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Enhance rendering system: improve screen resolution handling, add audio system initialization, and refine blood surface generation and blending

master
Matteo Benedetto 4 months ago
parent
commit
f4ca5bba5b
  1. 245
      README.md
  2. 456
      engine/sdl2.py

245
README.md

@ -1,8 +1,10 @@
# Mice!
Mice! is a strategic game where players must kill rats with bombs before they reproduce and become too numerous. The game is a clone of the classic game Rats! for Windows 95.
## Compatibility
*It's developed in Python 3.11, please use it*
## Features
- **Maze Generation**: Randomly generated mazes using Depth First Search (DFS) algorithm.
@ -11,27 +13,189 @@ Mice! is a strategic game where players must kill rats with bombs before they re
- **Sound Effects**: Audio feedback for various game events.
- **Scoring**: Points system to track player progress.
## Engine Architecture
The Mice! game engine is built on a modular architecture designed for flexibility and maintainability. The engine follows a component-based design pattern where different systems handle specific aspects of the game.
### Core Engine Components
#### 1. **Rendering System** (`engine/sdl2.py`)
- **GameWindow Class**: Central rendering manager using SDL2
- **Features**:
- Hardware-accelerated rendering via SDL2
- Texture management and caching
- Sprite rendering with transparency support
- Text rendering with custom fonts
- Resolution-independent scaling
- Fullscreen/windowed mode switching
- **Implementation**:
- Uses SDL2 renderer for efficient GPU-accelerated drawing
- Implements double buffering for smooth animation
- Manages texture atlas for optimized memory usage
- Handles viewport transformations for different screen resolutions
#### 2. **Input System** (`engine/controls.py`)
- **KeyBindings Class**: Handles all user input
- **Features**:
- Keyboard input mapping and handling
- Joystick/gamepad support
- Configurable key bindings
- Input state management
- **Implementation**:
- Event-driven input processing
- Key state buffering for smooth movement
- Support for multiple input devices simultaneously
- Customizable control schemes
#### 3. **Map System** (`engine/maze.py`)
- **Map Class**: Manages the game world structure
- **Features**:
- Maze data loading and parsing
- Collision detection system
- Tile-based world representation
- Pathfinding support for AI units
- **Implementation**:
- Grid-based coordinate system
- Efficient collision detection using spatial partitioning
- Support for different tile types (walls, floors, special tiles)
- Integration with maze generation algorithms
#### 4. **Audio System**
- **Sound Management**: Handles all audio playback
- **Features**:
- Sound effect playback
- Background music support
- Volume control
- Multiple audio channels
- **Implementation**:
- Uses subprocess module for audio playback
- Asynchronous sound loading and playing
- Audio file format support (WAV, MP3, OGG)
### Game Loop Architecture
The main game loop follows the standard pattern:
1. **Input Processing**: Capture and process user input
2. **Update Phase**: Update game state, unit logic, and physics
3. **Render Phase**: Draw all game objects to the screen
4. **Timing Control**: Maintain consistent frame rate
```
Input → Update → Render → Present → Repeat
```
## Units Implementation
The game uses an object-oriented approach for all game entities. Each unit type inherits from a base unit class and implements specific behaviors.
### Base Unit Architecture
All units share common properties and methods:
- **Position and Movement**: 2D coordinates with movement capabilities
- **Unique Identification**: UUID-based unique identifiers
- **Collision Detection**: Bounding box collision system
- **State Management**: Current state tracking (alive, dead, exploding, etc.)
- **Rendering**: Sprite-based visual representation
### Unit Types Implementation
#### 1. **Rat Units** (`units/rat.py`)
**Base Rat Class**:
- **AI Behavior**: Implements pathfinding using A* algorithm
- **Movement**: Grid-based movement with smooth interpolation
- **State Machine**: Multiple states (wandering, fleeing, reproducing)
**Male Rat Class**:
- **Reproduction Logic**: Seeks female rats for mating
- **Territorial Behavior**: Defends territory from other males
- **Lifespan Management**: Age-based death system
**Female Rat Class**:
- **Pregnancy System**: Gestation period simulation
- **Offspring Generation**: Creates new rat units
- **Maternal Behavior**: Protects offspring from threats
**Implementation Details**:
```python
# Simplified rat behavior structure
class Rat:
def update(self):
self.process_ai() # Decision making
self.handle_movement() # Position updates
self.check_collisions() # Collision detection
self.update_state() # State transitions
```
#### 2. **Bomb Units** (`units/bomb.py`)
**Bomb Class**:
- **Timer System**: Countdown mechanism before explosion
- **Placement Logic**: Player-controlled positioning
- **Damage Calculation**: Blast radius and damage computation
**Explosion Class**:
- **Visual Effects**: Animated explosion graphics
- **Damage Dealing**: Affects units within blast radius
- **Temporary Entity**: Self-destructs after animation
**Implementation Details**:
- **State Machine**: Armed → Countdown → Exploding → Cleanup
- **Collision System**: Different collision behaviors per state
- **Effect Propagation**: Chain reaction support for multiple bombs
#### 3. **Point Units** (`units/points.py`)
**Point Class**:
- **Collection Mechanics**: Player interaction system
- **Value System**: Different point values for different achievements
- **Visual Feedback**: Pickup animations and effects
### Unit Interaction System
Units interact through a centralized collision and event system:
1. **Collision Detection**:
- Grid-based broad phase for efficiency
- Precise bounding box narrow phase
- Custom collision responses per unit type pair
2. **Event System**:
- Unit death events
- Reproduction events
- Explosion events
- Point collection events
3. **AI Communication**:
- Shared pathfinding data
- Pheromone trail system for rat behavior
- Danger awareness (bombs, explosions)
## Technical Details
- **Language**: Python 3
- **Language**: Python 3.11
- **Libraries**:
- `sdl2` for graphics and window management
- `Pillow` for image processing
- `uuid` for unique unit identification
- `subprocess` for playing sound effects
- `tkinter` for maze generation visualization
- **Game Loop**: The game uses a main loop to handle events, update game state, and render graphics.
- **Collision Detection**: Each unit checks for collisions with other units and walls.
- **Sound Management**: Sound effects are managed using the `subprocess` module to play audio files.
- **Environment Variables**:
- `SDL_VIDEODRIVER` to set the video driver
- `RESOLUTION` to set the screen resolution
- **Engine**: The game engine is built using SDL2, providing efficient rendering and handling of game events. The engine supports:
- **Image Loading**: Using `Pillow` to load and process images.
- **Text Rendering**: Custom fonts and text rendering using SDL2's text capabilities.
- **Sound Playback**: Integration with SDL2's audio features for sound effects.
- **Joystick Support**: Handling joystick input for game controls.
- **Window Management**: Fullscreen and windowed modes, with adjustable resolution.
- **Performance Optimizations**:
- Spatial partitioning for collision detection
- Texture atlasing for reduced memory usage
- Object pooling for frequently created/destroyed units
- Delta time-based updates for frame rate independence
- **Memory Management**:
- Automatic cleanup of dead units
- Texture caching and reuse
- Efficient data structures for large numbers of units
## Environment Variables
- `SDL_VIDEODRIVER`: Set the video driver (x11, wayland, etc.)
- `RESOLUTION`: Set the screen resolution (format: WIDTHxHEIGHT)
- `FULLSCREEN`: Enable/disable fullscreen mode (true/false)
- `SOUND_ENABLED`: Enable/disable sound effects (true/false)
## Installation
@ -54,21 +218,42 @@ Mice! is a strategic game where players must kill rats with bombs before they re
python rats.py
```
## Project Files
- `maze.py`: Contains the `MazeGenerator` class for generating and visualizing the maze.
- `rats.py`: Main game file that initializes the game and handles game logic.
- `engine/controls.py`: Contains the `KeyBindings` class for handling keyboard input.
- `engine/maze.py`: Contains the `Map` class for loading and managing the maze structure.
- `engine/sdl2.py`: Contains the `GameWindow` class for SDL2 window management and rendering.
- `units/bomb.py`: Contains the `Bomb` and `Explosion` classes for bomb units.
- `units/rat.py`: Contains the `Rat`, `Male`, and `Female` classes for rat units.
- `units/points.py`: Contains the `Point` class for point units.
- `assets/`: Directory containing game assets such as images and fonts.
- `sound/`: Directory containing sound effects.
- `README.md`: This file, containing information about the project.
- `requirements.txt`: Lists the Python dependencies for the project.
- `.env`: Environment variables for the project.
- `.gitignore`: Specifies files and directories to be ignored by Git.
- `scores.txt`: File for storing high scores.
## Project Structure
```
mice/
├── engine/ # Core engine components
│ ├── controls.py # Input handling system
│ ├── maze.py # Map and collision system
│ └── sdl2.py # Rendering and window management
├── units/ # Game entity implementations
│ ├── bomb.py # Bomb and explosion logic
│ ├── rat.py # Rat AI and behavior
│ └── points.py # Collectible points
├── assets/ # Game resources
│ ├── images/ # Sprites and textures
│ └── fonts/ # Text rendering fonts
├── sound/ # Audio files
├── maze.py # Maze generation algorithms
├── rats.py # Main game entry point
├── requirements.txt # Python dependencies
├── .env # Environment configuration
└── README.md # This documentation
```
## Game Files Details
- `maze.py`: Contains the `MazeGenerator` class implementing DFS algorithm for procedural maze generation
- `rats.py`: Main game controller, initializes engine systems and manages game state
- `engine/controls.py`: Input abstraction layer with configurable key bindings
- `engine/maze.py`: World representation with collision detection and pathfinding support
- `engine/sdl2.py`: Low-level graphics interface wrapping SDL2 functionality
- `units/bomb.py`: Explosive units with timer mechanics and blast radius calculations
- `units/rat.py`: AI-driven entities with reproduction, pathfinding, and survival behaviors
- `units/points.py`: Collectible scoring items with visual feedback systems
- `assets/`: Game resources including sprites, textures, and fonts
- `sound/`: Audio assets for game events and feedback
- `scores.txt`: Persistent high score storage
- `.env`: Runtime configuration and environment settings
- `.gitignore`: Version control exclusion rules

456
engine/sdl2.py

@ -1,24 +1,28 @@
import os
import random
import ctypes
from ctypes import *
import sdl2
import sdl2.ext
from sdl2.ext.compat import byteify
from ctypes import *
import ctypes
from PIL import Image
from sdl2 import SDL_AudioSpec
from PIL import Image
class GameWindow:
def __init__(self, width, height, cell_size, title="Default", key_callback=None):
# Display configuration
self.cell_size = cell_size
self.width = width * cell_size
self.height = height * cell_size
# Screen resolution handling
actual_screen_size = os.environ.get("RESOLUTION", "640x480").split("x")
actual_screen_size = tuple(map(int, actual_screen_size))
self.target_size = actual_screen_size if self.width > actual_screen_size[0] or self.height > actual_screen_size[1] else (self.width, self.height)
# View offset calculations
self.w_start_offset = (self.target_size[0] - self.width) // 2
self.h_start_offset = (self.target_size[1] - self.height) // 2
self.w_offset = self.w_start_offset
@ -26,32 +30,56 @@ class GameWindow:
self.max_w_offset = self.target_size[0] - self.width
self.max_h_offset = self.target_size[1] - self.height
self.scale = self.target_size[1] // self.cell_size
print(f"Screen size: {self.width}x{self.height}")
# SDL2 initialization
sdl2.ext.init(joystick=True)
sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
self.window = sdl2.ext.Window(title=title, size=self.target_size,)# flags=sdl2.SDL_WINDOW_FULLSCREEN)
self.delay = 30
self.load_joystick()
# Window and renderer setup
self.window = sdl2.ext.Window(title=title, size=self.target_size)
self.window.show()
self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED)
self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
# Font system
self.fonts = self.generate_fonts("assets/decterm.ttf")
# Initial loading dialog
self.dialog("Loading assets...")
self.renderer.present()
# Game state
self.running = True
self.key_down, self.key_up, self.axis_scroll = key_callback
self.delay = 30
self.performance = 0
self.audio_devs = {}
# Input handling
self.key_down, self.key_up, self.axis_scroll = key_callback
self.button_cursor = [0, 0]
self.buttons = {}
self.audio_devs["base"] = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0)
self.audio_devs["effects"] = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0)
self.audio_devs["music"] = sdl2.SDL_OpenAudioDevice(None, 0, SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048), None, 0)
# Audio system initialization
self._init_audio_system()
# Input devices
self.load_joystick()
def _init_audio_system(self):
"""Initialize audio devices for different audio channels"""
audio_spec = SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048)
self.audio_devs = {}
self.audio_devs["base"] = sdl2.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0)
self.audio_devs["effects"] = sdl2.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0)
self.audio_devs["music"] = sdl2.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0)
# ======================
# TEXTURE & IMAGE METHODS
# ======================
def create_texture(self, tiles: list):
# Always create a fresh surface since we free it after use
"""Create a texture from a list of tiles"""
bg_surface = sdl2.SDL_CreateRGBSurface(0, self.width, self.height, 32, 0, 0, 0, 0)
for tile in tiles:
dstrect = sdl2.SDL_Rect(tile[1], tile[2], self.cell_size, self.cell_size)
@ -60,20 +88,12 @@ class GameWindow:
sdl2.SDL_FreeSurface(bg_surface)
return bg_texture
def load_joystick(self):
sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK)
sdl2.SDL_JoystickOpen(0)
def generate_fonts(self,font_file):
fonts = {}
for i in range(10, 70, 1):
fonts.update({i: sdl2.ext.FontManager(font_path=font_file, size=i)})
return fonts
def load_image(self, path, transparent_color=None, surface=False):
"""Load and process an image with optional transparency and scaling"""
image_path = os.path.join("assets", path)
image = Image.open(image_path)
# Handle transparency
if transparent_color:
image = image.convert("RGBA")
datas = image.getdata()
@ -84,99 +104,231 @@ class GameWindow:
else:
new_data.append(item)
image.putdata(new_data)
# Scale image
scale = self.cell_size // 20
if surface:
return sdl2.ext.pillow_to_surface(image.resize((image.width * scale, image.height * scale), Image.NEAREST))
image = image.resize((image.width * scale, image.height * scale), Image.NEAREST)
if surface:
return sdl2.ext.pillow_to_surface(image)
return self.factory.from_surface(sdl2.ext.pillow_to_surface(image))
def get_image_size(self, image):
"""Get the size of an image sprite"""
return image.size
# ======================
# FONT MANAGEMENT
# ======================
def generate_fonts(self, font_file):
"""Generate font managers for different sizes"""
fonts = {}
for i in range(10, 70, 1):
fonts.update({i: sdl2.ext.FontManager(font_path=font_file, size=i)})
return fonts
# ======================
# DRAWING METHODS
# ======================
def draw_text(self, text, font, position, color):
"""Draw text at specified position with given font and color"""
sprite = self.factory.from_text(text, color=color, fontmanager=font)
# Handle center positioning
if position == "center":
position = ("center", "center")
if position[0] == "center":
position = (self.target_size[0] // 2 - sprite.size[0] // 2, position[1])
if position[1] == "center":
position = (position[0], self.target_size[1] // 2 - sprite.size[1] // 2)
sprite.position = position
#print(sprite.position)
self.renderer.copy(sprite, dstrect=sprite.position)
def draw_background(self, bg_texture):
"""Draw background texture with current view offset"""
self.renderer.copy(bg_texture, dstrect=sdl2.SDL_Rect(self.w_offset, self.h_offset, self.width, self.height))
def draw_image(self, x, y, sprite, tag, anchor="nw"):
"""Draw an image sprite at specified coordinates"""
if not self.is_in_visible_area(x, y):
return
sprite.position = (x+self.w_offset, y+self.h_offset)
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", filling=None):
"""Draw a rectangle with optional fill and outline"""
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
y=y+self.h_offset
"""Draw a red pointer rectangle at specified coordinates"""
x = x + self.w_offset
y = y + self.h_offset
for i in range(3):
self.renderer.draw_rect((x + i,y+i, self.cell_size-2*i, self.cell_size-2*i), color=sdl2.ext.Color(255, 0, 0))
self.renderer.draw_rect((x + i, y + i, self.cell_size - 2*i, self.cell_size - 2*i),
color=sdl2.ext.Color(255, 0, 0))
def delete_tag(self, tag):
"""Placeholder for tag deletion (not implemented)"""
pass
# ======================
# UI METHODS
# ======================
def dialog(self, text, **kwargs):
self.draw_rectangle(50, 50,
self.target_size[0] - 100, self.target_size[1] - 100, "win", filling=(255, 255, 255))
"""Display a dialog box with text and optional extras"""
# Draw dialog background
self.draw_rectangle(50, 50,
self.target_size[0] - 100, self.target_size[1] - 100,
"win", filling=(255, 255, 255))
# Draw main text
self.draw_text(text, self.fonts[self.target_size[1]//20], "center", sdl2.ext.Color(0, 0, 0))
# Draw subtitle if provided
if subtitle := kwargs.get("subtitle"):
self.draw_text(subtitle, self.fonts[self.target_size[1]//30], ("center", self.target_size[1] // 2 + 50), sdl2.ext.Color(0, 0, 0))
self.draw_text(subtitle, self.fonts[self.target_size[1]//30],
("center", self.target_size[1] // 2 + 50), sdl2.ext.Color(0, 0, 0))
# Draw image if provided
if image := kwargs.get("image"):
image_size = self.get_image_size(image)
self.draw_image(self.target_size[0] // 2 - image_size[0] // 2 - self.w_offset,
self.target_size[1] // 2 - image_size[1] * 2 - self.h_offset,
image, "win")
self.target_size[1] // 2 - image_size[1] * 2 - self.h_offset,
image, "win")
# Draw scores if provided
if scores := kwargs.get("scores"):
#self.draw_text("Scores:", self.fonts[self.target_size[1]//20], (self.target_size[0] // 2 - 50, self.target_size[1] // 2 + 50), sdl2.ext.Color(0, 0, 0))
sprite = self.factory.from_text("Scores:", color=sdl2.ext.Color(0, 0, 0), fontmanager=self.fonts[self.target_size[1]//20])
sprite = self.factory.from_text("Scores:", color=sdl2.ext.Color(0, 0, 0),
fontmanager=self.fonts[self.target_size[1]//20])
sprite.position = (self.target_size[0] // 2 - 50, self.target_size[1] // 2 + 30)
self.renderer.copy(sprite, dstrect=sprite.position)
for i, score in enumerate(scores[:5]):
score = " - ".join(score)
self.draw_text(score, self.fonts[self.target_size[1]//40], ("center", self.target_size[1] // 2 + 50 + 30 * (i + 1)), sdl2.ext.Color(0, 0, 0))
score_text = " - ".join(score)
self.draw_text(score_text, self.fonts[self.target_size[1]//40],
("center", self.target_size[1] // 2 + 50 + 30 * (i + 1)),
sdl2.ext.Color(0, 0, 0))
def start_dialog(self, **kwargs):
"""Display the welcome dialog"""
self.dialog("Welcome to the Mice!", subtitle="A game by Matteo because was bored", **kwargs)
def draw_button(self, x, y, text, width, height, coords):
"""Draw a button with text"""
# TODO: Fix outline parameter usage
color = (0, 0, 255) if self.button_cursor == list(coords) else (0, 0, 0)
self.draw_rectangle(x, y, width, height, "button", outline=color)
self.draw_text(text, self.fonts[20], (x + 10, y + 10), (0, 0, 0))
def get_image_size(self, image):
return image.size
def update_status(self, text):
"""Update and display the status bar with FPS information"""
fps = int(1000 / self.performance) if self.performance != 0 else 0
text = f"FPS: {fps} - {text}"
status_text = f"FPS: {fps} - {text}"
font = self.fonts[20]
sprite = self.factory.from_text(text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
sprite = self.factory.from_text(status_text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
text_width, text_height = sprite.size
# Draw background for status text
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))
self.draw_text(status_text, font, (8, 5), sdl2.ext.Color(0, 0, 0))
# ======================
# VIEW & NAVIGATION
# ======================
def scroll_view(self, pointer):
"""Adjust the view offset based on pointer coordinates"""
x, y = pointer
def new_cycle(self, delay, callback):
pass
def full_screen(self,flag):
sdl2.SDL_SetWindowFullscreen(self.window.window, flag)
# Scale down and invert coordinates
x = -(x // 2) * self.cell_size
y = -(y // 2) * self.cell_size
# Clamp horizontal offset to valid range
if x <= self.max_w_offset + self.cell_size:
x = self.max_w_offset
# Clamp vertical offset to valid range
if y < self.max_h_offset:
y = self.max_h_offset
self.w_offset = x
self.h_offset = y
def is_in_visible_area(self, x, y):
return -self.w_offset -self.cell_size <= x <= self.width - self.w_offset and -self.h_offset -self.cell_size <= y <= self.height - self.h_offset
def get_perf_counter(self):
return sdl2.SDL_GetPerformanceCounter()
"""Check if coordinates are within the visible area"""
return (-self.w_offset - self.cell_size <= x <= self.width - self.w_offset and
-self.h_offset - self.cell_size <= y <= self.height - self.h_offset)
def get_view_center(self):
"""Get the center coordinates of the current view"""
return self.w_offset + self.width // 2, self.h_offset + self.height // 2
# ======================
# AUDIO METHODS
# ======================
def play_sound(self, sound_file, tag="base"):
"""Play a sound file on the specified audio channel"""
sound_path = os.path.join("sound", sound_file)
rw = sdl2.SDL_RWFromFile(byteify(sound_path, "utf-8"), b"rb")
if not rw:
raise RuntimeError("Failed to open sound file")
_buf = POINTER(sdl2.Uint8)()
_length = sdl2.Uint32()
spec = SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048)
if sdl2.SDL_LoadWAV_RW(rw, 1, byref(spec), byref(_buf), byref(_length)) == None:
raise RuntimeError("Failed to load WAV")
devid = self.audio_devs[tag]
# Clear any queued audio
sdl2.SDL_ClearQueuedAudio(devid)
# Start playing audio
sdl2.SDL_QueueAudio(devid, _buf, _length)
sdl2.SDL_PauseAudioDevice(devid, 0)
def stop_sound(self):
"""Stop all audio playback"""
for dev in self.audio_devs.values():
sdl2.SDL_PauseAudioDevice(dev, 1)
sdl2.SDL_ClearQueuedAudio(dev)
# ======================
# INPUT METHODS
# ======================
def load_joystick(self):
"""Initialize joystick support"""
sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK)
sdl2.SDL_JoystickOpen(0)
# ======================
# MAIN GAME LOOP
# ======================
def mainloop(self, **kwargs):
"""Main game loop handling events and rendering"""
while self.running:
performance_start = sdl2.SDL_GetPerformanceCounter()
self.renderer.clear()
# Execute background update if provided
if "bg_update" in kwargs:
kwargs["bg_update"]()
# Execute main update
kwargs["update"]()
# Handle SDL events
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
@ -184,10 +336,9 @@ class GameWindow:
elif event.type == sdl2.SDL_KEYDOWN and self.key_down:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_down(key)
elif event.type == sdl2.SDL_KEYUP and self.key_down:
elif event.type == sdl2.SDL_KEYUP and self.key_up:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_up(key)
print(key)
elif event.type == sdl2.SDL_MOUSEMOTION:
self.key_down("mouse", coords=(event.motion.x, event.motion.y))
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
@ -196,96 +347,57 @@ class GameWindow:
elif event.type == sdl2.SDL_JOYBUTTONUP:
key = event.jbutton.button
self.key_up(key)
# elif event.type == sdl2.SDL_JOYAXISMOTION:
# self.axis_scroll(event.jaxis.axis, event.jaxis.value)
# Disegna qui gli sprite
#rect = sdl2.SDL_Rect(self.w_offset, self.h_offset, self.target_size[0], self.target_size[1])
#sdl2.SDL_RenderSetClipRect(self.renderer.sdlrenderer, rect)
# Present the rendered frame
self.renderer.present()
self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000
if self.performance < self.delay:
delay = self.delay - round(self.performance)
else:
delay = 0
sdl2.SDL_Delay(delay)
def close(self):
self.running = False
sdl2.ext.quit()
# Calculate performance and delay
self.performance = ((sdl2.SDL_GetPerformanceCounter() - performance_start) /
sdl2.SDL_GetPerformanceFrequency() * 1000)
delay = max(0, self.delay - round(self.performance))
sdl2.SDL_Delay(delay)
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
# 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
# ======================
# SPECIAL EFFECTS
# ======================
# Clamp vertical offset
if y < self.max_h_offset:
y = self.max_h_offset
# ======================
# UTILITY METHODS
# ======================
self.w_offset = x
self.h_offset = y
def play_sound(self, sound_file, tag="base"):
sound_file = os.path.join("sound", sound_file)
rw = sdl2.SDL_RWFromFile(byteify(sound_file, "utf-8"), b"rb")
if not rw:
raise RuntimeError("Failed to open sound file")
def new_cycle(self, delay, callback):
"""Placeholder for cycle management (not implemented)"""
pass
_buf = POINTER(sdl2.Uint8)()
_length = sdl2.Uint32()
def full_screen(self, flag):
"""Toggle fullscreen mode"""
sdl2.SDL_SetWindowFullscreen(self.window.window, flag)
spec = SDL_AudioSpec(freq=22050, aformat=sdl2.AUDIO_U8, channels=1, samples=2048)
if sdl2.SDL_LoadWAV_RW(rw, 1, byref(spec), byref(_buf), byref(_length)) == None:
raise RuntimeError("Failed to load WAV")
devid = self.audio_devs[tag]
# Clear any queued audio
sdl2.SDL_ClearQueuedAudio(devid)
def get_perf_counter(self):
"""Get performance counter for timing"""
return sdl2.SDL_GetPerformanceCounter()
# Start playing audio
sdl2.SDL_QueueAudio(devid, _buf, _length)
sdl2.SDL_PauseAudioDevice(devid, 0)
def stop_sound(self):
for dev in self.audio_devs:
if not dev[0]:
sdl2.SDL_PauseAudioDevice(dev[1], 1)
sdl2.SDL_ClearQueuedAudio(dev[1])
def start_dialog(self, **kwargs):
self.dialog("Welcome to the Mice!", subtitle="A game by Matteo because was bored", **kwargs)
center = self.get_view_center()
#self.draw_button(center[0], center[1] + 10 * self.scale, "Start", 120, 50, (0, 0))
def draw_button(self, x, y, text, width, height, coords):
if self.button_cursor[0] == coords[0] and self.button_cursor[1] == coords[1]:
color = (0, 0, 255)
self.draw_rectangle(x, y, width, height, "button", outline8u=color)
self.draw_text(text, self.fonts[20], (x + 10, y + 10), (0,0,0))
def close(self):
"""Close the game window and cleanup"""
self.running = False
sdl2.ext.quit()
def get_view_center(self):
return self.w_offset + self.width // 2, self.h_offset + self.height // 2
# ======================
# MAIN GAME LOOP
# ======================
# ======================
# SPECIAL EFFECTS
# ======================
def generate_blood_surface(self):
"""Genera dinamicamente una superficie di macchia di sangue usando SDL2"""
"""Generate a dynamic blood splatter surface using SDL2"""
size = self.cell_size
# Crea una superficie RGBA per la macchia di sangue
# Create RGBA surface for blood splatter
blood_surface = sdl2.SDL_CreateRGBSurface(
0, size, size, 32,
0x000000FF, # R mask
@ -297,58 +409,56 @@ class GameWindow:
if not blood_surface:
return None
# Blocca la superficie per il disegno pixel per pixel
# Lock surface for pixel manipulation
sdl2.SDL_LockSurface(blood_surface)
# Ottieni i dati dei pixel
# Get pixel data
pixels = cast(blood_surface.contents.pixels, POINTER(c_uint32))
pitch = blood_surface.contents.pitch // 4 # pitch in pixel (32-bit)
pitch = blood_surface.contents.pitch // 4 # Convert pitch to pixels (32-bit)
# Colori del sangue (variazioni di rosso in formato ABGR)
# Blood color variations (ABGR format)
blood_colors = [
0xFF00008B, # Rosso scuro (A=FF, B=00, G=00, R=8B)
0xFF002222, # Rosso mattone (A=FF, B=00, G=22, R=22)
0xFF003C14, # Cremisi (A=FF, B=00, G=3C, R=14)
0xFF0000FF, # Rosso puro (A=FF, B=00, G=00, R=FF)
0xFF000080, # Marrone rossastro (A=FF, B=00, G=00, R=80)
0xFF00008B, # Dark red
0xFF002222, # Brick red
0xFF003C14, # Crimson
0xFF0000FF, # Pure red
0xFF000080, # Reddish brown
]
# Genera la macchia con un algoritmo di diffusione
# Generate splatter with diffusion algorithm
center_x, center_y = size // 2, size // 2
# Inizia dal centro e espandi verso l'esterno
max_radius = size // 3 + random.randint(-3, 5)
for y in range(size):
for x in range(size):
# Calcola la distanza dal centro
# Calculate distance from center
distance = ((x - center_x) ** 2 + (y - center_y) ** 2) ** 0.5
# Probabilità di avere sangue basata sulla distanza
# Calculate blood probability based on distance
if distance <= max_radius:
# Più vicino al centro, più probabile avere sangue
# Closer to center = higher probability
probability = max(0, 1 - (distance / max_radius))
# Aggiungi rumore per forma irregolare
# Add noise for irregular shape
noise = random.random() * 0.7
if random.random() < probability * noise:
# Scegli un colore di sangue casuale
# Choose random blood color
color = random.choice(blood_colors)
# Aggiungi variazione di alpha per trasparenza
# Add alpha variation for transparency
alpha = int(255 * probability * random.uniform(0.6, 1.0))
color = (color & 0x00FFFFFF) | (alpha << 24)
pixels[y * pitch + x] = color
else:
# Pixel trasparente
# Transparent pixel
pixels[y * pitch + x] = 0x00000000
else:
# Fuori dal raggio, trasparente
# Outside radius, transparent
pixels[y * pitch + x] = 0x00000000
# Aggiungi alcune gocce sparse intorno alla macchia principale
# Add scattered droplets around main splatter
for _ in range(random.randint(3, 8)):
drop_x = center_x + random.randint(-max_radius - 5, max_radius + 5)
drop_y = center_y + random.randint(-max_radius - 5, max_radius + 5)
@ -360,36 +470,36 @@ class GameWindow:
nx, ny = drop_x + dx, drop_y + dy
if 0 <= nx < size and 0 <= ny < size:
if random.random() < 0.6:
color = random.choice(blood_colors[:3]) # Colori più scuri per le gocce
color = random.choice(blood_colors[:3]) # Darker colors for drops
alpha = random.randint(100, 200)
color = (color & 0x00FFFFFF) | (alpha << 24)
pixels[ny * pitch + nx] = color
# Sblocca la superficie
# Unlock surface
sdl2.SDL_UnlockSurface(blood_surface)
# Converte la superficie in una texture usando il factory del gioco
return blood_surface
def draw_blood_surface(self, blood_surface, position):
# Create a new surface for the blood texture since bg_surface may have been freed
"""Convert blood surface to texture and return it"""
# Create temporary surface for blood texture
temp_surface = sdl2.SDL_CreateRGBSurface(0, self.cell_size, self.cell_size, 32, 0, 0, 0, 0)
if temp_surface is None:
sdl2.SDL_FreeSurface(blood_surface)
return None
# Copy the blood surface to the temporary surface
# Copy blood surface to temporary surface
sdl2.SDL_BlitSurface(blood_surface, None, temp_surface, None)
sdl2.SDL_FreeSurface(blood_surface)
# Create texture from the temporary surface
# Create texture from temporary surface
texture = self.factory.from_surface(temp_surface)
sdl2.SDL_FreeSurface(temp_surface)
return texture
def combine_blood_surfaces(self, existing_surface, new_surface):
"""Combine two blood surfaces by blending them together"""
# Create a new surface for the combined result
# Create combined surface
combined_surface = sdl2.SDL_CreateRGBSurface(
0, self.cell_size, self.cell_size, 32,
0x000000FF, # R mask
@ -401,7 +511,7 @@ class GameWindow:
if combined_surface is None:
return existing_surface
# Lock both surfaces for pixel manipulation
# Lock surfaces for pixel manipulation
sdl2.SDL_LockSurface(existing_surface)
sdl2.SDL_LockSurface(new_surface)
sdl2.SDL_LockSurface(combined_surface)
@ -411,9 +521,9 @@ class GameWindow:
new_pixels = cast(new_surface.contents.pixels, POINTER(c_uint32))
combined_pixels = cast(combined_surface.contents.pixels, POINTER(c_uint32))
pitch = combined_surface.contents.pitch // 4 # pitch in pixels (32-bit)
pitch = combined_surface.contents.pitch // 4 # Convert pitch to pixels (32-bit)
# Combine pixels manually for better blending
# Combine pixels with additive blending
for y in range(self.cell_size):
for x in range(self.cell_size):
idx = y * pitch + x
@ -432,7 +542,7 @@ class GameWindow:
new_g = (new_pixel >> 8) & 0xFF
new_b = new_pixel & 0xFF
# Blend the colors (additive blending for blood accumulation)
# Blend colors (additive blending for blood accumulation)
if new_a > 0: # If new pixel has color
if existing_a > 0: # If existing pixel has color
# Combine both colors, making it darker/more opaque
@ -462,7 +572,7 @@ class GameWindow:
sdl2.SDL_UnlockSurface(combined_surface)
return combined_surface
def free_surface(self, surface):
"""Safely free an SDL surface"""
if surface is not None:

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