Aggiungi gestione dei controlli da tastiera e migliora la logica di spawn delle unità

This commit is contained in:
Matteo Benedetto
2024-12-22 18:12:45 +01:00
parent 4947b91ae2
commit 3f513f1f19
10 changed files with 131 additions and 64 deletions
+38
View File
@@ -0,0 +1,38 @@
# This file contains the Controls class, which is responsible for handling user input.
# The key_pressed method is called when a key is pressed, and it contains the logic for handling different key presses.
import random
class KeyBindings:
def key_pressed(self, key, coords=None):
#print(key)
if key == "Q" or key == 12:
self.engine.close()
elif key == "Return" or key == 13:
self.new_rat()
elif key == "D":
if self.units:
self.units[random.choice(list(self.units.keys()))].die()
elif key == "M":
self.audio = not self.audio
elif key == "F":
self.full_screen = not self.full_screen
self.engine.full_screen(self.full_screen)
elif key == "Up" or key == 8:
self.start_scrolling("Up")
elif key == "Down" or key == 9:
self.start_scrolling("Down")
elif key == "Left" or key == 10:
self.start_scrolling("Left")
elif key == "Right" or key == 11:
self.start_scrolling("Right")
elif key == "Space" or key == 1:
self.play_sound("PUTDOWN.WAV")
self.spawn_bomb(self.pointer)
elif key == "UpRelease" or key == "DownRelease" or key == "LeftRelease" or key == "RightRelease":
self.stop_scrolling()
# elif key == "mouse":
# adjusted_coords = (coords[0]//self.cell_size*2, coords[1]//self.cell_size*2)
# self.pointer = adjusted_coords
# self.scroll_cursor()
+1
View File
@@ -9,4 +9,5 @@ class Map:
self.width = len(self.matrix[0])
def is_wall(self, x, y):
"""Restituisce True se la cella è un muro, False altrimenti."""
return self.matrix[y][x]
+57 -25
View File
@@ -1,17 +1,16 @@
import sys
import os
import time
import sdl2
import sdl2.ext
import sdl2.sdlmixer
from sdl2.ext.compat import byteify
from PIL import Image
class GameWindow:
"""Classe che gestisce la finestra di gioco e il rendering grafico."""
def __init__(self, width, height, cell_size, title="Mice!", key_callback=None):
def __init__(self, width, height, cell_size, title="", key_callback=None):
self.cell_size = cell_size
self.width = width * cell_size
self.height = height * cell_size
self.actual_screen_size = (640, 480)
self.actual_screen_size = (640, 480)
if self.width > self.actual_screen_size[0] or self.height > self.actual_screen_size[1]:
self.target_size = self.actual_screen_size
else:
@@ -24,15 +23,18 @@ class GameWindow:
self.max_h_offset = self.target_size[1] - self.height
print(f"Screen size: {self.width}x{self.height}")
self.delay = 30
sdl2.ext.init(joystick=True)
sdl2.ext.init(joystick=True, audio=True)
self.load_joystick()
sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
sdl2.sdlmixer.Mix_OpenAudio(44100, sdl2.sdlmixer.MIX_DEFAULT_FORMAT, 2, 2048)
self.window = sdl2.ext.Window(title=title, size=self.target_size,)# flags=sdl2.SDL_WINDOW_FULLSCREEN)
self.window.show()
self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED)
self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
self.fonts = self.generate_fonts("assets/AmaticSC-Regular.ttf")
self.fonts = self.generate_fonts("assets/decterm.ttf")
self.running = True
self.key_callback = key_callback
self.performance = 0
def load_joystick(self):
sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK)
@@ -57,7 +59,6 @@ class GameWindow:
else:
new_data.append(item)
image.putdata(new_data)
# Ridimensiona l'immagine in base a cell_size
scale = self.cell_size // 20
image = image.resize((image.width * scale, image.height * scale), Image.NEAREST)
return self.factory.from_surface(sdl2.ext.pillow_to_surface(image))
@@ -74,9 +75,12 @@ class GameWindow:
sprite.position = (x+self.w_offset, y+self.h_offset)
self.renderer.copy(sprite, dstrect=sprite.position)
def draw_rectangle(self, x, y, width, height, tag, outline="red"):
def draw_rectangle(self, x, y, width, height, tag, outline="red", filling=None):
x, y = x + self.w_offset, y + self.h_offset
self.renderer.draw_rect((x, y, width, height), color=sdl2.ext.Color(255, 0, 0))
if filling:
self.renderer.fill((x, y, width, height), sdl2.ext.Color(*filling))
else:
self.renderer.draw_rect((x, y, width, height), sdl2.ext.Color(*outline))
def draw_pointer(self, x, y):
x=x+self.w_offset
@@ -91,9 +95,14 @@ class GameWindow:
return image.size
def update_status(self, text):
self.renderer.fill((10, 3, 100, 40), sdl2.ext.Color(255, 255, 255))
self.draw_text(text, self.fonts[30], (20, 5), sdl2.ext.Color(0, 0, 0))
fps = int(1000 / self.performance) if self.performance != 0 else 0
text = f"FPS: {fps} - {text}"
font = self.fonts[20]
sprite = self.factory.from_text(text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
text_width, text_height = sprite.size
self.renderer.fill((3, 3, text_width + 10, text_height + 4), sdl2.ext.Color(255, 255, 255))
self.draw_text(text, font, (8, 5), sdl2.ext.Color(0, 0, 0))
def new_cycle(self, delay, callback):
pass
@@ -102,6 +111,7 @@ class GameWindow:
def mainloop(self, **kwargs):
while self.running:
performance_start = sdl2.SDL_GetPerformanceCounter()
self.renderer.clear()
if "bg_update" in kwargs:
kwargs["bg_update"]()
@@ -113,32 +123,54 @@ class GameWindow:
elif event.type == sdl2.SDL_KEYDOWN and self.key_callback:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_callback(key)
elif event.type == sdl2.SDL_KEYUP and self.key_callback:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') + "Release"
self.key_callback(key)
elif event.type == sdl2.SDL_MOUSEMOTION:
self.scroll_view((event.motion.x//self.cell_size, event.motion.y//self.cell_size))
self.key_callback("mouse", coords=(event.motion.x, event.motion.y))
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
key = event.jbutton.button
self.key_callback(key)
# Disegna qui gli sprite
self.renderer.present()
sdl2.SDL_Delay(self.delay)
self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000
if self.performance < self.delay:
delay = self.delay - round(self.performance)
sdl2.SDL_Delay(delay)
def close(self):
self.running = False
sdl2.ext.quit()
def scroll_view(self, pointer):
"""
Adjusts the view offset based on the given pointer coordinates.
Scales them down by half, then adjusts offsets, ensuring they don't
exceed maximum allowed values.
"""
x, y = pointer
x = x//2
y = y//2
x = -x * self.cell_size
y = -y * self.cell_size
if not x <= self.max_w_offset + self.cell_size:
self.w_offset = x
else:
self.w_offset = self.max_w_offset
# Scale down and invert
x = -(x // 2) * self.cell_size
y = -(y // 2) * self.cell_size
# Clamp horizontal offset
if x <= self.max_w_offset + self.cell_size:
x = self.max_w_offset
if not y < self.max_h_offset:
self.h_offset = y
# Clamp vertical offset
if y < self.max_h_offset:
y = self.max_h_offset
self.w_offset = x
self.h_offset = y
def play_sound(self, sound_file):
sample = sdl2.sdlmixer.Mix_LoadWAV(byteify(sound_file, "utf-8"))
if sample is None:
raise RuntimeError("Cannot open audio file: {}".format(sdl2.sdlmixer.Mix_GetError()))
channel = sdl2.sdlmixer.Mix_PlayChannel(-1, sample, 0)
if channel == -1:
print(f"Cannot play sound: {sdl2.sdlmixer.Mix_GetError()}")