b4224ed3a1
Major improvements: - NumPy-based collision system supporting 200+ units (~3ms/frame) - Spatial hashing with vectorized distance calculations - 4-pass game loop ensuring correct collision timing - Blood overlay system with pre-generated stain pool - Cached render positions and viewport bounds - Spawn protection preventing rats spawning on weapons Bug fixes: - Fixed bombs not killing rats (collision system timing) - Fixed gas not affecting rats (collision system timing) - Fixed rats spawning on weapons (added has_weapon_at check) - Fixed AttributeError with Gas collisions (added isinstance check) - Fixed blood stain transparency (RGBA + SDL_BLENDMODE_BLEND) - Reduced point lifetime from 200 to 90 frames (~1.5s) - Blood layer now clears on game restart Technical changes: - Added engine/collision_system.py with CollisionLayer enum - Updated all units to use collision layers - Pre-allocate NumPy arrays with capacity management - Hybrid collision approach (<10 simple, ≥10 vectorized) - Python 3.13 compatibility
49 lines
1.6 KiB
Python
49 lines
1.6 KiB
Python
from .unit import Unit
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import random
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import uuid
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# Costanti - Points disappear after ~1.5 seconds (90 frames at 60 FPS)
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AGE_THRESHOLD = 90
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from .unit import Unit
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from engine.collision_system import CollisionLayer
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class Point(Unit):
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"""
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Represents a collectible point in the game.
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Appears when a rat dies and can be collected by the player.
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"""
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def __init__(self, game, position=(0,0), id=None, value=10):
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super().__init__(game, position, id, collision_layer=CollisionLayer.POINT)
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self.value = value
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self.speed = 1 # Points don't move but need speed for draw timing
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def move(self):
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self.age += self.speed
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if self.age == AGE_THRESHOLD:
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self.die()
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def collisions(self):
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pass
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def die(self, unit=None, score=None):
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"""Handle point cleanup. Points just disappear when they expire."""
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target_unit = unit if unit else self
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# Use base class cleanup
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super().die()
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def draw(self):
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image = self.game.assets[f"BMP_BONUS_{self.value}"]
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image_size = self.game.render_engine.get_image_size(image)
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self.rat_image = image
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partial_x, partial_y = 0, 0
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x_pos = self.position_before[0] * self.game.cell_size + (self.game.cell_size - image_size[0]) // 2 + partial_x
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y_pos = self.position_before[1] * self.game.cell_size + (self.game.cell_size - image_size[1]) // 2 + partial_y
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self.game.render_engine.draw_image(x_pos, y_pos, image, anchor="nw", tag="unit")
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