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100 lines
4.4 KiB
100 lines
4.4 KiB
import os |
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class Graphics(): |
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def load_assets(self): |
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print("Loading graphics assets...") |
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self.tunnel = self.render_engine.load_image("Rat/BMP_TUNNEL.png", surface=True) |
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self.grasses = [self.render_engine.load_image(f"Rat/BMP_1_GRASS_{i+1}.png", surface=True) for i in range(4)] |
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self.rat_assets = {} |
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self.rat_assets_textures = {} |
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self.rat_image_sizes = {} # Pre-cache image sizes |
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self.bomb_assets = {} |
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for sex in ["MALE", "FEMALE", "BABY"]: |
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self.rat_assets[sex] = {} |
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for direction in ["UP", "DOWN", "LEFT", "RIGHT"]: |
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self.rat_assets[sex][direction] = self.render_engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128)) |
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# Load textures and pre-cache sizes |
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for sex in ["MALE", "FEMALE", "BABY"]: |
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self.rat_assets_textures[sex] = {} |
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self.rat_image_sizes[sex] = {} |
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for direction in ["UP", "DOWN", "LEFT", "RIGHT"]: |
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texture = self.render_engine.load_image(f"Rat/BMP_{sex}_{direction}.png", transparent_color=(128, 128, 128), surface=False) |
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self.rat_assets_textures[sex][direction] = texture |
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# Cache size to avoid get_image_size() calls in draw loop |
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self.rat_image_sizes[sex][direction] = texture.size |
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for n in range(5): |
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self.bomb_assets[n] = self.render_engine.load_image(f"Rat/BMP_BOMB{n}.png", transparent_color=(128, 128, 128)) |
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self.assets = {} |
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for file in os.listdir("assets/Rat"): |
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if file.endswith(".png"): |
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self.assets[file[:-4]] = self.render_engine.load_image(f"Rat/{file}", transparent_color=(128, 128, 128)) |
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# Pre-generate blood stain textures pool (optimization) |
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print("Pre-generating blood stain pool...") |
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self.blood_stain_textures = [] |
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for _ in range(10): |
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blood_surface = self.render_engine.generate_blood_surface() |
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blood_texture = self.render_engine.draw_blood_surface(blood_surface, (0, 0)) |
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if blood_texture: |
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self.blood_stain_textures.append(blood_texture) |
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# Blood layer sprites (instead of regenerating background) |
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self.blood_layer_sprites = [] |
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# ==================== RENDERING ==================== |
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def draw_maze(self): |
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if self.background_texture is None: |
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print("Generating background texture") |
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self.regenerate_background() |
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self.render_engine.draw_background(self.background_texture) |
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# Draw blood layer as sprites (optimized - no background regeneration) |
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self.draw_blood_layer() |
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def draw_blood_layer(self): |
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"""Draw all blood stains as sprites overlay (optimized)""" |
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for blood_texture, x, y in self.blood_layer_sprites: |
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self.render_engine.draw_image(x, y, blood_texture, tag="blood") |
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def regenerate_background(self): |
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"""Generate or regenerate the background texture (static - no blood stains)""" |
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texture_tiles = [] |
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for y, row in enumerate(self.map.matrix): |
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for x, cell in enumerate(row): |
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variant = x*y % 4 |
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tile = self.grasses[variant] if cell else self.tunnel |
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texture_tiles.append((tile, x*self.cell_size, y*self.cell_size)) |
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# Blood stains now handled separately as overlay layer |
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self.background_texture = self.render_engine.create_texture(texture_tiles) |
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def add_blood_stain(self, position): |
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"""Add a blood stain as sprite overlay (optimized - no background regeneration)""" |
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import random |
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# Pick random blood texture from pre-generated pool |
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if not self.blood_stain_textures: |
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return |
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blood_texture = random.choice(self.blood_stain_textures) |
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x = position[0] * self.cell_size |
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y = position[1] * self.cell_size |
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# Add to blood layer sprites instead of regenerating background |
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self.blood_layer_sprites.append((blood_texture, x, y)) |
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def scroll_cursor(self, x=0, y=0): |
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if self.pointer[0] + x > self.map.width or self.pointer[1] + y > self.map.height: |
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return |
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self.pointer = ( |
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max(1, min(self.map.width-2, self.pointer[0] + x)), |
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max(1, min(self.map.height-2, self.pointer[1] + y)) |
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) |
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self.render_engine.scroll_view(self.pointer) |