Browse Source

Update keybindings and enhance loading screen functionality

- Refactor keybindings for gas spawning across multiple configurations
- Implement new loading screen updates during game initialization
- Add tests to ensure all weapon actions are exposed in keybinding profiles
- Introduce new assets for explosion effects
master
Matteo Benedetto 1 month ago
parent
commit
d9d7a4ac82
  1. BIN
      assets/Rat/backup/BMP_1_EXPLOSION_DOWN_original.png
  2. BIN
      assets/Rat/backup/BMP_1_EXPLOSION_LEFT_original.png
  3. BIN
      assets/Rat/backup/BMP_1_EXPLOSION_RIGHT_original.png
  4. BIN
      assets/Rat/backup/BMP_1_EXPLOSION_UP_original.png
  5. 2
      conf/keybindings.json
  6. 17
      conf/keybindings_gamepad.yaml
  7. 1
      conf/keybindings_pc.yaml
  8. 2
      conf/keybindings_r36s.yaml
  9. 2
      conf/keybindings_rg40xx.yaml
  10. 17
      engine/controls.py
  11. 31
      engine/graphics.py
  12. 53
      engine/sdl2.py
  13. 40
      logs/launcher.log
  14. 17
      rats.py
  15. 58
      test_final_level_flow.py
  16. 87
      test_keybindings.py

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2
conf/keybindings.json

@ -14,7 +14,7 @@
"keydown_Space": "spawn_new_bomb",
"keydown_N": "spawn_new_nuclear_bomb",
"keydown_Left_Ctrl": "spawn_new_mine",
"keydown_G": "spawn_gas",
"keydown_G": "spawn_new_gas",
"keydown_P": "toggle_pause"
},
"keybinding_start_menu": {

17
conf/keybindings_gamepad.yaml

@ -1,5 +1,6 @@
keybinding_game:
controllerbuttondown_a: spawn_rat
controllerbuttondown_a: spawn_new_mine
controllerbuttondown_b: spawn_rat
controllerbuttondown_dpad_up: start_scrolling|Up
controllerbuttondown_dpad_down: start_scrolling|Down
controllerbuttondown_dpad_left: start_scrolling|Left
@ -9,9 +10,9 @@ keybinding_game:
controllerbuttonup_dpad_left: stop_scrolling
controllerbuttonup_dpad_right: stop_scrolling
controllerbuttondown_x: spawn_new_bomb
controllerbuttondown_y: spawn_new_nuclear_bomb
controllerbuttondown_leftshoulder: spawn_new_mine
controllerbuttondown_rightshoulder: spawn_gas
controllerbuttondown_y: spawn_new_gas
controllerbuttondown_guide: spawn_new_nuclear_bomb
controllerbuttondown_misc1: spawn_new_nuclear_bomb
controllerbuttondown_start: toggle_pause
keybinding_start_menu:
@ -21,15 +22,13 @@ keybinding_start_menu:
controllerbuttondown_dpad_down: menu_down
controllerbuttondown_dpad_left: menu_left
controllerbuttondown_dpad_right: menu_right
controllerbuttondown_b: quit_game
controllerbuttondown_back: quit_game
controllerbuttondown_misc1: quit_game
keybinding_paused:
controllerbuttondown_a: reset_game
controllerbuttondown_start: toggle_pause
controllerbuttondown_dpad_up: menu_up
controllerbuttondown_dpad_down: menu_down
controllerbuttondown_dpad_left: menu_left
controllerbuttondown_dpad_right: menu_right
controllerbuttondown_b: quit_game
controllerbuttondown_back: quit_game
controllerbuttondown_misc1: quit_game
controllerbuttondown_guide: quit_game

1
conf/keybindings_pc.yaml

@ -13,6 +13,7 @@ keybinding_game:
keydown_Space: spawn_new_bomb
keydown_N: spawn_new_nuclear_bomb
keydown_Left_Ctrl: spawn_new_mine
keydown_G: spawn_new_gas
keydown_P: toggle_pause
keybinding_start_menu:

2
conf/keybindings_r36s.yaml

@ -11,6 +11,8 @@ keybinding_game:
joybuttondown_1: spawn_new_bomb
joybuttondown_3: spawn_new_nuclear_bomb
joybuttondown_2: spawn_new_mine
joybuttondown_4: spawn_new_gas
joybuttondown_5: spawn_new_gas
joybuttondown_16: toggle_pause
keybinding_start_menu:

2
conf/keybindings_rg40xx.yaml

@ -9,7 +9,7 @@ keybinding_game:
joybuttondown_11: spawn_new_nuclear_bomb
joybuttondown_4: spawn_new_mine
joybuttondown_10: toggle_pause
joybuttondown_5: spawn_gas
joybuttondown_5: spawn_new_gas
keybinding_start_menu:
joybuttondown_9: reset_game

17
engine/controls.py

@ -278,6 +278,9 @@ class KeyBindings:
def spawn_new_nuclear_bomb(self):
self.spawn_nuclear_bomb(self.pointer)
def spawn_new_gas(self):
self.spawn_gas()
def toggle_audio(self):
self.render_engine.audio = not self.render_engine.audio
self.audio = self.render_engine.audio
@ -287,7 +290,19 @@ class KeyBindings:
self.render_engine.stop_sound()
def toggle_pause(self):
self.game_status = "paused" if self.game_status == "game" else "game"
if getattr(self, "game_end", (False, None))[0]:
return
if self.game_status == "game":
self.game_status = "paused"
return
if self.game_status == "paused":
self.game_status = "game"
return
if self.game_status == "start_menu" and getattr(self, "menu_screen", None) == "start":
self.reset_game()
def toggle_full_screen(self):
self.full_screen = not self.full_screen

31
engine/graphics.py

@ -9,6 +9,12 @@ class Graphics():
def load_assets(self):
theme_index = self.get_theme_index()
print(f"[gfx] load_assets requested: level={self.current_level + 1} theme={theme_index}")
if getattr(self, "startup_loading_active", False):
self._update_startup_loading(
"Loading graphics",
detail=f"Preparing theme {theme_index}",
progress=0.3,
)
if not hasattr(self, "theme_assets_cache"):
self.theme_assets_cache = {}
if not hasattr(self, "blood_layer_sprites"):
@ -18,6 +24,12 @@ class Graphics():
if not getattr(self, "common_assets_loaded", False):
print("Loading graphics assets...")
if getattr(self, "startup_loading_active", False):
self._update_startup_loading(
"Loading graphics",
detail="Decoding sprites and tiles",
progress=0.4,
)
self.rat_assets = {}
self.rat_assets_textures = {}
self.rat_image_sizes = {}
@ -56,6 +68,12 @@ class Graphics():
)
print("Pre-generating blood stain pool...")
if getattr(self, "startup_loading_active", False):
self._update_startup_loading(
"Loading graphics",
detail="Generating blood pool",
progress=0.58,
)
self.blood_stain_textures = []
for _ in range(10):
blood_surface = self.render_engine.generate_blood_surface()
@ -70,6 +88,12 @@ class Graphics():
if theme_index not in self.theme_assets_cache:
print(f"Loading theme assets {theme_index}...")
if getattr(self, "startup_loading_active", False):
self._update_startup_loading(
"Loading graphics",
detail=f"Loading theme {theme_index} art",
progress=0.74,
)
self.theme_assets_cache[theme_index] = {
"floor_tile": self.render_engine.create_color_surface((128, 128, 128)),
"tunnel": self.render_engine.load_image("Rat/BMP_TUNNEL.png"),
@ -122,6 +146,13 @@ class Graphics():
else:
print(f"[gfx] theme cache hit -> reusing theme {theme_index}")
if getattr(self, "startup_loading_active", False):
self._update_startup_loading(
"Loading graphics",
detail="Finishing render setup",
progress=0.84,
)
self.loaded_theme_index = theme_index
theme_assets = self.theme_assets_cache[theme_index]
self.floor_tile = theme_assets["floor_tile"]

53
engine/sdl2.py

@ -35,6 +35,9 @@ CONTROLLER_BUTTON_NAMES = {
sdl2.SDL_CONTROLLER_BUTTON_DPAD_RIGHT: "dpad_right",
}
if hasattr(sdl2, "SDL_CONTROLLER_BUTTON_MISC1"):
CONTROLLER_BUTTON_NAMES[sdl2.SDL_CONTROLLER_BUTTON_MISC1] = "misc1"
def _decode_sdl_string(value):
if not value:
@ -92,6 +95,8 @@ class GameWindow:
# Font system
self.fonts = self.generate_fonts("assets/decterm.ttf")
self.show_loading_screen("Loading Mice!", detail="Initializing renderer", progress=0.02)
# Initial loading dialog
# self.dialog("Loading assets...")
@ -377,6 +382,54 @@ class GameWindow:
else:
self.renderer.draw_rect((x, y, width, height), sdl2.ext.Color(*outline))
def show_loading_screen(self, message="Loading Mice!", detail=None, progress=None):
"""Render a simple loading splash while startup work is in progress."""
self.window.show()
target_width, target_height = self.target_size
panel_width = min(720, max(420, target_width - 120))
panel_height = 230 if detail or progress is not None else 190
panel_x = (target_width - panel_width) // 2
panel_y = (target_height - panel_height) // 2
clamped_progress = None
if progress is not None:
clamped_progress = max(0.0, min(1.0, float(progress)))
self.renderer.clear()
self.draw_rectangle(0, 0, target_width, target_height, "loading-bg", filling=(10, 12, 18))
self.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "loading-panel", filling=(24, 29, 38))
self.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "loading-panel-outline", outline=(90, 98, 112))
self.draw_rectangle(panel_x, panel_y, panel_width, 6, "loading-panel-accent", filling=(241, 196, 92))
self.draw_text("MICE!", self.fonts[52], ("center", panel_y + 28), (240, 240, 240))
self.draw_text(message, self.fonts[28], ("center", panel_y + 102), (241, 196, 92))
if detail:
self.draw_text(detail, self.fonts[18], ("center", panel_y + 146), (208, 212, 218))
if clamped_progress is not None:
bar_width = panel_width - 80
bar_height = 18
bar_x = panel_x + 40
bar_y = panel_y + panel_height - 48
self.draw_rectangle(bar_x, bar_y, bar_width, bar_height, "loading-bar-track", filling=(54, 60, 72))
self.draw_rectangle(bar_x, bar_y, bar_width, bar_height, "loading-bar-outline", outline=(90, 98, 112))
fill_width = int((bar_width - 4) * clamped_progress)
if fill_width > 0:
self.draw_rectangle(
bar_x + 2,
bar_y + 2,
fill_width,
bar_height - 4,
"loading-bar-fill",
filling=(241, 196, 92),
)
self.renderer.present()
sdl2.SDL_PumpEvents()
def draw_pointer(self, x, y):
"""Draw a red pointer rectangle at specified coordinates"""
x = x + self.w_offset

40
logs/launcher.log

@ -0,0 +1,40 @@
[mice-launcher] script_dir=/home/enne2/dev/mice
[mice-launcher] game_dir=/home/enne2/dev/mice
[mice-launcher] python=/home/enne2/dev/mice/.venv/bin/python
Game starting...
Loading map from /home/enne2/dev/mice/assets/Rat/level.dat (level 0)
Loaded profile: Player1
Screen size: 1280x1280
[input] no joystick detected
[input] keybindings profile=pc source=keybindings_pc.yaml reason=default
[gfx] load_assets requested: level=1 theme=1
Loading graphics assets...
Pre-generating blood stain pool...
[gfx] common assets loaded
Loading theme assets 1...
[gfx] theme cache miss -> loaded theme 1
[flow] start_game: level=1 difficulty=easy starting_rats=5 rat_speed=100%
[audio] level 1 music=Clockwork_Thicket.mp3 source=config
[flow] choose_start computed 279 spawnable cells
[flow] spawn_rat using position=(27, 16)
[flow] spawn_rat using position=(30, 6)
[flow] spawn_rat using position=(10, 14)
[flow] spawn_rat using position=(1, 30)
[flow] spawn_rat using position=(20, 30)
[gfx] generating background texture for level=1 theme=1
[flow] reset_game called: game_end=(False, None) game_status=start_menu menu_screen=start points=0 level=1
[flow] reset_game -> leaving menu_screen=start and entering gameplay
[flow] load_level requested: target_level=1 preserve_points=False show_menu=False menu_screen=None current_points=0 next_theme=1
[audio] level 1 music=Clockwork_Thicket.mp3 source=config
[flow] theme unchanged: reusing theme 1
[flow] points reset for new run
[flow] spawning 5 rats for level=1 difficulty=easy
[flow] choose_start computed 279 spawnable cells
[flow] spawn_rat using position=(8, 26)
[flow] spawn_rat using position=(27, 19)
[flow] spawn_rat using position=(10, 10)
[flow] spawn_rat using position=(27, 11)
[flow] spawn_rat using position=(6, 26)
[flow] level loaded directly into gameplay: level=1 points=0
[gfx] generating background texture for level=1 theme=1
BOOM

17
rats.py

@ -89,6 +89,10 @@ class MiceMaze(
):
# ==================== INITIALIZATION ====================
def _update_startup_loading(self, message, detail=None, progress=None):
if getattr(self, "startup_loading_active", False):
self.render_engine.show_loading_screen(message, detail=detail, progress=progress)
def __init__(self, maze_file, level_index=0):
# Initialize user profile integration
@ -120,6 +124,8 @@ class MiceMaze(
self.cell_size, window_title,
key_callback=self.trigger)
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
if hasattr(self.render_engine, 'set_sound_volume'):
@ -130,15 +136,22 @@ class MiceMaze(
self.render_engine.set_volume(self.music_volume)
self.initialize_keybindings()
self._update_startup_loading("Loading configuration", detail="Reading bundled settings", progress=0.14)
self.configs = self.get_config()
self._update_startup_loading("Scanning music", detail="Building soundtrack list", progress=0.2)
self.available_music_tracks = self._load_available_music_tracks()
self.current_level_music = None
self._update_startup_loading("Loading graphics", detail="Preparing common assets", progress=0.26)
self.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_started_at = time.monotonic()
self.render_engine.window.show()
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
@ -965,10 +978,10 @@ 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.render_engine.play_sound("WELLDONE.WAV", tag="effects")
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._record_run_result(completed=True)
print(f"[flow] final DAT victory reached: points={self.points} level={self.current_level + 1}")

58
test_final_level_flow.py

@ -50,12 +50,12 @@ def build_dummy(level_index):
dummy.save_score = lambda: saves.append(dummy.points)
dummy.load_level = lambda *args, **kwargs: load_calls.append((args, kwargs))
return dummy, dialogs, stats, saves, load_calls
return dummy, sounds, dialogs, stats, saves, load_calls
class FinalLevelFlowTests(unittest.TestCase):
def test_debug_flag_helper_opens_final_dialog_without_recording_score(self):
dummy, _, stats, saves, _ = build_dummy(3)
dummy, _, _, stats, saves, _ = build_dummy(3)
dummy.activate_debug_run_complete_dialog(score=777)
@ -68,7 +68,7 @@ class FinalLevelFlowTests(unittest.TestCase):
self.assertEqual(saves, [])
def test_run_complete_screen_uses_dedicated_music(self):
dummy, _, _, _, _ = build_dummy(3)
dummy, _, _, _, _, _ = build_dummy(3)
music_calls = []
dummy.render_engine.play_music = lambda track, loop=True: music_calls.append((track, loop)) or True
dummy.render_engine.pause_music = lambda: music_calls.append(("pause", False))
@ -79,7 +79,7 @@ class FinalLevelFlowTests(unittest.TestCase):
self.assertEqual(music_calls, [(RUN_COMPLETE_MUSIC, True)])
def test_advance_level_does_not_wrap_after_last_dat_level(self):
dummy, _, stats, saves, load_calls = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy, _, _, stats, saves, load_calls = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy.advance_level()
@ -90,7 +90,7 @@ class FinalLevelFlowTests(unittest.TestCase):
self.assertEqual(load_calls, [])
def test_regular_level_clear_keeps_run_open(self):
dummy, _, stats, saves, _ = build_dummy(4)
dummy, sounds, _, stats, saves, _ = build_dummy(4)
result = dummy.game_over()
@ -100,9 +100,16 @@ class FinalLevelFlowTests(unittest.TestCase):
self.assertEqual(dummy.combined_scores, [{"user_id": "Player1", "best_score": 1234}])
self.assertEqual(stats, [])
self.assertEqual(saves, [])
self.assertEqual(
sounds,
[
("stop",),
(("VICTORY.WAV",), {}),
],
)
def test_final_dat_level_records_score_and_shows_dedicated_dialog(self):
dummy, dialogs, stats, saves, _ = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy, sounds, dialogs, stats, saves, _ = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
result = dummy.game_over()
@ -112,6 +119,14 @@ class FinalLevelFlowTests(unittest.TestCase):
self.assertEqual(stats, [(1234, True)])
self.assertEqual(saves, [1234])
self.assertEqual(dummy.combined_scores, [{"user_id": "Player1", "best_score": 1234}])
self.assertEqual(
sounds,
[
("stop",),
(("VICTORY.WAV",), {}),
(("WELLDONE.WAV",), {"tag": "effects"}),
],
)
dummy.game_over()
@ -121,7 +136,7 @@ class FinalLevelFlowTests(unittest.TestCase):
self.assertIs(dialogs[-1][1]["image"], dummy.assets["end"])
def test_return_after_final_dialog_goes_back_to_start_menu(self):
dummy, _, _, _, load_calls = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy, _, _, _, _, load_calls = build_dummy(maze.DEFAULT_LEVELS_PER_DAT_FILE - 1)
dummy.game_end = (True, GAME_END_RUN_COMPLETE)
dummy.game_status = "paused"
@ -132,6 +147,35 @@ class FinalLevelFlowTests(unittest.TestCase):
[((0,), {"preserve_points": False, "show_menu": True, "menu_screen": "start"})],
)
def test_toggle_pause_ignores_transition_screen_between_levels(self):
dummy, _, _, _, _, _ = build_dummy(2)
dummy.game_status = "start_menu"
dummy.menu_screen = "level_intro"
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "start_menu")
self.assertEqual(dummy.menu_screen, "level_intro")
def test_toggle_pause_ignores_game_end_dialogs(self):
dummy, _, _, _, _, _ = build_dummy(2)
dummy.game_status = "paused"
dummy.game_end = (True, GAME_END_LEVEL_CLEAR)
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "paused")
self.assertEqual(dummy.game_end, (True, GAME_END_LEVEL_CLEAR))
def test_toggle_pause_still_toggles_real_pause(self):
dummy, _, _, _, _, _ = build_dummy(2)
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "paused")
dummy.toggle_pause()
self.assertEqual(dummy.game_status, "game")
if __name__ == "__main__":
unittest.main()

87
test_keybindings.py

@ -0,0 +1,87 @@
#!/usr/bin/env python3
import unittest
from pathlib import Path
from engine import controls
class DummyBindings(controls.KeyBindings):
def spawn_rat(self):
pass
def toggle_audio(self):
pass
def toggle_full_screen(self):
pass
def start_scrolling(self, direction):
pass
def stop_scrolling(self):
pass
def spawn_new_bomb(self):
pass
def spawn_new_nuclear_bomb(self):
pass
def spawn_new_mine(self):
pass
def spawn_new_gas(self):
pass
def spawn_gas(self, parent_id=None):
pass
def toggle_pause(self):
pass
def reset_game(self):
pass
def quit_game(self):
pass
def menu_up(self):
pass
def menu_down(self):
pass
def menu_left(self):
pass
def menu_right(self):
pass
class KeybindingProfileTests(unittest.TestCase):
def test_shipped_profiles_expose_all_weapon_actions(self):
dummy = DummyBindings()
conf_dir = Path(__file__).resolve().parent / "conf"
weapon_actions = {
"spawn_new_bomb",
"spawn_new_nuclear_bomb",
"spawn_new_mine",
"spawn_new_gas",
}
for config_path in sorted(conf_dir.glob("keybindings*.json")) + sorted(conf_dir.glob("keybindings*.yaml")):
bindings = controls._load_bindings_from_file(config_path)
validated = dummy._validate_bindings(bindings, config_path)
game_bindings = validated.get("keybinding_game", {})
self.assertTrue(game_bindings, f"missing keybinding_game in {config_path.name}")
actions = set(game_bindings.values())
self.assertTrue(
weapon_actions.issubset(actions),
f"incomplete weapon bindings in {config_path.name}: {sorted(actions)}",
)
if __name__ == "__main__":
unittest.main()
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