Add new PNG images for clean and preview outputs

- Added `image_clean.png` to the output directory for the clean image representation.
- Added `image_clean_preview.png` for the preview of the clean image.
- Introduced `image_svg_clean.png` for the SVG clean image representation.
This commit is contained in:
2026-03-27 23:40:27 +01:00
parent e7c5ebb119
commit 02202e4d3d
403 changed files with 40415 additions and 411 deletions
+3
View File
@@ -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
+130 -6
View File
@@ -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)"""