Add non-regression test states and Bluetooth diagnostic script

- Introduced a new JSON file containing non-regression test states with detailed unit information, including positions, ages, and movement directions across multiple frames.
- Added a shell script for Bluetooth diagnostics that checks system information, Bluetooth binaries, running processes, D-Bus status, Bluetooth controller details, and audio stack status, providing a comprehensive overview for troubleshooting.
This commit is contained in:
2026-05-17 23:36:24 +02:00
parent dd82ccc087
commit 486cd6b7c5
31 changed files with 2244 additions and 698 deletions
+141 -517
View File
@@ -6,87 +6,15 @@ import os
import json
import time
from engine import maze, sdl2 as engine, controls, graphics, unit_manager, scoring
from engine import maze, sdl2 as engine, controls, graphics, unit_manager, scoring, state_machine, config
from engine.state_machine import GameState
from engine.collision_system import CollisionSystem
from units import points
from engine.user_profile_integration import UserProfileIntegration
from runtime_paths import bundle_path
LEVEL_MUSIC_CONFIG = "level_music"
START_MENU_MUSIC = "High_Score_Garden.mp3"
RUN_COMPLETE_MUSIC = "Sunset_At_Pixel_Gardens.mp3"
START_MENU_ANIMATION = "anim/start_mice.gif"
SUPPORTED_MUSIC_EXTENSIONS = {".mp3", ".ogg", ".wav"}
BASE_INITIAL_RATS = 5
DEFAULT_DIFFICULTY = "easy"
DIFFICULTY_ALIASES = {
"medium": "normal",
"normale": "normal",
}
START_MENU_AUDIO_OPTIONS = (
("sound_volume", "Suono"),
("music_volume", "Musica"),
)
VOLUME_STEP = 5
GAME_END_LEVEL_CLEAR = "level_clear"
GAME_END_DEFEAT = "defeat"
GAME_END_RUN_COMPLETE = "run_complete"
DIFFICULTY_OPTIONS = (
{
"key": "easy",
"label": "Easy",
"starting_rats_multiplier": 1,
"speed_multiplier": 1.0,
"fill": (235, 246, 234),
"accent": (88, 148, 82),
},
{
"key": "normal",
"label": "Normal",
"starting_rats_multiplier": 2,
"speed_multiplier": 1.5,
"fill": (252, 242, 223),
"accent": (204, 146, 44),
},
{
"key": "hard",
"label": "Hard",
"starting_rats_multiplier": 3,
"speed_multiplier": 2.0,
"fill": (251, 229, 229),
"accent": (188, 68, 68),
},
)
DIFFICULTY_OPTIONS_BY_KEY = {option["key"]: option for option in DIFFICULTY_OPTIONS}
START_MENU_COLORS = {
"panel_fill": (255, 255, 255),
"panel_border": (52, 52, 52),
"header_fill": (255, 255, 255),
"text": (24, 24, 24),
"muted": (82, 82, 82),
"hint_fill": (255, 255, 255),
"track_fill": (212, 215, 216),
"card_fill": (255, 255, 255),
}
START_MENU_AUDIO_STYLES = {
"sound_volume": {
"accent": (214, 146, 62),
"fill": (251, 241, 225),
},
"music_volume": {
"accent": (91, 122, 208),
"fill": (230, 235, 248),
},
}
class MiceMaze(
controls.KeyBindings,
unit_manager.UnitManager,
graphics.Graphics,
scoring.Scoring
):
class MiceMaze:
# ==================== INITIALIZATION ====================
@@ -95,6 +23,13 @@ class MiceMaze(
self.render_engine.show_loading_screen(message, detail=detail, progress=progress)
def __init__(self, maze_file, level_index=0):
self._setup_initial_state(maze_file, level_index)
self._setup_engine()
self._setup_components()
self._setup_game_assets()
self._setup_initial_units()
def _setup_initial_state(self, maze_file, level_index):
# Initialize user profile integration
self.profile_integration = UserProfileIntegration()
self.map_source = maze_file
@@ -106,35 +41,55 @@ class MiceMaze(
self.audio = self.profile_integration.get_setting('sound_enabled', True)
self.sound_volume = self.profile_integration.get_setting('sound_volume', 50)
self.music_volume = self.profile_integration.get_setting('music_volume', self.sound_volume)
self.difficulty = DEFAULT_DIFFICULTY
self.initial_rat_count = BASE_INITIAL_RATS
self.difficulty = config.DEFAULT_DIFFICULTY
self.initial_rat_count = config.BASE_INITIAL_RATS
self.rat_speed_multiplier = 1.0
self._apply_difficulty(self.profile_integration.get_setting('difficulty', DEFAULT_DIFFICULTY), persist=False)
self._apply_difficulty(self.profile_integration.get_setting('difficulty', config.DEFAULT_DIFFICULTY), persist=False)
self.cell_size = 40
self.full_screen = False
self.loaded_theme_index = None
self.start_menu_selection = 0
# Initialize render engine with profile-aware title
self.points = 0
self.units = {}
self.unit_positions = {}
self.unit_positions_before = {}
self.scrolling_direction = None
self.game_status = "start_menu"
self.menu_screen = "start"
self.game_end = (False, None)
self.run_recorded = False
self.scrolling = False
self.sounds = {}
self.background_texture = None
self.combined_scores = None
def _setup_engine(self):
player_name = self.profile_integration.get_profile_name()
window_title = f"Mice! - {player_name}"
self.render_engine = engine.GameWindow(self.map.width, self.map.height,
self.cell_size, window_title,
key_callback=self.trigger)
key_callback=lambda action: self.controls.trigger(action))
self.render_engine.audio = self.audio
self.startup_loading_active = True
self._update_startup_loading("Loading Mice!", detail="Applying player settings", progress=0.08)
# Apply profile settings
# Apply profile volumes
if hasattr(self.render_engine, 'set_sound_volume'):
self.render_engine.set_sound_volume(self.sound_volume)
if hasattr(self.render_engine, 'set_music_volume'):
self.render_engine.set_music_volume(self.music_volume)
elif hasattr(self.render_engine, 'set_volume'):
self.render_engine.set_volume(self.music_volume)
self.initialize_keybindings()
def _setup_components(self):
self.scoring = scoring.Scoring(self)
self.unit_manager = unit_manager.UnitManager(self)
self.graphics = graphics.Graphics(self)
self.controls = controls.KeyBindings(self)
self.state_machine = state_machine.StateMachine(self)
self.collision_system = CollisionSystem(self.cell_size, self.map.width, self.map.height)
def _setup_game_assets(self):
self._update_startup_loading("Loading Mice!", detail="Applying player settings", progress=0.08)
self.controls.initialize_keybindings()
self._update_startup_loading("Loading configuration", detail="Reading bundled settings", progress=0.14)
self.configs = self.get_config()
@@ -144,46 +99,26 @@ class MiceMaze(
self.current_level_music = None
self._update_startup_loading("Loading graphics", detail="Preparing common assets", progress=0.26)
self.load_assets()
self.graphics.load_assets()
self._update_startup_loading("Loading start menu", detail="Preparing menu animation", progress=0.9)
self.start_menu_animation = self.render_engine.load_animation(START_MENU_ANIMATION)
self.start_menu_animation = self.render_engine.load_animation(config.START_MENU_ANIMATION)
self.start_menu_animation_started_at = time.monotonic()
def _setup_initial_units(self):
self._update_startup_loading("Starting", detail="Opening intro screen", progress=0.98)
self.render_engine.show_intro(bundle_path("assets", "Rat", "intro.png"))
self.startup_loading_active = False
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
self.points = 0
self.units = {}
self.graphics.scroll_cursor()
# Initialize optimized collision system with NumPy
self.collision_system = CollisionSystem(
self.cell_size,
self.map.width,
self.map.height
)
# Keep old dictionaries for backward compatibility (can be removed later)
self.unit_positions = {}
self.unit_positions_before = {}
self.scrolling_direction = None
self.game_status = "start_menu"
self.menu_screen = "start"
self.game_end = (False, None)
self.run_recorded = False
self.scrolling = False
self.sounds = {}
self.start_game()
self.background_texture = None
self.combined_scores = None
def get_config(self):
configs = {}
conf_dir = bundle_path("conf")
for file in os.listdir(conf_dir):
for file in sorted(os.listdir(conf_dir)):
if file.endswith(".json"):
with open(os.path.join(conf_dir, file), encoding="utf-8") as f:
configs[file[:-5]] = json.load(f)
@@ -194,7 +129,7 @@ class MiceMaze(
tracks = []
for file_name in sorted(os.listdir(music_dir)):
_, extension = os.path.splitext(file_name)
if extension.lower() not in SUPPORTED_MUSIC_EXTENSIONS:
if extension.lower() not in config.SUPPORTED_MUSIC_EXTENSIONS:
continue
if os.path.isfile(os.path.join(music_dir, file_name)):
tracks.append(file_name)
@@ -202,7 +137,7 @@ class MiceMaze(
def _resolve_level_music(self, level_index):
level_number = level_index + 1
level_music_config = self.configs.get(LEVEL_MUSIC_CONFIG, {})
level_music_config = self.configs.get(config.LEVEL_MUSIC_CONFIG, {})
configured_tracks = level_music_config.get("levels", {})
configured_track = configured_tracks.get(str(level_number))
@@ -222,21 +157,21 @@ class MiceMaze(
return fallback_track
def _normalize_difficulty(self, difficulty_key):
difficulty_key = DIFFICULTY_ALIASES.get(difficulty_key, difficulty_key)
if difficulty_key in DIFFICULTY_OPTIONS_BY_KEY:
difficulty_key = config.DIFFICULTY_ALIASES.get(difficulty_key, difficulty_key)
if difficulty_key in config.DIFFICULTY_OPTIONS_BY_KEY:
return difficulty_key
return DEFAULT_DIFFICULTY
return config.DEFAULT_DIFFICULTY
def _difficulty_config(self):
return DIFFICULTY_OPTIONS_BY_KEY[self.difficulty]
return config.DIFFICULTY_OPTIONS_BY_KEY[self.difficulty]
def _apply_difficulty(self, difficulty_key, persist=True):
normalized_difficulty = self._normalize_difficulty(difficulty_key)
difficulty_config = DIFFICULTY_OPTIONS_BY_KEY[normalized_difficulty]
difficulty_config = config.DIFFICULTY_OPTIONS_BY_KEY[normalized_difficulty]
self.difficulty = normalized_difficulty
self.initial_rat_count = max(
1,
int(round(BASE_INITIAL_RATS * difficulty_config["starting_rats_multiplier"])),
int(round(config.BASE_INITIAL_RATS * difficulty_config["starting_rats_multiplier"])),
)
self.rat_speed_multiplier = difficulty_config["speed_multiplier"]
if persist:
@@ -245,20 +180,20 @@ class MiceMaze(
def _can_adjust_start_difficulty(self):
if self.game_end[0]:
return False
return self.game_status == "start_menu" and self.menu_screen == "start"
return self.state_machine.current_state == GameState.START_MENU
def _cycle_difficulty(self, delta):
if not self._can_adjust_start_difficulty():
return
current_index = 0
for index, option in enumerate(DIFFICULTY_OPTIONS):
for index, option in enumerate(config.DIFFICULTY_OPTIONS):
if option["key"] == self.difficulty:
current_index = index
break
next_index = (current_index + delta) % len(DIFFICULTY_OPTIONS)
self._apply_difficulty(DIFFICULTY_OPTIONS[next_index]["key"])
next_index = (current_index + delta) % len(config.DIFFICULTY_OPTIONS)
self._apply_difficulty(config.DIFFICULTY_OPTIONS[next_index]["key"])
def _is_dat_campaign(self):
return self.map.source_path.suffix.lower() == ".dat"
@@ -273,7 +208,7 @@ class MiceMaze(
def _record_run_result(self, completed):
if not self.run_recorded:
self.save_score()
self.scoring.save_score()
self.profile_integration.update_game_stats(self.points, completed=completed)
self.run_recorded = True
self.combined_scores = self.profile_integration.get_device_leaderboard(5)
@@ -282,9 +217,8 @@ class MiceMaze(
if score is not None:
self.points = max(0, int(score))
self.current_level = max(0, self.total_levels - 1)
self.game_status = "paused"
self.menu_screen = None
self.game_end = (True, GAME_END_RUN_COMPLETE)
self.state_machine.transition_to(GameState.PAUSED)
self.game_end = (True, config.GAME_END_RUN_COMPLETE)
self.run_recorded = True
self.combined_scores = self.profile_integration.get_device_leaderboard(5)
print(
@@ -325,8 +259,8 @@ class MiceMaze(
self.background_texture = None
# Clear blood layer on game start/restart
self.blood_layer_sprites.clear()
self.cave_foreground_tiles.clear()
self.graphics.blood_layer_sprites.clear()
self.graphics.cave_foreground_tiles.clear()
self.game_end = (False, None)
self.game_status = "start_menu"
self.menu_screen = "start"
@@ -335,10 +269,10 @@ class MiceMaze(
self.unit_positions_before.clear()
self.points = 0
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
self.graphics.scroll_cursor()
for _ in range(self.initial_rat_count):
self.spawn_rat()
self.unit_manager.spawn_rat()
def load_level(self, level_index, preserve_points=True, show_menu=False, menu_screen=None):
target_level_index = self._normalize_target_level(level_index)
@@ -359,20 +293,20 @@ class MiceMaze(
self.map.height
)
if getattr(self, "loaded_theme_index", None) != next_theme_index:
if self.graphics.loaded_theme_index != next_theme_index:
print(
f"[flow] theme switch needed: loaded_theme={getattr(self, 'loaded_theme_index', None)} "
f"[flow] theme switch needed: loaded_theme={self.graphics.loaded_theme_index} "
f"-> next_theme={next_theme_index}"
)
self.load_assets()
self.graphics.load_assets()
else:
print(f"[flow] theme unchanged: reusing theme {next_theme_index}")
self.units.clear()
self.unit_positions.clear()
self.unit_positions_before.clear()
self.blood_stains = {}
self.blood_layer_sprites.clear()
self.cave_foreground_tiles.clear()
self.graphics.blood_layer_sprites.clear()
self.graphics.cave_foreground_tiles.clear()
self.background_texture = None
self.ammo = {
"bomb": {"count": 2, "max": 8},
@@ -383,7 +317,7 @@ class MiceMaze(
self.combined_scores = None
self.game_end = (False, None)
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
self.graphics.scroll_cursor()
if not preserve_points:
self.points = 0
self.run_recorded = False
@@ -395,16 +329,18 @@ class MiceMaze(
flush=True,
)
for _ in range(self.initial_rat_count):
self.spawn_rat()
self.unit_manager.spawn_rat()
if show_menu:
self.game_status = "start_menu"
self.menu_screen = menu_screen or "level_intro"
print(f"[flow] level loaded into menu state: menu_screen={self.menu_screen} points={self.points}")
if menu_screen == "start":
self.state_machine.transition_to(GameState.START_MENU)
else:
self.state_machine.transition_to(GameState.PLAYING)
print(f"[flow] level loaded into state: {self.state_machine.current_state} points={self.points}")
else:
self.game_status = "game"
self.menu_screen = None
print(f"[flow] level loaded directly into gameplay: level={self.current_level + 1} points={self.points}")
self.state_machine.transition_to(GameState.PLAYING)
print(f"[flow] level loaded directly into PLAYING: points={self.points}")
def advance_level(self):
print(f"[flow] advance_level called from level={self.current_level + 1} points={self.points}")
@@ -414,8 +350,8 @@ class MiceMaze(
if self._is_last_dat_level():
print("[flow] advance_level -> reached end of DAT campaign")
self.game_end = (True, GAME_END_RUN_COMPLETE)
self.game_status = "paused"
self.game_end = (True, config.GAME_END_RUN_COMPLETE)
self.state_machine.transition_to(GameState.VICTORY)
self._record_run_result(completed=True)
return
@@ -425,14 +361,14 @@ class MiceMaze(
def reset_game(self):
print(
f"[flow] reset_game called: game_end={self.game_end} game_status={self.game_status} "
f"[flow] reset_game called: game_end={self.game_end} state={self.state_machine.current_state} "
f"menu_screen={self.menu_screen} points={self.points} level={self.current_level + 1}"
)
if self.game_end[0]:
if self.game_end[1] == GAME_END_LEVEL_CLEAR:
if self.game_end[1] == config.GAME_END_LEVEL_CLEAR:
print("[flow] reset_game -> post-victory path")
self.advance_level()
elif self.game_end[1] == GAME_END_RUN_COMPLETE:
elif self.game_end[1] == config.GAME_END_RUN_COMPLETE:
print("[flow] reset_game -> DAT run complete, returning to start menu")
self.start_menu_animation_started_at = time.monotonic()
self.load_level(0, preserve_points=False, show_menu=True, menu_screen="start")
@@ -442,18 +378,14 @@ class MiceMaze(
self.load_level(0, preserve_points=False, show_menu=True, menu_screen="start")
return
if self.game_status == "paused":
if self.state_machine.current_state == GameState.PAUSED:
print("[flow] reset_game -> unpausing current level")
self.game_status = "game"
self.state_machine.transition_to(GameState.PLAYING)
return
if self.game_status == "start_menu":
print(f"[flow] reset_game -> leaving menu_screen={self.menu_screen} and entering gameplay")
if self.menu_screen == "start":
self.load_level(0, preserve_points=False, show_menu=False)
return
self.game_status = "game"
self.menu_screen = None
if self.state_machine.current_state == GameState.START_MENU:
print(f"[flow] reset_game -> entering gameplay")
self.state_machine.transition_to(GameState.PLAYING)
return
print("[flow] reset_game -> hard reload current level")
@@ -477,310 +409,7 @@ class MiceMaze(
def _can_adjust_audio_menu(self):
if self.game_end[0]:
return False
return self.game_status == "paused"
def _draw_start_menu_difficulty_selector(self, x, y, width, height):
colors = START_MENU_COLORS
difficulty_config = self._difficulty_config()
accent = difficulty_config["accent"]
render_engine = self.render_engine
center_x = x + width // 2
compact_selector = height <= 72
title_font = self._menu_font(render_engine.target_size[1] // 38)
value_font = self._menu_font(render_engine.target_size[1] // 23)
arrow_font = value_font
section_gap = 4 if compact_selector else 6
title_line_height = max(14, render_engine.target_size[1] // 32)
value_line_height = max(18, render_engine.target_size[1] // 24)
current_y = y + 2
render_engine.draw_text("Difficulty", title_font, ("center", current_y), colors["muted"])
current_y += title_line_height + section_gap
arrow_offset = max(34, min(52, width // 7))
arrow_y = current_y - (1 if compact_selector else 0)
render_engine.draw_text("<", arrow_font, (center_x - arrow_offset, arrow_y), colors["muted"])
render_engine.draw_text(">", arrow_font, (center_x + arrow_offset, arrow_y), colors["muted"])
render_engine.draw_text(
difficulty_config["label"],
value_font,
("center", current_y),
accent,
)
current_y += value_line_height
def _menu_font(self, size):
clamped = max(10, min(69, int(size)))
return self.render_engine.fonts[clamped]
def _draw_start_menu_slider(self, x, y, width, height, setting_name, label, value, selected):
colors = START_MENU_COLORS
style = START_MENU_AUDIO_STYLES[setting_name]
accent = style["accent"]
fill_color = style["fill"] if selected else colors["card_fill"]
border_color = accent if selected else (156, 156, 156)
text_color = colors["text"]
render_engine = self.render_engine
render_engine.draw_rectangle(x, y, width, height, "start_menu_slider", filling=fill_color)
render_engine.draw_rectangle(x, y, width, height, "start_menu_slider", outline=border_color)
if selected:
render_engine.draw_rectangle(x + 12, y + 10, 8, height - 20, "start_menu_slider", filling=accent)
title_y = y + 10
render_engine.draw_text(label, self._menu_font(render_engine.target_size[1] // 32), (x + 34, title_y), text_color)
render_engine.draw_text(f"{value}%", self._menu_font(render_engine.target_size[1] // 34), (x + width - 84, title_y + 2), text_color)
track_x = x + 34
track_y = y + height - 26
track_width = width - 68
track_height = 14
filled_width = int(track_width * value / 100)
knob_width = 14
knob_x = track_x + int((track_width - knob_width) * value / 100)
render_engine.draw_rectangle(track_x, track_y, track_width, track_height, "start_menu_slider", filling=colors["track_fill"])
render_engine.draw_rectangle(track_x, track_y, track_width, track_height, "start_menu_slider", outline=(128, 128, 128))
if filled_width > 0:
render_engine.draw_rectangle(track_x, track_y, filled_width, track_height, "start_menu_slider", filling=accent)
render_engine.draw_rectangle(knob_x, track_y - 4, knob_width, track_height + 8, "start_menu_slider", filling=(255, 255, 255))
render_engine.draw_rectangle(knob_x, track_y - 4, knob_width, track_height + 8, "start_menu_slider", outline=accent)
def _current_start_menu_animation_frame(self):
animation = getattr(self, "start_menu_animation", None)
if not animation or not animation["frames"]:
return None, (0, 0)
if len(animation["frames"]) == 1 or animation["total_duration"] <= 0:
return animation["frames"][0], animation["size"]
elapsed_ms = int((time.monotonic() - self.start_menu_animation_started_at) * 1000)
current_offset = elapsed_ms % animation["total_duration"]
accumulated = 0
for index, duration in enumerate(animation["durations"]):
accumulated += duration
if current_offset < accumulated:
return animation["frames"][index], animation["size"]
return animation["frames"][-1], animation["size"]
def _render_audio_menu(self, title, subtitle_lines, primary_action_text, hint_text, image_name="BMP_WEWIN"):
colors = START_MENU_COLORS
render_engine = self.render_engine
target_width, target_height = render_engine.target_size
compact_menu = target_height <= 540
panel_x = max(48, target_width // 12)
panel_y = max(34, target_height // 18)
panel_width = target_width - panel_x * 2
panel_height = target_height - panel_y * 2
header_height = max(44, target_height // 13)
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", filling=colors["panel_fill"])
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", outline=colors["panel_border"])
render_engine.draw_rectangle(panel_x, panel_y, panel_width, header_height, "start_menu", filling=colors["header_fill"])
render_engine.draw_text(
title,
self._menu_font(target_height // 20),
("center", panel_y + 16),
colors["text"],
)
image = self.assets[image_name]
image_width, image_height = render_engine.get_image_size(image)
image_y = panel_y + header_height + (14 if compact_menu else 18)
render_engine.draw_image(
target_width // 2 - image_width // 2 - render_engine.w_offset,
image_y - render_engine.h_offset,
image,
"start_menu",
)
info_y = image_y + image_height + 18
line_gap = 18 if compact_menu else max(20, target_height // 34)
for index, line in enumerate(subtitle_lines):
render_engine.draw_text(
line,
self._menu_font(target_height // (34 if index == 0 else 36)),
("center", info_y + line_gap * index),
colors["text"] if index == 0 else colors["muted"],
)
cta_y = info_y + line_gap * len(subtitle_lines) + 8
render_engine.draw_text(
primary_action_text,
self._menu_font(target_height // 31),
("center", cta_y),
colors["text"],
)
card_width = max(320, min(panel_width - 160, 720))
card_height = 60 if compact_menu else max(68, target_height // 10)
card_x = target_width // 2 - card_width // 2
cards_y = cta_y + (16 if compact_menu else 26)
card_gap = 12 if compact_menu else 16
for index, (setting_name, label) in enumerate(START_MENU_AUDIO_OPTIONS):
card_y = cards_y + index * (card_height + card_gap)
self._draw_start_menu_slider(
card_x,
card_y,
card_width,
card_height,
setting_name,
label,
getattr(self, setting_name),
index == self.start_menu_selection,
)
cards_bottom = cards_y + len(START_MENU_AUDIO_OPTIONS) * card_height + (len(START_MENU_AUDIO_OPTIONS) - 1) * card_gap
if compact_menu:
hint_y = min(cards_bottom + 8, panel_y + panel_height - 28)
render_engine.draw_text(
hint_text,
self._menu_font(target_height // 42),
("center", hint_y),
colors["muted"],
)
else:
hint_y = cards_bottom + 10
hint_height = max(34, target_height // 18)
hint_width = card_width
hint_x = card_x
render_engine.draw_rectangle(hint_x, hint_y, hint_width, hint_height, "start_menu", filling=colors["hint_fill"])
render_engine.draw_rectangle(hint_x, hint_y, hint_width, hint_height, "start_menu", outline=(170, 170, 170))
render_engine.draw_text(
hint_text,
self._menu_font(target_height // 40),
("center", hint_y + 10),
colors["muted"],
)
def render_start_menu(self):
colors = START_MENU_COLORS
render_engine = self.render_engine
target_width, target_height = render_engine.target_size
compact_menu = target_height <= 540
panel_x = max(48, target_width // 12)
panel_y = max(34, target_height // 18)
panel_width = target_width - panel_x * 2
panel_height = target_height - panel_y * 2
header_height = max(58, target_height // 10)
title_font = self._menu_font(target_height // 15)
body_font = self._menu_font(target_height // 28)
meta_font = self._menu_font(target_height // 30)
cta_font = self._menu_font(target_height // 22)
hint_font = self._menu_font(target_height // 32)
line_gap = 22 if compact_menu else max(26, target_height // 26)
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", filling=colors["panel_fill"])
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", outline=colors["panel_border"])
render_engine.draw_rectangle(panel_x, panel_y, panel_width, header_height, "start_menu", filling=colors["header_fill"])
render_engine.draw_text(
f"Welcome to Mice, {self.profile_integration.get_profile_name()}!",
title_font,
("center", panel_y + max(12, header_height // 5)),
colors["text"],
)
animation_frame, animation_size = self._current_start_menu_animation_frame()
animation_bottom = panel_y + header_height + 18
if animation_frame is not None:
max_animation_width = panel_width - (70 if compact_menu else 110)
display_width = min(animation_size[0], max_animation_width)
scale_factor = display_width / animation_size[0]
display_height = max(1, int(animation_size[1] * scale_factor))
animation_x = target_width // 2 - display_width // 2
animation_y = panel_y + header_height + (18 if compact_menu else 26)
render_engine.draw_image(
animation_x - render_engine.w_offset,
animation_y - render_engine.h_offset,
animation_frame,
"start_menu",
source_rect=(0, 0, animation_size[0], animation_size[1]),
dest_size=(display_width, display_height),
)
animation_bottom = animation_y + display_height
player_profile = self.profile_integration.current_profile
device_id = self.profile_integration.get_device_id()
subtitle_lines = ["A game by Matteo, because he was bored."]
if player_profile:
if compact_menu:
subtitle_lines.append(
f"Best: {player_profile['best_score']} | Games: {player_profile['games_played']}"
)
else:
subtitle_lines.append(f"Device: {device_id}")
subtitle_lines.append(
f"Best Score: {player_profile['best_score']} | Games: {player_profile['games_played']}"
)
elif compact_menu:
subtitle_lines.append(f"Guest profile | {device_id}")
else:
subtitle_lines.append(f"Device: {device_id}")
subtitle_lines.append("No profile loaded - playing as guest")
info_y = animation_bottom + (18 if compact_menu else 22)
for index, line in enumerate(subtitle_lines):
render_engine.draw_text(
line,
body_font if index == 0 else meta_font,
("center", info_y + line_gap * index),
colors["text"] if index == 0 else colors["muted"],
)
difficulty_width = max(360, min(panel_width - 160, 760))
difficulty_height = 54 if compact_menu else max(72, target_height // 9)
difficulty_x = target_width // 2 - difficulty_width // 2
difficulty_y = info_y + line_gap * len(subtitle_lines) + (12 if compact_menu else 18)
self._draw_start_menu_difficulty_selector(
difficulty_x,
difficulty_y,
difficulty_width,
difficulty_height,
)
cta_y = difficulty_y + difficulty_height + (12 if compact_menu else 24)
render_engine.draw_text(
"Press Return to start",
cta_font,
("center", cta_y),
colors["text"],
)
if compact_menu:
render_engine.draw_text(
"Arrows change difficulty",
hint_font,
("center", cta_y + line_gap),
colors["muted"],
)
render_engine.draw_text(
"Esc quits M toggles audio",
hint_font,
("center", cta_y + line_gap + 18),
colors["muted"],
)
else:
render_engine.draw_text(
"Arrows change difficulty Esc quits M toggles audio",
hint_font,
("center", cta_y + line_gap + 8),
colors["muted"],
)
def render_pause_menu(self):
subtitle_lines = [
f"Level {self.current_level + 1} | Points: {self.points}",
f"Rats in maze: {self.count_rats()}",
]
self._render_audio_menu(
title="Pause",
subtitle_lines=subtitle_lines,
primary_action_text="Press Return to resume",
hint_text="Up/Down select Left/Right adjust Esc quits",
image_name="BMP_PAUSE" if "BMP_PAUSE" in self.assets else "BMP_WEWIN",
)
return self.state_machine.current_state == GameState.PAUSED
def _apply_volume_setting(self, setting_name, value):
clamped = max(0, min(100, int(value)))
@@ -799,7 +428,7 @@ class MiceMaze(
return
if not self._can_adjust_audio_menu():
return
self.start_menu_selection = (self.start_menu_selection - 1) % len(START_MENU_AUDIO_OPTIONS)
self.start_menu_selection = (self.start_menu_selection - 1) % len(config.START_MENU_AUDIO_OPTIONS)
def menu_down(self):
if self._can_adjust_start_difficulty():
@@ -807,12 +436,12 @@ class MiceMaze(
return
if not self._can_adjust_audio_menu():
return
self.start_menu_selection = (self.start_menu_selection + 1) % len(START_MENU_AUDIO_OPTIONS)
self.start_menu_selection = (self.start_menu_selection + 1) % len(config.START_MENU_AUDIO_OPTIONS)
def _adjust_selected_volume(self, delta):
if not self._can_adjust_audio_menu():
return
setting_name, _ = START_MENU_AUDIO_OPTIONS[self.start_menu_selection]
setting_name, _ = config.START_MENU_AUDIO_OPTIONS[self.start_menu_selection]
current_value = getattr(self, setting_name)
self._apply_volume_setting(setting_name, current_value + delta)
@@ -820,48 +449,46 @@ class MiceMaze(
if self._can_adjust_start_difficulty():
self._cycle_difficulty(-1)
return
self._adjust_selected_volume(-VOLUME_STEP)
self._adjust_selected_volume(-config.VOLUME_STEP)
def menu_right(self):
if self._can_adjust_start_difficulty():
self._cycle_difficulty(1)
return
self._adjust_selected_volume(VOLUME_STEP)
self._adjust_selected_volume(config.VOLUME_STEP)
def update_background_music(self):
if self.game_end[0] and self.game_end[1] == GAME_END_RUN_COMPLETE:
self.render_engine.play_music(RUN_COMPLETE_MUSIC, loop=True)
if self.game_end[0] and self.game_end[1] == config.GAME_END_RUN_COMPLETE:
self.render_engine.play_music(config.RUN_COMPLETE_MUSIC, loop=True)
return
if self.game_status == "game" and not self.game_end[0]:
if self.state_machine.current_state == GameState.PLAYING and not self.game_end[0]:
if self.current_level_music:
self.render_engine.play_music(self.current_level_music, loop=True)
return
if self.game_status == "start_menu" and not self.game_end[0]:
if self.menu_screen == "start":
self.render_engine.play_music(START_MENU_MUSIC, loop=True)
return
if self.menu_screen == "level_intro" and self.current_level_music:
self.render_engine.play_music(self.current_level_music, loop=True)
return
if self.state_machine.current_state == GameState.START_MENU and not self.game_end[0]:
self.render_engine.play_music(config.START_MENU_MUSIC, loop=True)
return
self.render_engine.pause_music()
def update_maze(self):
self.update_background_music()
# Handle non-playing states via state machine
if self.state_machine.current_state != GameState.PLAYING:
self.state_machine.update()
return
# Actual active gameplay logic
if self.game_end[0]:
if self.game_end[1] == config.GAME_END_DEFEAT:
self.state_machine.transition_to(GameState.GAME_OVER)
else:
self.state_machine.transition_to(GameState.VICTORY)
return
if self.game_over():
return
if self.game_status == "paused":
self.render_pause_menu()
return
if self.game_status == "start_menu":
if self.menu_screen == "level_intro":
self.render_engine.dialog(
f"Level {self.current_level + 1}",
subtitle=f"Points: {self.points}\nPress Return to begin",
image=self.assets["BMP_WEWIN"],
)
else:
self.render_start_menu()
return
self.render_engine.delete_tag("unit")
self.render_engine.delete_tag("effect")
self.render_engine.delete_tag("cave")
@@ -873,7 +500,7 @@ class MiceMaze(
# First pass: Register all units in collision system BEFORE move
# This allows bombs/gas to find victims during their move()
for unit in self.units.values():
for unit in sorted(self.units.values(), key=lambda u: int(u.id)):
# Calculate bbox if not yet set (first frame)
if not hasattr(unit, 'bbox') or unit.bbox == (0, 0, 0, 0):
# Temporary bbox based on position
@@ -895,7 +522,7 @@ class MiceMaze(
self.unit_positions_before.setdefault(unit.position_before, []).append(unit)
# Second pass: move all units (can now access collision system)
for unit in self.units.copy().values():
for unit in sorted(self.units.values(), key=lambda u: int(u.id)):
unit.move()
# Third pass: Update collision system with new positions after move
@@ -903,7 +530,7 @@ class MiceMaze(
self.unit_positions.clear()
self.unit_positions_before.clear()
for unit in self.units.values():
for unit in sorted(self.units.values(), key=lambda u: int(u.id)):
# Register with updated positions/bbox from move()
self.collision_system.register_unit(
unit.id,
@@ -916,23 +543,23 @@ class MiceMaze(
self.unit_positions.setdefault(unit.position, []).append(unit)
self.unit_positions_before.setdefault(unit.position_before, []).append(unit)
# Fourth pass: check collisions and draw
for unit in self.units.copy().values():
for unit in sorted(self.units.values(), key=lambda u: int(u.id)):
unit.collisions()
unit.draw()
self.draw_cave_foreground()
self.graphics.draw_cave_foreground()
self.render_engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)
self.render_engine.update_status(f"Mice: {self.count_rats()} - Points: {self.points}")
self.render_engine.update_status(f"Mice: {self.unit_manager.count_rats()} - Points: {self.points}")
self.refill_ammo()
self.render_engine.update_ammo(self.ammo, self.assets)
self.scroll()
self.render_engine.update_ammo(self.ammo, self.graphics.assets)
self.controls.scroll()
self.render_engine.new_cycle(50, self.update_maze)
def run(self):
self.render_engine.mainloop(update=self.update_maze, bg_update=self.draw_maze)
self.render_engine.mainloop(update=self.update_maze, bg_update=self.graphics.draw_maze)
# ==================== GAME OVER LOGIC ====================
@@ -941,37 +568,36 @@ class MiceMaze(
if self.combined_scores is None:
self.combined_scores = self.profile_integration.get_device_leaderboard(5)
if self.game_end[1] == GAME_END_DEFEAT:
if self.game_end[1] == config.GAME_END_DEFEAT:
self.render_engine.dialog(
"Game Over: Mice are too many!",
image=self.assets.get("lose", self.assets["BMP_WEWIN"]),
image_scale=0.48,
image=self.graphics.assets.get("lose", self.graphics.assets["BMP_WEWIN"]),
subtitle=f"Reached level: {self.current_level + 1}\nPress Return to go back to the start menu",
scores=self.combined_scores,
)
elif self.game_end[1] == GAME_END_RUN_COMPLETE:
elif self.game_end[1] == config.GAME_END_RUN_COMPLETE:
self.render_engine.dialog(
"THE END",
image=self.assets.get("end", self.assets["BMP_WEWIN"]),
image=self.graphics.assets.get("end", self.graphics.assets["BMP_WEWIN"]),
current_score=self.points,
style="run_complete",
)
else:
self.render_engine.dialog(
f"Level {self.current_level + 1} Clear! Points: {self.points}",
image=self.assets.get("clear", self.assets["BMP_WEWIN"]),
image=self.graphics.assets.get("clear", self.graphics.assets["BMP_WEWIN"]),
subtitle="Press Return for the next level",
scores=self.combined_scores
)
return True
count_rats = self.count_rats()
count_rats = self.unit_manager.count_rats()
if count_rats > 200:
self.render_engine.stop_sound()
self.render_engine.play_sound("WEWIN.WAV")
self.game_end = (True, GAME_END_DEFEAT)
self.game_status = "paused"
self.game_end = (True, config.GAME_END_DEFEAT)
self.state_machine.transition_to(GameState.GAME_OVER)
print(f"[flow] defeat reached: rats={count_rats} points={self.points} level={self.current_level + 1}")
self._record_run_result(completed=False)
@@ -980,23 +606,22 @@ class MiceMaze(
if not count_rats and not any(isinstance(unit, points.Point) for unit in self.units.values()):
self.render_engine.stop_sound()
self.render_engine.play_sound("VICTORY.WAV")
self.game_status = "paused"
if self._is_last_dat_level():
self.render_engine.play_sound("WELLDONE.WAV", tag="effects")
self.game_end = (True, GAME_END_RUN_COMPLETE)
self.game_end = (True, config.GAME_END_RUN_COMPLETE)
self.state_machine.transition_to(GameState.VICTORY)
self._record_run_result(completed=True)
print(f"[flow] final DAT victory reached: points={self.points} level={self.current_level + 1}")
else:
self.game_end = (True, GAME_END_LEVEL_CLEAR)
self.game_end = (True, config.GAME_END_LEVEL_CLEAR)
self.state_machine.transition_to(GameState.VICTORY)
self.combined_scores = self.profile_integration.get_device_leaderboard(5)
print(f"[flow] victory reached: points={self.points} level={self.current_level + 1}")
return True
def parse_args():
def parse_debug_score(value):
try:
@@ -1033,4 +658,3 @@ if __name__ == "__main__":
if args.debug_run_complete_dialog:
solver.activate_debug_run_complete_dialog(score=args.debug_final_score)
solver.run()