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

master
Matteo Benedetto 1 year ago
parent
commit
3f513f1f19
  1. BIN
      assets/decterm.ttf
  2. BIN
      assets/terminal.ttf
  3. 38
      engine/controls.py
  4. 1
      engine/maze.py
  5. 78
      engine/sdl2.py
  6. 64
      rats.py
  7. 3
      requirements.txt
  8. BIN
      units/__pycache__/rat.cpython-313.pyc
  9. 3
      units/bomb.py
  10. 2
      units/rat.py

BIN
assets/decterm.ttf

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BIN
assets/terminal.ttf

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38
engine/controls.py

@ -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
engine/maze.py

@ -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]

78
engine/sdl2.py

@ -1,13 +1,12 @@
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
@ -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
@ -91,8 +95,13 @@ 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
# Clamp vertical offset
if y < self.max_h_offset:
y = self.max_h_offset
self.w_offset = x
self.h_offset = y
if not y < self.max_h_offset:
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()}")

64
rats.py

@ -5,35 +5,36 @@ import random
from units import rat, bomb
import uuid
import subprocess
from engine import maze, sdl2 as engine
from engine import maze, sdl2 as engine, controls
import os
class MiceMaze:
class MiceMaze(controls.KeyBindings):
def __init__(self, maze_file):
self.map = maze.Map(maze_file)
self.pointer = (2,2)
self.audio = True
self.cell_size = 40
self.full_screen = False
self.engine = engine.GameWindow(self.map.width, self.map.height, self.cell_size, "Mice!", key_callback=self.key_pressed)
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
self.points = 0
self.graphics_load()
self.units = {}
self.unit_positions = {}
self.unit_positions_before = {}
self.scrolling_direction = None
self.scrolling = False
for _ in range(5):
self.new_rat()
def new_rat(self, position=None):
if position is None:
position = self.choose_start()
id = uuid.uuid4()
rat_class = rat.Male if random.random() < 0.5 else rat.Female
self.units[id] = rat_class(self, position, id)
self.spawn_unit(rat_class, position)
def spawn_bomb(self, position):
id = uuid.uuid4()
self.units[id] = bomb.Timer(self, position, id)
self.spawn_unit(bomb.Timer, position)
def spawn_unit(self, unit, position, **kwargs):
id = uuid.uuid4()
@ -76,32 +77,6 @@ class MiceMaze:
self.draw_maze()
self.engine.mainloop(update=self.update_maze, bg_update=self.draw_maze)
def key_pressed(self, key):
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.scroll_cursor(y=-1)
elif key == "Down" or key == 9:
self.scroll_cursor(y=1)
elif key == "Left" or key == 10:
self.scroll_cursor(x=-1)
elif key == "Right" or key == 11:
self.scroll_cursor(x=1)
elif key == "Space" or key == 1:
self.play_sound("PUTDOWN.WAV")
self.spawn_bomb(self.pointer)
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
@ -114,7 +89,8 @@ class MiceMaze:
def play_sound(self, sound_file):
if self.audio:
subprocess.Popen(["aplay", f"sound/{sound_file}"])
#subprocess.Popen(["aplay", f"sound/{sound_file}"])
self.engine.play_sound(f"sound/{sound_file}")
def graphics_load(self):
self.tunnel = self.engine.load_image("Rat/BMP_TUNNEL.png")
@ -135,6 +111,26 @@ class MiceMaze:
def add_point(self, value):
self.points += value
def start_scrolling(self, direction):
self.scrolling_direction = direction
self.scrolling = True
self.scroll()
def stop_scrolling(self):
self.scrolling = False
def scroll(self):
if self.scrolling:
if self.scrolling_direction == "Up":
self.scroll_cursor(y=-1)
elif self.scrolling_direction == "Down":
self.scroll_cursor(y=1)
elif self.scrolling_direction == "Left":
self.scroll_cursor(x=-1)
elif self.scrolling_direction == "Right":
self.scroll_cursor(x=1)
self.engine.new_cycle(100, self.scroll)
if __name__ == "__main__":
profiler = cProfile.Profile()
profiler.enable()

3
requirements.txt

@ -1 +1,2 @@
pyaudioop
pysdl2
pysdl2-dll

BIN
units/__pycache__/rat.cpython-313.pyc

Binary file not shown.

3
units/bomb.py

@ -37,7 +37,6 @@ class Bomb(Unit):
n= 3 -n +1
if n < 0:
n = 0
print(self.age)
image = self.game.bomb_assets[n]
image_size = self.game.engine.get_image_size(image)
self.rat_image = image
@ -70,12 +69,10 @@ class Timer(Bomb):
if victim.id in self.game.units:
if victim.partial_move >= 0.5:
victim.die()
self.game.spawn_unit(Point, (x, y), value=10)
for victim in self.game.unit_positions_before.get((x, y), []):
if victim.id in self.game.units:
if victim.partial_move < 0.5:
victim.die()
self.game.spawn_unit(Point, (x, y), value=10)
else:
break
if direction == "N":

2
units/rat.py

@ -1,4 +1,5 @@
from .unit import Unit
from .points import Point
import random
import uuid
@ -99,6 +100,7 @@ class Rat(Unit):
if not unit:
unit = self
self.game.units.pop(unit.id)
self.game.spawn_unit(Point, unit.position_before)
def draw(self):
direction = self.calculate_rat_direction()

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