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import os
import random
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
class GameWindow:
def __init__(self, width, height, cell_size, title="Default", key_callback=None):
self.cell_size = cell_size
self.width = width * cell_size
self.height = height * cell_size
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)
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
self.h_offset = self.h_start_offset
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.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()
self.window.show()
self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED)
self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
self.fonts = self.generate_fonts("assets/decterm.ttf")
self.dialog("Loading assets...")
self.renderer.present()
self.running = True
self.key_down, self.key_up, self.axis_scroll = key_callback
self.performance = 0
self.audio_devs = {}
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)
def create_texture(self, tiles: list):
# Always create a fresh surface since we free it after use
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)
sdl2.SDL_BlitSurface(tile[0], None, bg_surface, dstrect)
bg_texture = self.factory.from_surface(bg_surface)
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):
image_path = os.path.join("assets", path)
image = Image.open(image_path)
if transparent_color:
image = image.convert("RGBA")
datas = image.getdata()
new_data = []
for item in datas:
if item[:3] == transparent_color:
new_data.append((255, 255, 255, 0))
else:
new_data.append(item)
image.putdata(new_data)
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)
return self.factory.from_surface(sdl2.ext.pillow_to_surface(image))
def draw_text(self, text, font, position, color):
sprite = self.factory.from_text(text, color=color, fontmanager=font)
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):
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"):
if not self.is_in_visible_area(x, y):
return
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):
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
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))
def delete_tag(self, tag):
pass
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))
self.draw_text(text, self.fonts[self.target_size[1]//20], "center", sdl2.ext.Color(0, 0, 0))
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))
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")
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.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))
def get_image_size(self, image):
return image.size
def update_status(self, text):
fps = int(1000 / self.performance) if self.performance != 0 else 0
text = f"FPS: {fps} - {text}"
font = self.fonts[20]
sprite = self.factory.from_text(text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
text_width, text_height = sprite.size
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))
def new_cycle(self, delay, callback):
pass
def full_screen(self,flag):
sdl2.SDL_SetWindowFullscreen(self.window.window, flag)
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()
def mainloop(self, **kwargs):
while self.running:
performance_start = sdl2.SDL_GetPerformanceCounter()
self.renderer.clear()
if "bg_update" in kwargs:
kwargs["bg_update"]()
kwargs["update"]()
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
self.running = False
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:
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:
key = event.jbutton.button
self.key_down(key)
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)
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()
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
# Clamp vertical offset
if y < self.max_h_offset:
y = self.max_h_offset
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")
_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):
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 get_view_center(self):
return self.w_offset + self.width // 2, self.h_offset + self.height // 2
def generate_blood_surface(self):
"""Genera dinamicamente una superficie di macchia di sangue usando SDL2"""
size = self.cell_size
# Crea una superficie RGBA per la macchia di sangue
blood_surface = sdl2.SDL_CreateRGBSurface(
0, size, size, 32,
0x000000FF, # R mask
0x0000FF00, # G mask
0x00FF0000, # B mask
0xFF000000 # A mask
)
if not blood_surface:
return None
# Blocca la superficie per il disegno pixel per pixel
sdl2.SDL_LockSurface(blood_surface)
# Ottieni i dati dei pixel
pixels = cast(blood_surface.contents.pixels, POINTER(c_uint32))
pitch = blood_surface.contents.pitch // 4 # pitch in pixel (32-bit)
# Colori del sangue (variazioni di rosso)
blood_colors = [
0xFF8B0000, # Rosso scuro
0xFFB22222, # Rosso mattone
0xFFDC143C, # Cremisi
0xFFFF0000, # Rosso puro
0xFF800000, # Marrone
]
# Genera la macchia con un algoritmo di diffusione
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
distance = ((x - center_x) ** 2 + (y - center_y) ** 2) ** 0.5
# Probabilità di avere sangue basata sulla distanza
if distance <= max_radius:
# Più vicino al centro, più probabile avere sangue
probability = max(0, 1 - (distance / max_radius))
# Aggiungi rumore per forma irregolare
noise = random.random() * 0.7
if random.random() < probability * noise:
# Scegli un colore di sangue casuale
color = random.choice(blood_colors)
# Aggiungi variazione di alpha per trasparenza
alpha = int(255 * probability * random.uniform(0.6, 1.0))
color = (color & 0x00FFFFFF) | (alpha << 24)
pixels[y * pitch + x] = color
else:
# Pixel trasparente
pixels[y * pitch + x] = 0x00000000
else:
# Fuori dal raggio, trasparente
pixels[y * pitch + x] = 0x00000000
# Aggiungi alcune gocce sparse intorno alla macchia principale
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)
if 0 <= drop_x < size and 0 <= drop_y < size:
drop_size = random.randint(1, 3)
for dy in range(-drop_size, drop_size + 1):
for dx in range(-drop_size, drop_size + 1):
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
alpha = random.randint(100, 200)
color = (color & 0x00FFFFFF) | (alpha << 24)
pixels[ny * pitch + nx] = color
# Sblocca la superficie
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
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
sdl2.SDL_BlitSurface(blood_surface, None, temp_surface, None)
sdl2.SDL_FreeSurface(blood_surface)
# Create texture from the temporary surface
texture = self.factory.from_surface(temp_surface)
sdl2.SDL_FreeSurface(temp_surface)
return texture