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@ -1,13 +1,12 @@
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import sys |
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import os |
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import time |
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import sdl2 |
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import sdl2.ext |
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import sdl2.sdlmixer |
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from sdl2.ext.compat import byteify |
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from PIL import Image |
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class GameWindow: |
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"""Classe che gestisce la finestra di gioco e il rendering grafico.""" |
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def __init__(self, width, height, cell_size, title="Mice!", key_callback=None): |
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def __init__(self, width, height, cell_size, title="", key_callback=None): |
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self.cell_size = cell_size |
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self.width = width * cell_size |
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self.height = height * cell_size |
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@ -24,15 +23,18 @@ class GameWindow:
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self.max_h_offset = self.target_size[1] - self.height |
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print(f"Screen size: {self.width}x{self.height}") |
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self.delay = 30 |
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sdl2.ext.init(joystick=True) |
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sdl2.ext.init(joystick=True, audio=True) |
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self.load_joystick() |
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sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO) |
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sdl2.sdlmixer.Mix_OpenAudio(44100, sdl2.sdlmixer.MIX_DEFAULT_FORMAT, 2, 2048) |
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self.window = sdl2.ext.Window(title=title, size=self.target_size,)# flags=sdl2.SDL_WINDOW_FULLSCREEN) |
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self.window.show() |
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self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED) |
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self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer) |
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self.fonts = self.generate_fonts("assets/AmaticSC-Regular.ttf") |
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self.fonts = self.generate_fonts("assets/decterm.ttf") |
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self.running = True |
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self.key_callback = key_callback |
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self.performance = 0 |
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def load_joystick(self): |
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sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK) |
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@ -57,7 +59,6 @@ class GameWindow:
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else: |
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new_data.append(item) |
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image.putdata(new_data) |
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# Ridimensiona l'immagine in base a cell_size |
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scale = self.cell_size // 20 |
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image = image.resize((image.width * scale, image.height * scale), Image.NEAREST) |
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return self.factory.from_surface(sdl2.ext.pillow_to_surface(image)) |
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@ -74,9 +75,12 @@ class GameWindow:
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sprite.position = (x+self.w_offset, y+self.h_offset) |
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self.renderer.copy(sprite, dstrect=sprite.position) |
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def draw_rectangle(self, x, y, width, height, tag, outline="red"): |
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def draw_rectangle(self, x, y, width, height, tag, outline="red", filling=None): |
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x, y = x + self.w_offset, y + self.h_offset |
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self.renderer.draw_rect((x, y, width, height), color=sdl2.ext.Color(255, 0, 0)) |
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if filling: |
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self.renderer.fill((x, y, width, height), sdl2.ext.Color(*filling)) |
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else: |
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self.renderer.draw_rect((x, y, width, height), sdl2.ext.Color(*outline)) |
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def draw_pointer(self, x, y): |
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x=x+self.w_offset |
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@ -91,8 +95,13 @@ class GameWindow:
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return image.size |
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def update_status(self, text): |
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self.renderer.fill((10, 3, 100, 40), sdl2.ext.Color(255, 255, 255)) |
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self.draw_text(text, self.fonts[30], (20, 5), sdl2.ext.Color(0, 0, 0)) |
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fps = int(1000 / self.performance) if self.performance != 0 else 0 |
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text = f"FPS: {fps} - {text}" |
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font = self.fonts[20] |
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sprite = self.factory.from_text(text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font) |
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text_width, text_height = sprite.size |
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self.renderer.fill((3, 3, text_width + 10, text_height + 4), sdl2.ext.Color(255, 255, 255)) |
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self.draw_text(text, font, (8, 5), sdl2.ext.Color(0, 0, 0)) |
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def new_cycle(self, delay, callback): |
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pass |
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@ -102,6 +111,7 @@ class GameWindow:
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def mainloop(self, **kwargs): |
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while self.running: |
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performance_start = sdl2.SDL_GetPerformanceCounter() |
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self.renderer.clear() |
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if "bg_update" in kwargs: |
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kwargs["bg_update"]() |
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@ -113,32 +123,54 @@ class GameWindow:
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elif event.type == sdl2.SDL_KEYDOWN and self.key_callback: |
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key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') |
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self.key_callback(key) |
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elif event.type == sdl2.SDL_KEYUP and self.key_callback: |
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key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') + "Release" |
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self.key_callback(key) |
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elif event.type == sdl2.SDL_MOUSEMOTION: |
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self.scroll_view((event.motion.x//self.cell_size, event.motion.y//self.cell_size)) |
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self.key_callback("mouse", coords=(event.motion.x, event.motion.y)) |
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elif event.type == sdl2.SDL_JOYBUTTONDOWN: |
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key = event.jbutton.button |
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self.key_callback(key) |
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# Disegna qui gli sprite |
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self.renderer.present() |
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sdl2.SDL_Delay(self.delay) |
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self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000 |
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if self.performance < self.delay: |
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delay = self.delay - round(self.performance) |
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sdl2.SDL_Delay(delay) |
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def close(self): |
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self.running = False |
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sdl2.ext.quit() |
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def scroll_view(self, pointer): |
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""" |
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Adjusts the view offset based on the given pointer coordinates. |
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Scales them down by half, then adjusts offsets, ensuring they don't |
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exceed maximum allowed values. |
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""" |
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x, y = pointer |
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x = x//2 |
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y = y//2 |
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x = -x * self.cell_size |
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y = -y * self.cell_size |
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if not x <= self.max_w_offset + self.cell_size: |
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self.w_offset = x |
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else: |
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self.w_offset = self.max_w_offset |
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# Scale down and invert |
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x = -(x // 2) * self.cell_size |
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y = -(y // 2) * self.cell_size |
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# Clamp horizontal offset |
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if x <= self.max_w_offset + self.cell_size: |
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x = self.max_w_offset |
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if not y < self.max_h_offset: |
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# Clamp vertical offset |
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if y < self.max_h_offset: |
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y = self.max_h_offset |
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self.w_offset = x |
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self.h_offset = y |
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def play_sound(self, sound_file): |
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sample = sdl2.sdlmixer.Mix_LoadWAV(byteify(sound_file, "utf-8")) |
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if sample is None: |
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raise RuntimeError("Cannot open audio file: {}".format(sdl2.sdlmixer.Mix_GetError())) |
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channel = sdl2.sdlmixer.Mix_PlayChannel(-1, sample, 0) |
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if channel == -1: |
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print(f"Cannot play sound: {sdl2.sdlmixer.Mix_GetError()}") |