Enhance blood stain mechanics: add dynamic blood surface generation and integrate blood stains into game rendering
This commit is contained in:
+30
-8
@@ -22,16 +22,38 @@ class Graphics():
|
||||
|
||||
def draw_maze(self):
|
||||
if self.background_texture is None:
|
||||
|
||||
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))
|
||||
self.background_texture = self.render_engine.create_texture(texture_tiles)
|
||||
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)
|
||||
|
||||
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:
|
||||
return
|
||||
|
||||
+112
@@ -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
|
||||
@@ -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()
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
+7
-1
@@ -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()
|
||||
|
||||
+1
-1
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user