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Enhance blood stain mechanics: add dynamic blood surface generation and integrate blood stains into game rendering

master
Matteo Benedetto 4 months ago
parent
commit
243bb6d9bd
  1. 24
      engine/graphics.py
  2. 112
      engine/sdl2.py
  3. 2
      rats.py
  4. 2
      units/bomb.py
  5. 8
      units/rat.py
  6. 2
      units/unit.py

24
engine/graphics.py

@ -22,15 +22,37 @@ class Graphics():
def draw_maze(self):
if self.background_texture is None:
print("Generating background texture")
self.regenerate_background()
self.render_engine.draw_background(self.background_texture)
def regenerate_background(self):
"""Generate or regenerate the background texture with all permanent elements"""
texture_tiles = []
for y, row in enumerate(self.map.matrix):
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))
# Add blood stains if any exist
if hasattr(self, 'blood_stains'):
for position, blood_surface in self.blood_stains.items():
texture_tiles.append((blood_surface, position[0]*self.cell_size, position[1]*self.cell_size))
self.background_texture = self.render_engine.create_texture(texture_tiles)
self.render_engine.draw_background(self.background_texture)
def add_blood_stain(self, position):
"""Add a blood stain to the background at the specified position"""
if not hasattr(self, 'blood_stains'):
self.blood_stains = {}
# Generate blood surface
blood_surface = self.render_engine.generate_blood_surface()
self.blood_stains[position] = blood_surface
# Regenerate background to include the new blood stain
self.regenerate_background()
def scroll_cursor(self, x=0, y=0):
if self.pointer[0] + x > self.map.width or self.pointer[1] + y > self.map.height:

112
engine/sdl2.py

@ -1,8 +1,10 @@
import os
import random
import sdl2
import sdl2.ext
from sdl2.ext.compat import byteify
from ctypes import *
import ctypes
from PIL import Image
from sdl2 import SDL_AudioSpec
@ -47,7 +49,9 @@ class GameWindow:
self.audio_devs["base"] = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0)
self.audio_devs["effects"] = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0)
self.audio_devs["music"] = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0)
def create_texture(self, tiles: list):
# Always create a fresh surface since we free it after use
bg_surface = sdl2.SDL_CreateRGBSurface(0, self.width, self.height, 32, 0, 0, 0, 0)
for tile in tiles:
dstrect = sdl2.SDL_Rect(tile[1], tile[2], self.cell_size, self.cell_size)
@ -274,3 +278,111 @@ class GameWindow:
def get_view_center(self):
return self.w_offset + self.width // 2, self.h_offset + self.height // 2
def generate_blood_surface(self):
"""Genera dinamicamente una superficie di macchia di sangue usando SDL2"""
size = self.cell_size
# Crea una superficie RGBA per la macchia di sangue
blood_surface = sdl2.SDL_CreateRGBSurface(
0, size, size, 32,
0x000000FF, # R mask
0x0000FF00, # G mask
0x00FF0000, # B mask
0xFF000000 # A mask
)
if not blood_surface:
return None
# Blocca la superficie per il disegno pixel per pixel
sdl2.SDL_LockSurface(blood_surface)
# Ottieni i dati dei pixel
pixels = cast(blood_surface.contents.pixels, POINTER(c_uint32))
pitch = blood_surface.contents.pitch // 4 # pitch in pixel (32-bit)
# Colori del sangue (variazioni di rosso)
blood_colors = [
0xFF8B0000, # Rosso scuro
0xFFB22222, # Rosso mattone
0xFFDC143C, # Cremisi
0xFFFF0000, # Rosso puro
0xFF800000, # Marrone
]
# Genera la macchia con un algoritmo di diffusione
center_x, center_y = size // 2, size // 2
# Inizia dal centro e espandi verso l'esterno
max_radius = size // 3 + random.randint(-3, 5)
for y in range(size):
for x in range(size):
# Calcola la distanza dal centro
distance = ((x - center_x) ** 2 + (y - center_y) ** 2) ** 0.5
# Probabilità di avere sangue basata sulla distanza
if distance <= max_radius:
# Più vicino al centro, più probabile avere sangue
probability = max(0, 1 - (distance / max_radius))
# Aggiungi rumore per forma irregolare
noise = random.random() * 0.7
if random.random() < probability * noise:
# Scegli un colore di sangue casuale
color = random.choice(blood_colors)
# Aggiungi variazione di alpha per trasparenza
alpha = int(255 * probability * random.uniform(0.6, 1.0))
color = (color & 0x00FFFFFF) | (alpha << 24)
pixels[y * pitch + x] = color
else:
# Pixel trasparente
pixels[y * pitch + x] = 0x00000000
else:
# Fuori dal raggio, trasparente
pixels[y * pitch + x] = 0x00000000
# Aggiungi alcune gocce sparse intorno alla macchia principale
for _ in range(random.randint(3, 8)):
drop_x = center_x + random.randint(-max_radius - 5, max_radius + 5)
drop_y = center_y + random.randint(-max_radius - 5, max_radius + 5)
if 0 <= drop_x < size and 0 <= drop_y < size:
drop_size = random.randint(1, 3)
for dy in range(-drop_size, drop_size + 1):
for dx in range(-drop_size, drop_size + 1):
nx, ny = drop_x + dx, drop_y + dy
if 0 <= nx < size and 0 <= ny < size:
if random.random() < 0.6:
color = random.choice(blood_colors[:3]) # Colori più scuri per le gocce
alpha = random.randint(100, 200)
color = (color & 0x00FFFFFF) | (alpha << 24)
pixels[ny * pitch + nx] = color
# Sblocca la superficie
sdl2.SDL_UnlockSurface(blood_surface)
# Converte la superficie in una texture usando il factory del gioco
return blood_surface
def draw_blood_surface(self, blood_surface, position):
# Create a new surface for the blood texture since bg_surface may have been freed
temp_surface = sdl2.SDL_CreateRGBSurface(0, self.cell_size, self.cell_size, 32, 0, 0, 0, 0)
if temp_surface is None:
sdl2.SDL_FreeSurface(blood_surface)
return None
# Copy the blood surface to the temporary surface
sdl2.SDL_BlitSurface(blood_surface, None, temp_surface, None)
sdl2.SDL_FreeSurface(blood_surface)
# Create texture from the temporary surface
texture = self.factory.from_surface(temp_surface)
sdl2.SDL_FreeSurface(temp_surface)
return texture

2
rats.py

@ -50,6 +50,8 @@ class MiceMaze(
return configs
def start_game(self):
self.blood_stains = {}
self.background_texture = None
for _ in range(5):
self.spawn_rat()

2
units/bomb.py

@ -71,14 +71,12 @@ class Timer(Bomb):
for victim in self.game.unit_positions.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move >= 0.5:
print(f"Victim {victim.id} at {x}, {y} dies")
victim.die(score=score)
if score < 160:
score *= 2
for victim in self.game.unit_positions_before.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move < 0.5:
print(f"Victim {victim.id} at {x}, {y} dies")
victim.die(score=score)
if score < 160:
score *= 2

8
units/rat.py

@ -91,11 +91,17 @@ class Rat(Unit):
def die(self, unit=None, score=10):
"""Handle rat death and spawn points."""
target_unit = unit if unit else self
death_position = target_unit.position_before
# Use base class cleanup
if target_unit.id in self.game.units:
self.game.units.pop(target_unit.id)
# Rat-specific behavior: spawn points
self.game.spawn_unit(Point, target_unit.position_before, value=score)
self.game.spawn_unit(Point, death_position, value=score)
# Add blood stain directly to background
self.game.add_blood_stain(death_position)
def draw(self):
start_perf = self.game.render_engine.get_perf_counter()

2
units/unit.py

@ -64,7 +64,7 @@ class Unit(ABC):
"""Handle collisions with other units. Default implementation does nothing."""
pass
def die(self):
def die(self, score=None):
"""Remove unit from game and handle basic cleanup."""
if self.id in self.game.units:
self.game.units.pop(self.id)

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