message')}")
- return False
- else:
- print(f"✓ {profile_name} already registered on server")
- return True
-
def register_new_user(self, user_id):
- """Register a new user both locally and on the API server"""
- if not self.api_enabled:
- print("API server not available - user will only be registered locally")
- return True
-
- result = self.api_client.signup_user(self.device_id, user_id)
- if result.get('success'):
- print(f"✓ {user_id} registered with server successfully")
- return True
- else:
- print(f"✗ Failed to register {user_id} with server: {result.get('message')}")
- return False
+ return True
def update_game_stats(self, score, completed=True):
"""Update the current profile's game statistics"""
@@ -121,42 +82,23 @@ class UserProfileIntegration:
print("No profile loaded - stats not saved")
return False
- # Submit score to API first if available
- if self.api_enabled:
- profile_name = self.current_profile['name']
- result = self.api_client.submit_score(
- self.device_id,
- profile_name,
- score,
- completed
- )
- if result.get('success'):
- print(f"✓ Score {score} submitted to server successfully")
- # Print server stats if available
- if 'user_stats' in result:
- stats = result['user_stats']
- print(f" Server stats - Games: {stats['total_games']}, Best: {stats['best_score']}")
- else:
- print(f"✗ Failed to submit score to server: {result.get('message')}")
-
try:
# Update local profile
- with open(self.profiles_file, 'r') as f:
+ with self.profiles_file.open('r', encoding='utf-8') as f:
data = json.load(f)
profile_name = self.current_profile['name']
if profile_name in data['profiles']:
profile = data['profiles'][profile_name]
- # Update statistics
- if completed:
- profile['games_played'] += 1
- print(f"Game completed for {profile_name}! Total games: {profile['games_played']}")
-
- profile['total_score'] += score
+ profile['games_played'] += 1
+ profile['total_score'] += max(0, score)
if score > profile['best_score']:
profile['best_score'] = score
print(f"New best score for {profile_name}: {score}!")
+
+ if completed and 'first_win' not in profile['achievements']:
+ profile['achievements'].append('first_win')
profile['last_played'] = datetime.now().isoformat()
@@ -164,7 +106,7 @@ class UserProfileIntegration:
self.current_profile = profile
# Save back to file
- with open(self.profiles_file, 'w') as f:
+ with self.profiles_file.open('w', encoding='utf-8') as f:
json.dump(data, f, indent=2)
print(f"Local profile stats updated: Score +{score}, Total: {profile['total_score']}")
@@ -181,7 +123,7 @@ class UserProfileIntegration:
return False
try:
- with open(self.profiles_file, 'r') as f:
+ with self.profiles_file.open('r', encoding='utf-8') as f:
data = json.load(f)
profile_name = self.current_profile['name']
@@ -192,7 +134,7 @@ class UserProfileIntegration:
profile['achievements'].append(achievement_id)
self.current_profile = profile
- with open(self.profiles_file, 'w') as f:
+ with self.profiles_file.open('w', encoding='utf-8') as f:
json.dump(data, f, indent=2)
print(f"Achievement unlocked for {profile_name}: {achievement_id}")
@@ -220,44 +162,70 @@ class UserProfileIntegration:
return None
def get_device_leaderboard(self, limit=10):
- """Get leaderboard for the current device from API server"""
- if not self.api_enabled:
- print("API server not available - cannot get leaderboard")
- return []
-
- leaderboard = self.api_client.get_leaderboard(self.device_id, limit)
- return leaderboard
+ return self._get_local_leaderboard(limit)
def get_global_leaderboard(self, limit=10):
- """Get global leaderboard across all devices from API server"""
- if not self.api_enabled:
- print("API server not available - cannot get global leaderboard")
- return []
-
- leaderboard = self.api_client.get_global_leaderboard(limit)
- return leaderboard
+ return self._get_local_leaderboard(limit)
def get_all_device_users(self):
- """Get all users registered for this device from API server"""
- if not self.api_enabled:
- print("API server not available - cannot get user list")
- return []
-
- users = self.api_client.get_device_users(self.device_id)
- return users
+ leaderboard = self._get_local_leaderboard(limit=None)
+ return [
+ {
+ 'user_id': entry['user_id'],
+ 'best_score': entry['best_score'],
+ 'total_games': entry['total_games'],
+ 'device_id': entry['device_id'],
+ }
+ for entry in leaderboard
+ ]
def get_user_server_scores(self, user_id=None, limit=10):
- """Get recent scores from server for a user (defaults to current profile)"""
- if not self.api_enabled:
- return []
-
+ """Get recent local scores for a user (defaults to current profile)."""
if user_id is None:
if not self.current_profile:
return []
user_id = self.current_profile['name']
-
- scores = self.api_client.get_user_scores(self.device_id, user_id, limit)
- return scores
+
+ table = []
+ try:
+ score_file_path = persistent_data_path('scores.txt', default_text='')
+ with score_file_path.open(encoding='utf-8') as score_file:
+ for row in score_file.read().splitlines():
+ parts = row.split(' - ')
+ if len(parts) >= 4 and parts[2] == user_id:
+ table.append({
+ 'last_play': parts[0],
+ 'score': int(parts[1]),
+ 'user_id': parts[2],
+ 'device_id': parts[3],
+ })
+ except FileNotFoundError:
+ return []
+
+ table.sort(key=lambda entry: entry['score'], reverse=True)
+ return table[:limit]
+
+ def _get_local_leaderboard(self, limit=10):
+ try:
+ with self.profiles_file.open('r', encoding='utf-8') as profile_file:
+ data = json.load(profile_file)
+ except (FileNotFoundError, json.JSONDecodeError):
+ return []
+
+ entries = []
+ for profile in data.get('profiles', {}).values():
+ entries.append({
+ 'user_id': profile.get('name', 'Unknown'),
+ 'best_score': profile.get('best_score', 0),
+ 'total_games': profile.get('games_played', 0),
+ 'device_id': self.device_id,
+ 'last_play': profile.get('last_played', ''),
+ })
+
+ entries.sort(key=lambda entry: (entry['best_score'], entry['total_games']), reverse=True)
+ if limit is None:
+ return entries
+ return entries[:limit]
def reload_profile(self):
"""Reload the current profile from disk (useful for external profile changes)"""
diff --git a/rats.py b/rats.py
index b7c083d..7a1be0b 100644
--- a/rats.py
+++ b/rats.py
@@ -1,5 +1,6 @@
#!/usr/bin/python3
+import argparse
import random
import os
import json
@@ -8,6 +9,7 @@ from engine import maze, sdl2 as engine, controls, graphics, unit_manager, scori
from engine.collision_system import CollisionSystem
from units import points
from engine.user_profile_integration import UserProfileIntegration
+from runtime_paths import bundle_path
class MiceMaze(
@@ -19,11 +21,13 @@ class MiceMaze(
# ==================== INITIALIZATION ====================
- def __init__(self, maze_file):
+ def __init__(self, maze_file, level_index=0):
# Initialize user profile integration
self.profile_integration = UserProfileIntegration()
+ self.map_source = maze_file
+ self.current_level = level_index
- self.map = maze.Map(maze_file)
+ self.map = maze.Map(maze_file, level_index=level_index)
# Load profile-specific settings
self.audio = self.profile_integration.get_setting('sound_enabled', True)
@@ -31,6 +35,7 @@ class MiceMaze(
self.cell_size = 40
self.full_screen = False
+ self.loaded_theme_index = None
# Initialize render engine with profile-aware title
player_name = self.profile_integration.get_profile_name()
@@ -46,6 +51,7 @@ class MiceMaze(
self.load_assets()
self.render_engine.window.show()
+ self.render_engine.show_intro(bundle_path("assets", "Rat", "intro.png"))
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
self.points = 0
@@ -64,7 +70,9 @@ class MiceMaze(
self.scrolling_direction = None
self.game_status = "start_menu"
+ self.menu_screen = "start"
self.game_end = (False, None)
+ self.run_recorded = False
self.scrolling = False
self.sounds = {}
self.start_game()
@@ -75,14 +83,18 @@ class MiceMaze(
def get_config(self):
configs = {}
- for file in os.listdir("conf"):
+ conf_dir = bundle_path("conf")
+ for file in os.listdir(conf_dir):
if file.endswith(".json"):
- with open(os.path.join("conf", file)) as f:
+ with open(os.path.join(conf_dir, file), encoding="utf-8") as f:
configs[file[:-5]] = json.load(f)
return configs
def start_game(self):
- self.combined_scores = False
+ print(f"[flow] start_game: level={self.current_level + 1}")
+ self._valid_positions = None
+ self.combined_scores = None
+ self.run_recorded = False
self.ammo = {
"bomb": {
"count": 2,
@@ -106,17 +118,116 @@ class MiceMaze(
# Clear blood layer on game start/restart
self.blood_layer_sprites.clear()
+ self.cave_foreground_tiles.clear()
+ self.game_end = (False, None)
+ self.game_status = "start_menu"
+ self.menu_screen = "start"
+ self.units.clear()
+ self.unit_positions.clear()
+ self.unit_positions_before.clear()
+ self.points = 0
+ self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
+ self.scroll_cursor()
for _ in range(5):
self.spawn_rat()
+
+ def load_level(self, level_index, preserve_points=True, show_menu=False, menu_screen=None):
+ next_theme_index = level_index % maze.LEVELS_PER_DAT_FILE // 8 + 1
+ print(
+ f"[flow] load_level requested: target_level={level_index + 1} "
+ f"preserve_points={preserve_points} show_menu={show_menu} menu_screen={menu_screen} "
+ f"current_points={self.points} next_theme={next_theme_index}"
+ )
+ self.current_level = level_index
+ self.map = maze.Map(self.map_source, level_index=level_index)
+ self._valid_positions = None
+ self.collision_system = CollisionSystem(
+ self.cell_size,
+ self.map.width,
+ self.map.height
+ )
+
+ if getattr(self, "loaded_theme_index", None) != next_theme_index:
+ print(
+ f"[flow] theme switch needed: loaded_theme={getattr(self, 'loaded_theme_index', None)} "
+ f"-> next_theme={next_theme_index}"
+ )
+ self.load_assets()
+ else:
+ print(f"[flow] theme unchanged: reusing theme {next_theme_index}")
+ self.units.clear()
+ self.unit_positions.clear()
+ self.unit_positions_before.clear()
+ self.blood_stains = {}
+ self.blood_layer_sprites.clear()
+ self.cave_foreground_tiles.clear()
+ self.background_texture = None
+ self.ammo = {
+ "bomb": {"count": 2, "max": 8},
+ "nuclear": {"count": 1, "max": 1},
+ "mine": {"count": 2, "max": 4},
+ "gas": {"count": 2, "max": 4},
+ }
+ self.combined_scores = None
+ self.game_end = (False, None)
+ self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
+ self.scroll_cursor()
+ if not preserve_points:
+ self.points = 0
+ self.run_recorded = False
+ print("[flow] points reset for new run")
+
+ for spawn_index in range(5):
+ print(f"[flow] spawning rat {spawn_index + 1}/5 for level={self.current_level + 1}", flush=True)
+ self.spawn_rat()
+
+ if show_menu:
+ self.game_status = "start_menu"
+ self.menu_screen = menu_screen or "level_intro"
+ print(f"[flow] level loaded into menu state: menu_screen={self.menu_screen} points={self.points}")
+ else:
+ self.game_status = "game"
+ self.menu_screen = None
+ print(f"[flow] level loaded directly into gameplay: level={self.current_level + 1} points={self.points}")
+
+ def advance_level(self):
+ print(f"[flow] advance_level called from level={self.current_level + 1} points={self.points}")
+ if self.map.source_path.suffix.lower() != ".dat":
+ self.load_level(self.current_level, preserve_points=True, show_menu=True, menu_screen="level_intro")
+ return
+
+ next_level = (self.current_level + 1) % maze.LEVELS_PER_DAT_FILE
+ print(f"[flow] advancing to level={next_level + 1}")
+ self.load_level(next_level, preserve_points=True, show_menu=True, menu_screen="level_intro")
def reset_game(self):
- self.pause = False
- self.game_status = "game"
- self.game_end = (False, None)
- self.units.clear()
- self.points = 0
- self.start_game()
+ print(
+ f"[flow] reset_game called: game_end={self.game_end} game_status={self.game_status} "
+ f"menu_screen={self.menu_screen} points={self.points} level={self.current_level + 1}"
+ )
+ if self.game_end[0]:
+ if self.game_end[1]:
+ print("[flow] reset_game -> post-victory path")
+ self.advance_level()
+ else:
+ print("[flow] reset_game -> restart from level 1 after defeat")
+ self.load_level(0, preserve_points=False, show_menu=False)
+ return
+
+ if self.game_status == "paused":
+ print("[flow] reset_game -> unpausing current level")
+ self.game_status = "game"
+ return
+
+ if self.game_status == "start_menu":
+ print(f"[flow] reset_game -> leaving menu_screen={self.menu_screen} and entering gameplay")
+ self.game_status = "game"
+ self.menu_screen = None
+ return
+
+ print("[flow] reset_game -> hard reload current level")
+ self.load_level(self.current_level, preserve_points=False, show_menu=False)
# ==================== GAME LOGIC ====================
@@ -140,30 +251,36 @@ class MiceMaze(
self.render_engine.dialog("Pause")
return
if self.game_status == "start_menu":
- # Create personalized greeting
- player_name = self.profile_integration.get_profile_name()
- device_id = self.profile_integration.get_device_id()
-
- greeting_title = f"Welcome to Mice, {player_name}!"
-
- # Build subtitle with proper formatting
- subtitle = "A game by Matteo, because he was bored."
- device_line = f"Device: {device_id}"
-
- # Show profile stats if available
- if self.profile_integration.current_profile:
- profile = self.profile_integration.current_profile
- stats_line = f"Best Score: {profile['best_score']} | Games: {profile['games_played']}"
- full_subtitle = f"{subtitle}\n{device_line}\n{stats_line}"
+ if self.menu_screen == "level_intro":
+ self.render_engine.dialog(
+ f"Level {self.current_level + 1}",
+ subtitle=f"Points: {self.points}\nPress Return to begin",
+ image=self.assets["BMP_WEWIN"],
+ )
else:
- full_subtitle = f"{device_line}\nNo profile loaded - playing as guest"
-
- self.render_engine.dialog(greeting_title,
- subtitle=full_subtitle,
- image=self.assets["BMP_WEWIN"])
+ player_name = self.profile_integration.get_profile_name()
+ device_id = self.profile_integration.get_device_id()
+
+ greeting_title = f"Welcome to Mice, {player_name}!"
+ subtitle = "A game by Matteo, because he was bored."
+ device_line = f"Device: {device_id}"
+
+ if self.profile_integration.current_profile:
+ profile = self.profile_integration.current_profile
+ stats_line = f"Best Score: {profile['best_score']} | Games: {profile['games_played']}"
+ full_subtitle = f"{subtitle}\n{device_line}\n{stats_line}\nPress Return to start"
+ else:
+ full_subtitle = f"{device_line}\nNo profile loaded - playing as guest\nPress Return to start"
+
+ self.render_engine.dialog(
+ greeting_title,
+ subtitle=full_subtitle,
+ image=self.assets["BMP_WEWIN"],
+ )
return
self.render_engine.delete_tag("unit")
self.render_engine.delete_tag("effect")
+ self.render_engine.delete_tag("cave")
self.render_engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)
# Clear collision system for new frame
@@ -220,6 +337,8 @@ class MiceMaze(
for unit in self.units.copy().values():
unit.collisions()
unit.draw()
+
+ self.draw_cave_foreground()
self.render_engine.update_status(f"Mice: {self.count_rats()} - Points: {self.points}")
self.refill_ammo()
@@ -234,30 +353,22 @@ class MiceMaze(
def game_over(self):
if self.game_end[0]:
- if not self.combined_scores:
- self.combined_scores = self.profile_integration.get_global_leaderboard(4)
- global_scores = []
-
- for entry in self.combined_scores:
- # Convert to format expected by dialog: [date, score, name, device]
- global_scores.append([
- entry.get('last_play', ''),
- entry.get('best_score', 0),
- entry.get('user_id', 'Unknown'),
-
- ])
+ if self.combined_scores is None:
+ self.combined_scores = self.profile_integration.get_device_leaderboard(5)
if not self.game_end[1]:
self.render_engine.dialog(
"Game Over: Mice are too many!",
image=self.assets["BMP_WEWIN"],
- scores=global_scores
+ subtitle=f"Reached level: {self.current_level + 1}\nPress Return to restart from level 1",
+ scores=self.combined_scores
)
else:
self.render_engine.dialog(
- f"You Win! Points: {self.points}",
+ f"Level {self.current_level + 1} Clear! Points: {self.points}",
image=self.assets["BMP_WEWIN"],
- scores=global_scores
+ subtitle="Press Return for the next level",
+ scores=self.combined_scores
)
@@ -268,9 +379,12 @@ class MiceMaze(
self.render_engine.play_sound("WEWIN.WAV")
self.game_end = (True, False)
self.game_status = "paused"
+ print(f"[flow] defeat reached: rats={count_rats} points={self.points} level={self.current_level + 1}")
- # Track incomplete game in profile
- self.profile_integration.update_game_stats(self.points, completed=False)
+ if not self.run_recorded:
+ self.save_score()
+ self.profile_integration.update_game_stats(self.points, completed=False)
+ self.run_recorded = True
return True
if not count_rats and not any(isinstance(unit, points.Point) for unit in self.units.values()):
@@ -279,19 +393,26 @@ class MiceMaze(
self.render_engine.play_sound("WELLDONE.WAV", tag="effects")
self.game_end = (True, True)
self.game_status = "paused"
-
- # Save score to both traditional file and user profile
- self.save_score()
- self.profile_integration.update_game_stats(self.points, completed=True)
+ self.combined_scores = self.profile_integration.get_device_leaderboard(5)
+ print(f"[flow] victory reached: points={self.points} level={self.current_level + 1}")
return True
-
+def parse_args():
+ parser = argparse.ArgumentParser(description="Run Mice! with DAT or JSON map loading")
+ parser.add_argument("--level", type=int, default=0, help="Level index to load from level.dat (default: 0)")
+ parser.add_argument("--map", dest="map_path", default=None, help="Optional map path override (.dat or .json)")
+ return parser.parse_args()
+
+
if __name__ == "__main__":
+ args = parse_args()
print("Game starting...")
- solver = MiceMaze('maze.json')
+ map_source = args.map_path or maze.get_default_map_source()
+ print(f"Loading map from {map_source} (level {args.level})")
+ solver = MiceMaze(map_source, level_index=args.level)
solver.run()
diff --git a/runtime_paths.py b/runtime_paths.py
new file mode 100644
index 0000000..183b388
--- /dev/null
+++ b/runtime_paths.py
@@ -0,0 +1,58 @@
+from __future__ import annotations
+
+import os
+import shutil
+from pathlib import Path
+
+
+PROJECT_ROOT = Path(__file__).resolve().parent
+DEFAULT_PROFILE_DATA = '{\n "profiles": {},\n "active_profile": null\n}\n'
+
+
+def bundle_path(*parts: str) -> Path:
+ base = Path(os.environ.get("MICE_PROJECT_ROOT", PROJECT_ROOT)).expanduser()
+ return base.joinpath(*parts)
+
+
+def resolve_bundle_path(path_like: str | Path) -> Path:
+ candidate = Path(path_like).expanduser()
+ if candidate.is_absolute():
+ return candidate
+ return bundle_path(*candidate.parts)
+
+
+def data_root() -> Path:
+ override = os.environ.get("MICE_DATA_DIR")
+ if override:
+ root = Path(override).expanduser()
+ else:
+ xdg_data_home = Path(os.environ.get("XDG_DATA_HOME", Path.home() / ".local" / "share"))
+ root = xdg_data_home / "mice"
+ root.mkdir(parents=True, exist_ok=True)
+ return root
+
+
+def persistent_data_path(
+ path_like: str | Path,
+ *,
+ default_source: str | Path | None = None,
+ default_text: str = "",
+) -> Path:
+ candidate = Path(path_like).expanduser()
+ if candidate.is_absolute():
+ target = candidate
+ else:
+ target = data_root().joinpath(*candidate.parts)
+
+ target.parent.mkdir(parents=True, exist_ok=True)
+ if target.exists():
+ return target
+
+ if default_source is not None:
+ source = resolve_bundle_path(default_source)
+ if source.exists() and source != target:
+ shutil.copy2(source, target)
+ return target
+
+ target.write_text(default_text, encoding="utf-8")
+ return target
\ No newline at end of file
diff --git a/tools/generate_svgs.py b/tools/generate_svgs.py
new file mode 100644
index 0000000..5f0adda
--- /dev/null
+++ b/tools/generate_svgs.py
@@ -0,0 +1,864 @@
+#!/usr/bin/env python3
+"""
+Generate SVG vector assets for the *Rats!* game.
+
+Each original 20x20 PNG is reproduced as a clean scalable SVG with smooth
+vector shapes, proper shading, and a 64x64 design grid (wider for UI banners).
+
+Output: assets/Rat/svg/
+"""
+import os, math
+
+BASE_DIR = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
+OUT_DIR = os.path.join(BASE_DIR, "assets", "Rat", "svg")
+os.makedirs(OUT_DIR, exist_ok=True)
+
+# ─── low-level helpers ────────────────────────────────────────────────────────
+
+def save(name: str, svg: str) -> None:
+ path = os.path.join(OUT_DIR, f"{name}.svg")
+ with open(path, "w", encoding="utf-8") as fh:
+ fh.write(svg)
+
+def _build_svg(vw: int, vh: int, defs: str, body: str,
+ sw: int = None, sh: int = None) -> str:
+ """Assemble a complete SVG document."""
+ w = sw or vw * 4
+ h = sh or vh * 4
+ defs_block = f"\n \n{defs}\n " if defs else ""
+ return (f'\n'
+ f'\n')
+
+def mk(vw: int, vh: int, body: str, defs: str = "",
+ sw: int = None, sh: int = None) -> str:
+ return _build_svg(vw, vh, defs, body, sw, sh)
+
+
+# ─── colour palettes ──────────────────────────────────────────────────────────
+
+# player: body, highlight, shadow, ear-inner, tail
+PC = {
+ 1: ("#33DD33", "#88FF88", "#1A941A", "#FF9999", "#116611"),
+ 2: ("#FFE033", "#FFF0AA", "#B8920A", "#FFB8B8", "#7A6008"),
+ 3: ("#AAAACC", "#CCCCEE", "#555577", "#FFBBCC", "#333355"),
+ 4: ("#EE4444", "#FF9090", "#AA1111", "#FFAAAA", "#771111"),
+}
+
+# terrain: bg, accent, dark, bright
+TC = {
+ 1: ("#1ECC1E", "#28DD28", "#128012", "#88FF88"), # green
+ 2: ("#DDB800", "#FFD700", "#8A7000", "#FFE860"), # yellow
+ 3: ("#666688", "#7777AA", "#333355", "#9999BB"), # slate
+ 4: ("#CC2222", "#EE3333", "#881111", "#FF6666"), # red
+}
+
+# ─── rat shape (facing East, 64×64 viewBox) ──────────────────────────────────
+
+def _rat_defs() -> str:
+ return "" # no gradient defs needed (simpler look)
+
+def _rat_body(bc: str, hi: str, sh: str, ec: str, tc: str) -> str:
+ """SVG group innards for a rat facing East (→) in a 64×64 canvas."""
+ return f"""\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """
+
+def rat_svg(player: int, angle: float, frame: int = 0) -> str:
+ bc, hi, sh, ec, tc = PC[player]
+ tr = f' transform="rotate({angle:.0f} 32 32)"' if angle else ""
+ # frame=1: offset feet slightly for walk-cycle variety
+ body = _rat_body(bc, hi, sh, ec, tc)
+ return mk(64, 64,
+ f' \n{body}\n ',
+ sw=128, sh=128)
+
+
+# direction name → rotation angle (East=0°, clockwise positive in SVG)
+DIRS_8 = {
+ "E": 0, "NE": -45, "N": -90, "NW": -135,
+ "W": 180, "WS": 135, "S": 90, "SE": 45,
+}
+# animation-frame aliases (same angle, second walk frame)
+DIRS_ALT = {"EN": -45, "ES": 45, "WN": -135, "SW": 135}
+ALL_DIRS = {**DIRS_8, **DIRS_ALT}
+
+CARD4_ANGLES = {"DOWN": 90, "UP": -90, "LEFT": 180, "RIGHT": 0}
+
+# ── generate all player-rat sprites ──────────────────────────────────────────
+
+def _gas_overlay() -> str:
+ return """\
+
+
+
+
+
+ ☠"""
+
+def _explosion_overlay() -> str:
+ return """\
+
+
+
+ """
+
+def _cave_overlay() -> str:
+ return """\
+
+
+
+ """
+
+for p_num in range(1, 5):
+ bc, hi, sh, ec, tc = PC[p_num]
+ # 12-direction movement sprites
+ for dir_name, angle in ALL_DIRS.items():
+ tr = f' transform="rotate({angle:.0f} 32 32)"' if angle else ""
+ body = _rat_body(bc, hi, sh, ec, tc)
+ save(f"BMP_{p_num}_{dir_name}",
+ mk(64, 64, f' \n{body}\n ', sw=128, sh=128))
+ # CAVE, GAS, EXPLOSION (4 cardinal directions)
+ for dir_name, angle in CARD4_ANGLES.items():
+ tr = f' transform="rotate({angle:.0f} 32 32)"' if angle else ""
+ rat_grp = f' \n{_rat_body(bc, hi, sh, ec, tc)}\n '
+ for suffix, overlay in [("CAVE", _cave_overlay()),
+ ("GAS", _gas_overlay()),
+ ("EXPLOSION", _explosion_overlay())]:
+ save(f"BMP_{p_num}_{suffix}_{dir_name}",
+ mk(64, 64, rat_grp + "\n" + overlay, sw=128, sh=128))
+
+# ─── MALE enemy rat ──────────────────────────────────────────────────────────
+
+MB = "#5588EE"; MH = "#99BBFF"; MS = "#2244AA"; ME = "#FFB8C8"; MT = "#1A2F7A"
+
+def _male_icon() -> str:
+ return """\
+
+
+
+
+ """
+
+save("BMP_MALE",
+ mk(64, 64,
+ f' \n{_rat_body(MB, MH, MS, ME, MT)}\n \n{_male_icon()}',
+ sw=128, sh=128))
+for d, a in CARD4_ANGLES.items():
+ tr = f' transform="rotate({a:.0f} 32 32)"' if a else ""
+ save(f"BMP_MALE_{d}",
+ mk(64, 64, f' \n{_rat_body(MB, MH, MS, ME, MT)}\n ',
+ sw=128, sh=128))
+
+# ─── FEMALE enemy rat ────────────────────────────────────────────────────────
+
+FB = "#DD55BB"; FH = "#FF99DD"; FS = "#992288"; FE = "#FFCCEE"; FT = "#661155"
+
+def _female_icon() -> str:
+ return """\
+
+
+
+ """
+
+save("BMP_FEMALE",
+ mk(64, 64,
+ f' \n{_rat_body(FB, FH, FS, FE, FT)}\n \n{_female_icon()}',
+ sw=128, sh=128))
+for d, a in CARD4_ANGLES.items():
+ tr = f' transform="rotate({a:.0f} 32 32)"' if a else ""
+ save(f"BMP_FEMALE_{d}",
+ mk(64, 64, f' \n{_rat_body(FB, FH, FS, FE, FT)}\n ',
+ sw=128, sh=128))
+
+# ─── BABY rat (rounder, cuter) ───────────────────────────────────────────────
+
+def _baby_body() -> str:
+ return """\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """
+
+for d, a in CARD4_ANGLES.items():
+ tr = f' transform="rotate({a:.0f} 32 32)"' if a else ""
+ save(f"BMP_BABY_{d}",
+ mk(64, 64, f' \n{_baby_body()}\n ', sw=128, sh=128))
+
+# ─── BLOCKS (wall/barrier tiles, 0=intact to 3=heavily damaged) ──────────────
+
+BLOCK_CRACKS = [
+ "",
+ ' ',
+ ' \n'
+ ' \n'
+ ' ',
+ ' \n'
+ ' \n'
+ ' \n'
+ ' \n'
+ ' ',
+]
+
+for i in range(4):
+ inner_fill = "#FFDDDD" if i == 3 else "#FFFFFF"
+ body = f"""\
+
+
+
+
+
+
+
+
+
+{BLOCK_CRACKS[i]}"""
+ save(f"BMP_BLOCK_{i}", mk(64, 64, body, sw=128, sh=128))
+
+# ─── BOMB ────────────────────────────────────────────────────────────────────
+
+BOMB_DEFS = """\
+
+
+
+
+ """
+
+def bomb_body(number=None) -> str:
+ glow = (f' \n'
+ if number is not None else "")
+ num_svg = ""
+ if number is not None:
+ num_svg = (f' \n'
+ f' {number}\n')
+ return f"""{glow}\
+
+
+
+
+
+
+
+
+
+
+{num_svg}"""
+
+save("BMP_BOMB0", mk(64, 64, bomb_body(), BOMB_DEFS, sw=128, sh=128))
+for i in range(1, 5):
+ save(f"BMP_BOMB{i}", mk(64, 64, bomb_body(i), BOMB_DEFS, sw=128, sh=128))
+
+# ─── EXPLOSION ───────────────────────────────────────────────────────────────
+
+EXPL_DEFS = """\
+
+
+
+
+
+
+
+
+
+
+ """
+
+expl_center_body = """\
+
+
+
+
+
+ """
+
+save("BMP_EXPLOSION", mk(64, 64, expl_center_body, EXPL_DEFS, sw=128, sh=128))
+
+# directional explosion: flame pointing UP then rotated
+expl_dir_body = """\
+
+
+
+ """
+
+# UP=0°, RIGHT=90°, DOWN=180°, LEFT=270° (flame points toward direction, starts from centre)
+for d, a in {"UP": 0, "RIGHT": 90, "DOWN": 180, "LEFT": 270}.items():
+ tr = f' transform="rotate({a} 32 32)"' if a else ""
+ save(f"BMP_EXPLOSION_{d}",
+ mk(64, 64, f' \n{expl_dir_body}\n ',
+ EXPL_DEFS, sw=128, sh=128))
+
+# ─── GAS ─────────────────────────────────────────────────────────────────────
+
+GAS_DEFS = """\
+
+
+
+
+
+
+
+
+
+ """
+
+gas_center_body = """\
+
+
+
+
+
+
+
+ ☠"""
+
+save("BMP_GAS", mk(64, 64, gas_center_body, GAS_DEFS, sw=128, sh=128))
+
+gas_dir_body = """\
+
+
+
+
+
+ """
+
+for d, a in {"UP": 0, "RIGHT": 90, "DOWN": 180, "LEFT": 270}.items():
+ tr = f' transform="rotate({a} 32 32)"' if a else ""
+ save(f"BMP_GAS_{d}",
+ mk(64, 64, f' \n{gas_dir_body}\n ',
+ GAS_DEFS, sw=128, sh=128))
+
+# ─── TUNNEL ──────────────────────────────────────────────────────────────────
+
+save("BMP_TUNNEL", mk(64, 64, """\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """,
+ sw=128, sh=128))
+
+# ─── NUCLEAR ─────────────────────────────────────────────────────────────────
+
+def _trefoil_blade(cx, cy, r_in, r_out, angle_deg):
+ a = math.radians(angle_deg)
+ hw = math.radians(30) # half-width of each blade sector (60° wide blades, 60° gaps)
+ a1, a2 = a - hw, a + hw
+ ix1, iy1 = cx + r_in * math.cos(a1), cy + r_in * math.sin(a1)
+ ix2, iy2 = cx + r_in * math.cos(a2), cy + r_in * math.sin(a2)
+ ox1, oy1 = cx + r_out * math.cos(a1), cy + r_out * math.sin(a1)
+ ox2, oy2 = cx + r_out * math.cos(a2), cy + r_out * math.sin(a2)
+ return (f"M {ix1:.2f},{iy1:.2f} "
+ f"L {ox1:.2f},{oy1:.2f} "
+ f"A {r_out},{r_out} 0 0,1 {ox2:.2f},{oy2:.2f} "
+ f"L {ix2:.2f},{iy2:.2f} "
+ f"A {r_in},{r_in} 0 0,0 {ix1:.2f},{iy1:.2f} Z")
+
+blades = [_trefoil_blade(32, 32, 8, 27, a) for a in [-90, 30, 150]]
+blade_paths = "\n ".join(f'' for p in blades)
+
+save("BMP_NUCLEAR", mk(64, 64, f"""\
+
+
+
+
+ {blade_paths}
+
+
+
+
+
+ """,
+ sw=128, sh=128))
+
+# ─── POISON (skull & crossbones) ─────────────────────────────────────────────
+
+save("BMP_POISON", mk(64, 64, """\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """,
+ sw=128, sh=128))
+
+# ─── MINE ────────────────────────────────────────────────────────────────────
+
+MINE_DEFS = """\
+
+
+
+ """
+
+spike_lines = "\n ".join(
+ f''
+ for a in range(0, 360, 45)
+)
+spike_caps = "\n ".join(
+ f''
+ for a in range(0, 360, 45)
+)
+
+save("mine", mk(64, 64, f"""\
+
+ {spike_lines}
+ {spike_caps}
+
+
+
+
+
+
+ """,
+ MINE_DEFS, sw=128, sh=128))
+
+# ─── GRASS TILES (4 players × 4 variants) ────────────────────────────────────
+
+# Blade coords per variant: list of (x1,y1,x2,y2)
+_BLADE_SETS = {
+ 1: [(12, 64, 14, 44), (20, 64, 22, 40), (10, 64, 6, 43)],
+ 2: [(30, 64, 28, 38), (24, 64, 20, 42), (38, 64, 40, 42)],
+ 3: [(48, 64, 50, 40), (44, 64, 42, 44), (54, 64, 58, 42)],
+ 4: [(20, 64, 16, 40), (36, 64, 38, 38), (44, 64, 48, 44), (10, 64, 12, 46)],
+}
+
+def grass_svg(player: int, variant: int) -> str:
+ bg, ac, dk, br = TC[player]
+ blades = "\n".join(
+ f' '
+ for x1, y1, x2, y2 in _BLADE_SETS.get(variant, _BLADE_SETS[1])
+ )
+ # variant speckle
+ sx = variant * 13 % 50 + 6
+ sy = variant * 11 % 50 + 6
+ # Player 3: distinctive diagonal hatch pattern
+ p3_hatch = ""
+ p3_defs = ""
+ if player == 3:
+ pid = f"hatch3v{variant}"
+ p3_defs = f'''
+
+
+ '''
+ p3_hatch = f' '
+ body = f"""\
+
+
+
+{p3_hatch}
+
+
+
+
+{blades}"""
+ return mk(64, 64, body, p3_defs, sw=128, sh=128)
+
+for p in range(1, 5):
+ for v in range(1, 5):
+ save(f"BMP_{p}_GRASS_{v}", grass_svg(p, v))
+
+# ─── FLOWER TILES (4 players × 4 variants) ───────────────────────────────────
+
+_FLOWER_COLORS = {
+ 1: ("#FFFFFF", "#FFEE88"), # white petals, yellow centre
+ 2: ("#FFCCAA", "#FF8800"), # peach petals, orange centre
+ 3: ("#CCDDFF", "#FFDD00"), # pale-blue petals, gold centre
+ 4: ("#FFAACC", "#FF4466"), # pink petals, hot-pink centre
+}
+
+def flower_svg(player: int, variant: int) -> str:
+ bg, ac, dk, br = TC[player]
+ pc, cc = _FLOWER_COLORS[variant]
+ # offset flower position per variant
+ ox = [32, 22, 42, 28][variant - 1]
+ oy = [32, 36, 28, 40][variant - 1]
+ # 8 petals
+ petals = "\n".join(
+ f' '
+ for a in range(0, 360, 45)
+ )
+ body = f"""\
+
+
+{petals}
+
+
+ """
+ return mk(64, 64, body, sw=128, sh=128)
+
+for p in range(1, 5):
+ for v in range(1, 5):
+ save(f"BMP_{p}_FLOWER_{v}", flower_svg(p, v))
+
+# ─── CAVE TILES (player-colored cave entrance, 4 cardinal dirs) ──────────────
+
+def cave_tile_svg(player: int, direction: str) -> str:
+ """Rat entering cave – large dark hole with player colour rim, facing dir."""
+ bg, ac, dk, br = TC[player]
+ angle = CARD4_ANGLES[direction]
+ # Opening faces the direction the rat exits toward
+ tr = f' transform="rotate({angle} 32 32)"' if angle else ""
+ body = f"""\
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """
+ return mk(64, 64, body, sw=128, sh=128)
+
+for p in range(1, 5):
+ for d in ("DOWN", "UP", "LEFT", "RIGHT"):
+ save(f"BMP_{p}_CAVE_{d}", cave_tile_svg(p, d))
+
+# ─── ARROWS (UI elements) ─────────────────────────────────────────────────────
+
+def arrow_svg(direction: str) -> str:
+ """Bold arrow; designed pointing UP, rotated."""
+ a = {"UP": 0, "DOWN": 180, "RIGHT": 90, "LEFT": 270}[direction]
+ tr = f' transform="rotate({a} 32 32)"' if a else ""
+ body = f"""\
+
+
+
+
+
+
+
+
+
+ """
+ return mk(64, 64, body, sw=128, sh=128)
+
+for d in ("DOWN", "UP", "LEFT", "RIGHT"):
+ save(f"BMP_ARROW_{d}", arrow_svg(d))
+
+# ─── TITLE ("Rats!") 100×40 original → 200×80 viewBox ───────────────────────
+
+save("BMP_TITLE", mk(200, 80, """\
+
+
+
+ Rats!
+
+ Rats!""",
+ sw=400, sh=160))
+
+# ─── VERMINATORS banner ───────────────────────────────────────────────────────
+
+save("BMP_VERMINATORS", mk(200, 32, """\
+
+
+
+
+ Top Verminators:""",
+ sw=400, sh=64))
+
+# ─── WEWIN screen ─────────────────────────────────────────────────────────────
+# Original showed a blue/purple mouse character with wings or limbs
+
+save("BMP_WEWIN", mk(64, 64, f"""\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """,
+ sw=128, sh=128))
+
+# ─── START tiles ─────────────────────────────────────────────────────────────
+
+# Original revealed unique art per player:
+# P1: large white flower on green background
+# P2: cactus on yellow background
+# P3: penguin on gray-blue hatched background
+# P4: flame pattern on red background
+
+def start_svg(player: int, state: str = "normal") -> str:
+ bg, ac, dk, br = TC[player]
+ opacity = "0.45" if state == "shaded" else "1"
+ border_w = "5" if state == "down" else "4"
+
+ decorations = {
+ 1: f"""\
+
+ {''.join(
+ f''
+ for a in range(0, 360, 45)
+ )}
+
+ """,
+
+ 2: f"""\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """,
+
+ 3: f"""\
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ """,
+
+ 4: f"""\
+
+
+
+
+
+
+
+
+ """,
+ }
+
+ body = f"""\
+
+
+
+
+
+
+{decorations[player]}"""
+ return mk(64, 64, body, sw=128, sh=128)
+
+for p in range(1, 5):
+ save(f"BMP_START_{p}", start_svg(p, "normal"))
+ save(f"BMP_START_{p}_DOWN", start_svg(p, "down"))
+ save(f"BMP_START_{p}_SHADED", start_svg(p, "shaded"))
+
+# ─── BONUS numbers ────────────────────────────────────────────────────────────
+
+BONUS_COLORS = {
+ 5: ("#FFEEAA", "#AA8800"),
+ 10: ("#AAFFAA", "#008800"),
+ 20: ("#AADDFF", "#0044AA"),
+ 40: ("#FFAACC", "#AA0044"),
+ 80: ("#FFCCAA", "#AA4400"),
+ 160: ("#DDAAFF", "#6600AA"),
+}
+
+for val, (fg, sh) in BONUS_COLORS.items():
+ fs = 28 if val < 100 else 22
+ ty = 34 + (33 - fs)
+ body = f"""\
+
+
+
+ {val}
+
+ {val}"""
+ save(f"BMP_BONUS_{val}", mk(64, 64, body, sw=128, sh=128))
+
+# ─── done ─────────────────────────────────────────────────────────────────────
+
+files = [f for f in os.listdir(OUT_DIR) if f.endswith(".svg")]
+print(f"Generated {len(files)} SVG files in {OUT_DIR}")
diff --git a/tools/vernon/image_to_json.py b/tools/vernon/image_to_json.py
new file mode 100644
index 0000000..3530ba2
--- /dev/null
+++ b/tools/vernon/image_to_json.py
@@ -0,0 +1,49 @@
+#!/usr/bin/env python3
+
+import argparse
+import json
+from pathlib import Path
+
+from PIL import Image
+
+
+def parse_args() -> argparse.Namespace:
+ parser = argparse.ArgumentParser(
+ description="Convert an image file into a JSON matrix of RGBA pixels."
+ )
+ parser.add_argument("input_image", type=Path, help="Source image path")
+ parser.add_argument("output_json", type=Path, help="Destination JSON path")
+ return parser.parse_args()
+
+
+def image_to_matrix(image_path: Path) -> dict:
+ with Image.open(image_path) as image:
+ rgba_image = image.convert("RGBA")
+ width, height = rgba_image.size
+ pixel_map = rgba_image.load()
+ rows = [
+ [list(pixel_map[x, y]) for x in range(width)]
+ for y in range(height)
+ ]
+
+ return {
+ "source": image_path.name,
+ "width": width,
+ "height": height,
+ "mode": "RGBA",
+ "pixels": rows,
+ }
+
+
+def main() -> None:
+ args = parse_args()
+ data = image_to_matrix(args.input_image)
+ args.output_json.parent.mkdir(parents=True, exist_ok=True)
+ args.output_json.write_text(json.dumps(data, indent=2), encoding="utf-8")
+ print(
+ f"Wrote {args.output_json} with {data['width']}x{data['height']} RGBA pixels"
+ )
+
+
+if __name__ == "__main__":
+ main()
\ No newline at end of file
diff --git a/tools/vernon/json_to_png.py b/tools/vernon/json_to_png.py
new file mode 100644
index 0000000..f51f7e8
--- /dev/null
+++ b/tools/vernon/json_to_png.py
@@ -0,0 +1,53 @@
+#!/usr/bin/env python3
+
+import argparse
+import json
+from pathlib import Path
+
+from PIL import Image
+
+
+def parse_args() -> argparse.Namespace:
+ parser = argparse.ArgumentParser(
+ description="Convert a JSON RGBA matrix back into a PNG image."
+ )
+ parser.add_argument("input_json", type=Path, help="Source JSON path")
+ parser.add_argument("output_png", type=Path, help="Destination PNG path")
+ return parser.parse_args()
+
+
+def load_matrix(json_path: Path) -> tuple[int, int, list[tuple[int, int, int, int]]]:
+ data = json.loads(json_path.read_text(encoding="utf-8"))
+ width = int(data["width"])
+ height = int(data["height"])
+ rows = data["pixels"]
+
+ if len(rows) != height:
+ raise ValueError(f"Expected {height} rows, found {len(rows)}")
+
+ flat_pixels: list[tuple[int, int, int, int]] = []
+ for row_index, row in enumerate(rows):
+ if len(row) != width:
+ raise ValueError(
+ f"Expected row {row_index} to contain {width} pixels, found {len(row)}"
+ )
+ for pixel in row:
+ if len(pixel) != 4:
+ raise ValueError("Each pixel must contain 4 RGBA channels")
+ flat_pixels.append(tuple(int(channel) for channel in pixel))
+
+ return width, height, flat_pixels
+
+
+def main() -> None:
+ args = parse_args()
+ width, height, pixels = load_matrix(args.input_json)
+ image = Image.new("RGBA", (width, height))
+ image.putdata(pixels)
+ args.output_png.parent.mkdir(parents=True, exist_ok=True)
+ image.save(args.output_png, format="PNG")
+ print(f"Wrote {args.output_png} with {width}x{height} RGBA pixels")
+
+
+if __name__ == "__main__":
+ main()
\ No newline at end of file
diff --git a/tools/vernon/output/BMP_BABY_LEFT.json b/tools/vernon/output/BMP_BABY_LEFT.json
new file mode 100644
index 0000000..8dc4c97
--- /dev/null
+++ b/tools/vernon/output/BMP_BABY_LEFT.json
@@ -0,0 +1,12360 @@
+{
+ "source": "BMP_BABY_LEFT",
+ "width": 64,
+ "height": 32,
+ "mode": "RGBA",
+ "pixels": [
+ [
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ]
+ ],
+ [
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
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+ 255
+ ],
+ [
+ 128,
+ 128,
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+ ],
+ [
+ 128,
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
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+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ]
+ ],
+ [
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
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+ 255
+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
+ 128,
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+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
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+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
+ [
+ 128,
+ 128,
+ 128,
+ 255
+ ],
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diff --git a/tools/vernon/output/BMP_MALE_LEFT_2x_pure.png b/tools/vernon/output/BMP_MALE_LEFT_2x_pure.png
new file mode 100644
index 0000000..f926ee8
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diff --git a/tools/vernon/output/BMP_MALE_LEFT_orig10x.png b/tools/vernon/output/BMP_MALE_LEFT_orig10x.png
new file mode 100644
index 0000000..72d2254
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diff --git a/tools/vernon/output/BMP_MALE_LEFT_preview_base.png b/tools/vernon/output/BMP_MALE_LEFT_preview_base.png
new file mode 100644
index 0000000..f926ee8
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diff --git a/tools/vernon/output/BMP_MALE_LEFT_preview_cute.png b/tools/vernon/output/BMP_MALE_LEFT_preview_cute.png
new file mode 100644
index 0000000..ea5de37
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diff --git a/tools/vernon/output/BMP_MALE_LEFT_roundtrip.png b/tools/vernon/output/BMP_MALE_LEFT_roundtrip.png
new file mode 100644
index 0000000..3307aa1
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diff --git a/tools/vernon/output/image.png b/tools/vernon/output/image.png
new file mode 100644
index 0000000..1506d77
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diff --git a/tools/vernon/output/image.svg b/tools/vernon/output/image.svg
new file mode 100644
index 0000000..ca243d7
--- /dev/null
+++ b/tools/vernon/output/image.svg
@@ -0,0 +1,1001 @@
+
\ No newline at end of file
diff --git a/tools/vernon/output/image_clean.png b/tools/vernon/output/image_clean.png
new file mode 100644
index 0000000..0e1054b
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diff --git a/tools/vernon/output/image_clean_preview.png b/tools/vernon/output/image_clean_preview.png
new file mode 100644
index 0000000..15b133c
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diff --git a/tools/vernon/output/image_svg_clean.png b/tools/vernon/output/image_svg_clean.png
new file mode 100644
index 0000000..e3e38b8
Binary files /dev/null and b/tools/vernon/output/image_svg_clean.png differ
diff --git a/units/bomb.py b/units/bomb.py
index a21e88d..1bdbca8 100644
--- a/units/bomb.py
+++ b/units/bomb.py
@@ -123,6 +123,9 @@ class Explosion(Bomb):
self.die()
def draw(self):
+ if self.game.map.is_tunnel(*self.position):
+ return
+
image = self.game.assets["BMP_EXPLOSION"]
image_size = self.game.render_engine.get_image_size(image)
partial_x, partial_y = 0, 0
diff --git a/units/rat.py b/units/rat.py
index 719602a..07617c3 100644
--- a/units/rat.py
+++ b/units/rat.py
@@ -40,15 +40,27 @@ class Rat(Unit):
def find_next_position(self):
neighbors = []
x, y = self.position
- while not neighbors:
+ for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
+ nx, ny = x + dx, y + dy
+ if not self.game.map.in_bounds(nx, ny):
+ continue
+ if self.game.map.is_empty(nx, ny) and (nx, ny) != self.position_before:
+ neighbors.append((nx, ny))
+
+ if not neighbors:
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
nx, ny = x + dx, y + dy
- if not self.game.map.matrix[ny][nx] and not (nx, ny) == self.position_before:
+ if not self.game.map.in_bounds(nx, ny):
+ continue
+ if self.game.map.is_empty(nx, ny):
neighbors.append((nx, ny))
- if not neighbors:
- self.position_before = self.position
- self.position_before = self.position
- return neighbors[random.randint(0, len(neighbors) - 1)]
+
+ if not neighbors:
+ print(f"[flow] rat fallback: no empty neighbors from position={self.position}", flush=True)
+ return self.position
+
+ self.position_before = self.position
+ return random.choice(neighbors)
def choked(self):
self.game.render_engine.play_sound("CHOKE.WAV")
@@ -152,6 +164,7 @@ class Rat(Unit):
# Rat-specific behavior: spawn points
if score not in [None, 0]:
+ self.game.add_point(score)
self.game.spawn_unit(Point, death_position, value=score)
# Add blood stain directly to background
@@ -161,15 +174,126 @@ class Rat(Unit):
"""Optimized draw using pre-calculated positions from move()"""
sex = self.sex if self.age > AGE_THRESHOLD else "BABY"
image = self.game.rat_assets_textures[sex][self.direction]
+ image_size = self.game.rat_image_sizes[sex][self.direction]
# Calculate render position if not yet set (first frame)
if not hasattr(self, 'render_x'):
self._calculate_render_position()
+
+ # Match the original game: the visibility test uses the rat's center point,
+ # not the sprite's top-left corner.
+ center_x = int(self.render_x + image_size[0] / 2)
+ center_y = int(self.render_y + image_size[1] / 2)
+ cell_x = center_x // self.game.cell_size
+ cell_y = center_y // self.game.cell_size
+
+ if self.game.map.in_bounds(cell_x, cell_y):
+ if self.game.map.is_tunnel(cell_x, cell_y):
+ if self._draw_partially_hidden_in_tunnel(image, image_size, center_x, center_y, cell_x, cell_y):
+ return
+ return
+ if not self.game.map.is_empty(cell_x, cell_y):
+ return
# Use pre-calculated positions
self.game.render_engine.draw_image(self.render_x, self.render_y, image, anchor="nw", tag="unit")
# bbox already updated in _update_render_position()
#self.game.render_engine.draw_rectangle(self.bbox[0], self.bbox[1], self.bbox[2] - self.bbox[0], self.bbox[3] - self.bbox[1], "unit")
+
+ def _draw_partially_hidden_in_tunnel(self, image, image_size, center_x, center_y, cell_x, cell_y):
+ direction = self._get_tunnel_entrance_direction(cell_x, cell_y)
+ if direction is None:
+ return False
+
+ local_x = center_x - cell_x * self.game.cell_size
+ local_y = center_y - cell_y * self.game.cell_size
+ half_cell = self.game.cell_size / 2
+
+ if direction == "UP":
+ visible_ratio = max(0.0, min(1.0, (half_cell - local_y) / half_cell))
+ visible_height = int(round(image_size[1] * visible_ratio))
+ if visible_height <= 0:
+ return False
+ self.game.render_engine.draw_image(
+ self.render_x,
+ self.render_y,
+ image,
+ anchor="nw",
+ tag="unit",
+ source_rect=(0, 0, image_size[0], visible_height),
+ dest_size=(image_size[0], visible_height),
+ )
+ return True
+
+ if direction == "DOWN":
+ visible_ratio = max(0.0, min(1.0, (local_y - half_cell) / half_cell))
+ visible_height = int(round(image_size[1] * visible_ratio))
+ if visible_height <= 0:
+ return False
+ source_y = image_size[1] - visible_height
+ draw_y = self.render_y + source_y
+ self.game.render_engine.draw_image(
+ self.render_x,
+ draw_y,
+ image,
+ anchor="nw",
+ tag="unit",
+ source_rect=(0, source_y, image_size[0], visible_height),
+ dest_size=(image_size[0], visible_height),
+ )
+ return True
+
+ if direction == "LEFT":
+ visible_ratio = max(0.0, min(1.0, (half_cell - local_x) / half_cell))
+ visible_width = int(round(image_size[0] * visible_ratio))
+ if visible_width <= 0:
+ return False
+ self.game.render_engine.draw_image(
+ self.render_x,
+ self.render_y,
+ image,
+ anchor="nw",
+ tag="unit",
+ source_rect=(0, 0, visible_width, image_size[1]),
+ dest_size=(visible_width, image_size[1]),
+ )
+ return True
+
+ visible_ratio = max(0.0, min(1.0, (local_x - half_cell) / half_cell))
+ visible_width = int(round(image_size[0] * visible_ratio))
+ if visible_width <= 0:
+ return False
+ source_x = image_size[0] - visible_width
+ draw_x = self.render_x + source_x
+ self.game.render_engine.draw_image(
+ draw_x,
+ self.render_y,
+ image,
+ anchor="nw",
+ tag="unit",
+ source_rect=(source_x, 0, visible_width, image_size[1]),
+ dest_size=(visible_width, image_size[1]),
+ )
+ return True
+
+ def _get_tunnel_entrance_direction(self, cell_x, cell_y):
+ directions = [
+ ("UP", 0, -1),
+ ("DOWN", 0, 1),
+ ("LEFT", -1, 0),
+ ("RIGHT", 1, 0),
+ ]
+
+ empty_neighbors = []
+ for direction, dx, dy in directions:
+ neighbor_x = cell_x + dx
+ neighbor_y = cell_y + dy
+ if self.game.map.in_bounds(neighbor_x, neighbor_y) and self.game.map.is_empty(neighbor_x, neighbor_y):
+ empty_neighbors.append(direction)
+
+ if len(empty_neighbors) != 1:
+ return None
+ return empty_neighbors[0]
def _calculate_render_position(self):
"""Calculate render position and bbox (used when render_x not yet set)"""
diff --git a/user_profiles.json b/user_profiles.json
index 7921107..c2b17b5 100644
--- a/user_profiles.json
+++ b/user_profiles.json
@@ -3,10 +3,10 @@
"Player1": {
"name": "Player1",
"created_date": "2024-01-15T10:30:00",
- "last_played": "2025-10-24T19:57:33.897466",
- "games_played": 25,
- "total_score": 15420,
- "best_score": 980,
+ "last_played": "2026-03-27T20:38:01.498269",
+ "games_played": 35,
+ "total_score": 24635,
+ "best_score": 8835,
"settings": {
"difficulty": "normal",
"sound_volume": 75,