Files
mice/engine/sdl2.py
T
enne2 2ad6a082b3 Normalize near-white pixels to pure white in all loaded assets
Assets like lose.png contain thousands of (254,254,254) pixels on a
background that is also white. When drawn on a white panel these
near-white pixels are slightly darker, producing a visible gray seam.

Apply a global normalization in load_image(): any opaque pixel with
R=G=B >= 250 is clamped to (255,255,255). Applied to every asset, not
only those with transparent_color, so the background is always pure
white regardless of off-by-one in the source PNG.
2026-06-17 11:13:40 +02:00

1412 lines
59 KiB
Python

import os
import random
import ctypes
from ctypes import *
from pathlib import Path
import sdl2
import sdl2.ext
try:
import sdl2.sdlmixer as sdlmixer
except ImportError:
sdlmixer = None
from sdl2.ext.compat import byteify
from sdl2 import SDL_AudioSpec
from PIL import Image, ImageSequence
from runtime_paths import resolve_bundle_path
CONTROLLER_BUTTON_NAMES = {
sdl2.SDL_CONTROLLER_BUTTON_A: "a",
sdl2.SDL_CONTROLLER_BUTTON_B: "b",
sdl2.SDL_CONTROLLER_BUTTON_X: "x",
sdl2.SDL_CONTROLLER_BUTTON_Y: "y",
sdl2.SDL_CONTROLLER_BUTTON_BACK: "back",
sdl2.SDL_CONTROLLER_BUTTON_GUIDE: "guide",
sdl2.SDL_CONTROLLER_BUTTON_START: "start",
sdl2.SDL_CONTROLLER_BUTTON_LEFTSTICK: "leftstick",
sdl2.SDL_CONTROLLER_BUTTON_RIGHTSTICK: "rightstick",
sdl2.SDL_CONTROLLER_BUTTON_LEFTSHOULDER: "leftshoulder",
sdl2.SDL_CONTROLLER_BUTTON_RIGHTSHOULDER: "rightshoulder",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_UP: "dpad_up",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_DOWN: "dpad_down",
sdl2.SDL_CONTROLLER_BUTTON_DPAD_LEFT: "dpad_left",
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:
return None
if isinstance(value, (bytes, bytearray)):
return bytes(value).decode("utf-8", errors="ignore")
try:
return value.decode("utf-8", errors="ignore")
except AttributeError:
return str(value)
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
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
# Cached viewport bounds for fast visibility checks
self._update_viewport_bounds()
print(f"Screen size: {self.width}x{self.height}")
self.joystick_enabled = os.environ.get("MICE_DISABLE_JOYSTICK", "").strip().lower() not in {
"1",
"true",
"yes",
"on",
}
# SDL2 initialization
sdl2.ext.init(joystick=self.joystick_enabled)
sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
# 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")
self.show_loading_screen("Loading Mice!", detail="Initializing renderer", progress=0.02)
# Initial loading dialog
# self.dialog("Loading assets...")
# self.renderer.present()
# Game state
self.running = True
self.delay = 30
self.performance = 0
self.last_status_text = ""
self.stats_sprite = None
self.mean_fps = 0
self.fpss = []
self.text_width = 0
self.text_height = 0
self.ammo_text = ""
# White flash effect state
self.white_flash_active = False
self.white_flash_start_time = 0
self.white_flash_opacity = 255
# Input handling
self.trigger = key_callback
self.button_cursor = [0, 0]
self.buttons = {}
self.joystick = None
self.game_controller = None
self.input_device_kind = "keyboard"
self.input_device_name = None
# Audio system initialization
self._init_audio_system()
self.audio = True
# Input devices
if self.joystick_enabled:
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)
self.sound_volume = sdl2.SDL_MIX_MAXVOLUME
self.music_enabled = False
self.music_volume = 128
self.music_track = None
self.music_path = None
if sdlmixer is None:
return
mixer_flags = getattr(sdlmixer, "MIX_INIT_MP3", 0)
init_result = sdlmixer.Mix_Init(mixer_flags)
if mixer_flags and init_result & mixer_flags != mixer_flags:
print("[audio] SDL_mixer MP3 support not available")
return
if sdlmixer.Mix_OpenAudio(44100, sdl2.AUDIO_S16SYS, sdlmixer.MIX_DEFAULT_CHANNELS, 2048) != 0:
print(f"[audio] failed to open music mixer: {sdl2.SDL_GetError()}")
return
self.music_enabled = True
sdlmixer.Mix_VolumeMusic(self.music_volume)
def set_sound_volume(self, volume_percent):
clamped = max(0, min(int(volume_percent), 100))
self.sound_volume = int(round(clamped * sdl2.SDL_MIX_MAXVOLUME / 100))
def set_music_volume(self, volume_percent):
clamped = max(0, min(int(volume_percent), 100))
self.music_volume = int(round(clamped * 128 / 100))
if self.music_enabled and sdlmixer is not None:
sdlmixer.Mix_VolumeMusic(self.music_volume)
def set_volume(self, volume_percent):
self.set_sound_volume(volume_percent)
self.set_music_volume(volume_percent)
def play_music(self, music_file, loop=True):
if not self.audio or not self.music_enabled or sdlmixer is None:
return False
music_path = str(resolve_bundle_path(os.path.join("assets", "music", music_file)))
if self.music_path != music_path:
self._free_music_track()
self.music_track = sdlmixer.Mix_LoadMUS(byteify(music_path, "utf-8"))
if not self.music_track:
print(f"[audio] failed to load music: {music_path}")
return False
self.music_path = music_path
if sdlmixer.Mix_PausedMusic():
sdlmixer.Mix_ResumeMusic()
return True
if sdlmixer.Mix_PlayingMusic():
return True
loops = -1 if loop else 0
if sdlmixer.Mix_PlayMusic(self.music_track, loops) != 0:
print(f"[audio] failed to play music: {music_path}")
return False
return True
def pause_music(self):
if self.music_enabled and sdlmixer is not None and sdlmixer.Mix_PlayingMusic() and not sdlmixer.Mix_PausedMusic():
sdlmixer.Mix_PauseMusic()
def stop_music(self):
if self.music_enabled and sdlmixer is not None and (sdlmixer.Mix_PlayingMusic() or sdlmixer.Mix_PausedMusic()):
sdlmixer.Mix_HaltMusic()
def _free_music_track(self):
self.stop_music()
if self.music_enabled and sdlmixer is not None and self.music_track is not None:
sdlmixer.Mix_FreeMusic(self.music_track)
self.music_track = None
self.music_path = None
# ======================
# TEXTURE & IMAGE METHODS
# ======================
def create_texture(self, tiles: list, fill_color=None):
"""Create a texture from a list of tiles"""
bg_surface = sdl2.SDL_CreateRGBSurface(0, self.width, self.height, 32, 0, 0, 0, 0)
if fill_color is not None:
mapped_color = sdl2.SDL_MapRGB(bg_surface.contents.format, *fill_color)
sdl2.SDL_FillRect(bg_surface, None, mapped_color)
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 create_overlay_texture(self, tiles: list):
"""Create a transparent RGBA texture from sub-tile surface blits.
Each tile is a tuple (surface, src_x, src_y, width, height, dst_x, dst_y).
Source surfaces are converted to RGBA so the resulting texture has an
alpha channel and supports global alpha modulation.
"""
bg_surface = sdl2.SDL_CreateRGBSurface(
0, self.width, self.height, 32,
0x00FF0000, 0x0000FF00, 0x000000FF, 0xFF000000
)
sdl2.SDL_FillRect(bg_surface, None, 0)
sdl2.SDL_SetSurfaceBlendMode(bg_surface, sdl2.SDL_BLENDMODE_BLEND)
rgba_format = sdl2.SDL_PIXELFORMAT_RGBA8888
for surface, src_x, src_y, width, height, dst_x, dst_y in tiles:
src_fmt = sdl2.SDL_PIXELFORMAT_UNKNOWN
try:
src_fmt = surface.format.format
except AttributeError:
src_fmt = sdl2.SDL_PIXELFORMAT_UNKNOWN
srcrect = sdl2.SDL_Rect(int(src_x), int(src_y), int(width), int(height))
dstrect = sdl2.SDL_Rect(int(dst_x), int(dst_y), int(width), int(height))
if src_fmt == rgba_format:
sdl2.SDL_BlitSurface(surface, srcrect, bg_surface, dstrect)
else:
converted = sdl2.SDL_ConvertSurfaceFormat(surface, rgba_format, 0)
if converted:
sdl2.SDL_BlitSurface(converted, srcrect, bg_surface, dstrect)
sdl2.SDL_FreeSurface(converted)
else:
sdl2.SDL_BlitSurface(surface, srcrect, bg_surface, dstrect)
bg_texture = self.factory.from_surface(bg_surface)
try:
sdl2.SDL_SetTextureBlendMode(bg_texture.texture, sdl2.SDL_BLENDMODE_BLEND)
except Exception:
pass
sdl2.SDL_FreeSurface(bg_surface)
return bg_texture
def draw_overlay_texture(self, texture, alpha=255):
"""Draw a full-map transparent overlay texture with current view offset."""
if texture is None:
return
raw_texture = getattr(texture, "texture", texture)
if alpha < 255:
try:
sdl2.SDL_SetTextureAlphaMod(raw_texture, int(alpha))
except Exception:
pass
try:
sdl2.SDL_SetTextureBlendMode(raw_texture, sdl2.SDL_BLENDMODE_BLEND)
except Exception:
pass
self.renderer.copy(texture, dstrect=sdl2.SDL_Rect(self.w_offset, self.h_offset, self.width, self.height))
def create_color_surface(self, color, width=None, height=None):
"""Create a solid color surface matching the current cell size by default."""
width = width or self.cell_size
height = height or self.cell_size
image = Image.new("RGBA", (width, height), (*color, 255))
return sdl2.ext.pillow_to_surface(image)
def load_image(self, path, transparent_color=None, surface=False):
"""Load and process an image with optional transparency and scaling"""
image_path = resolve_bundle_path(os.path.join("assets", path))
image = Image.open(image_path)
# Handle transparency
if transparent_color:
image = image.convert("RGBA")
# Support single color tuple or sequence of color tuples
if isinstance(transparent_color[0], int):
color_set = {transparent_color}
else:
color_set = set(transparent_color)
datas = image.getdata()
new_data = [
(255, 255, 255, 0) if item[:3] in color_set else item
for item in datas
]
image.putdata(new_data)
# Normalize near-white background pixels to pure white to avoid
# dark seams when the texture is drawn on a white panel. Applied
# to every asset, not only those with transparent_color, so the
# background is always pure white.
if image.mode != "RGBA":
image = image.convert("RGBA")
datas = image.getdata()
normalized = [
(255, 255, 255, item[3]) if item[3] > 0
and item[0] >= 250 and item[1] >= 250 and item[2] >= 250
and item[0] == item[1] == item[2]
else item
for item in datas
]
image.putdata(normalized)
# Scale image: tiles are now 64px (was 20px), multiply by 5/8 to reach cell_size (40px)
image = image.resize((image.width * 5 // 8, image.height * 5 // 8), Image.NEAREST)
if surface:
return sdl2.ext.pillow_to_surface(image)
temp_surface = sdl2.ext.pillow_to_surface(image)
texture = self.factory.from_surface(temp_surface)
sdl2.SDL_FreeSurface(temp_surface)
return texture
def load_animation(self, path):
"""Load a GIF animation as SDL textures with frame durations."""
image_path = resolve_bundle_path(os.path.join("assets", path))
image = Image.open(image_path)
frames = []
durations = []
for frame in ImageSequence.Iterator(image):
rgba_frame = frame.convert("RGBA")
duration = int(frame.info.get("duration", 83))
duration = max(20, duration)
temp_surface = sdl2.ext.pillow_to_surface(rgba_frame)
texture = self.factory.from_surface(temp_surface)
sdl2.SDL_FreeSurface(temp_surface)
frames.append(texture)
durations.append(duration)
if not frames:
rgba_frame = image.convert("RGBA")
temp_surface = sdl2.ext.pillow_to_surface(rgba_frame)
texture = self.factory.from_surface(temp_surface)
sdl2.SDL_FreeSurface(temp_surface)
frames.append(texture)
durations.append(83)
return {
"frames": frames,
"durations": durations,
"total_duration": sum(durations),
"size": frames[0].size,
}
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 = {}
font_path = str(resolve_bundle_path(font_file))
for i in range(10, 70, 1):
fonts.update({i: sdl2.ext.FontManager(font_path=font_path, 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
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=None, anchor="nw", source_rect=None, dest_size=None):
"""Draw an image sprite at specified coordinates"""
if not self.is_in_visible_area(x, y):
return
if source_rect is not None:
src_x, src_y, src_w, src_h = (int(value) for value in source_rect)
dst_w, dst_h = dest_size or (src_w, src_h)
dstrect = sdl2.SDL_Rect(
int(x + self.w_offset),
int(y + self.h_offset),
int(dst_w),
int(dst_h),
)
srcrect = sdl2.SDL_Rect(src_x, src_y, src_w, src_h)
self.renderer.copy(sprite, srcrect=srcrect, dstrect=dstrect)
return
if dest_size is not None:
dst_w, dst_h = (int(value) for value in dest_size)
dstrect = sdl2.SDL_Rect(
int(x + self.w_offset),
int(y + self.h_offset),
dst_w,
dst_h,
)
self.renderer.copy(sprite, dstrect=dstrect)
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):
"""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 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
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):
"""Placeholder for tag deletion (not implemented)"""
pass
# ======================
# UI METHODS
# ======================
def dialog(self, text, **kwargs):
"""Display a dialog box with text and optional extras"""
if kwargs.get("style") == "run_complete":
self._draw_run_complete_dialog(text, **kwargs)
return
panel_x = 50
panel_y = 50
panel_width = self.target_size[0] - 100
panel_height = self.target_size[1] - 100
panel_bottom = panel_y + panel_height
panel_padding_x = max(24, panel_width // 18)
panel_padding_y = max(20, panel_height // 18)
inner_left = panel_x + panel_padding_x
inner_right = panel_x + panel_width - panel_padding_x
inner_width = inner_right - inner_left
title_font_size = max(18, min(42, self.target_size[1] // 20))
subtitle_font_size = max(12, min(22, self.target_size[1] // 35))
scores_title_font_size = max(16, min(30, self.target_size[1] // 25))
scores_font_size = max(12, min(20, self.target_size[1] // 40))
def make_text_sprite(message, font_size, color=(0, 0, 0)):
return self.factory.from_text(
message,
color=sdl2.ext.Color(*color),
fontmanager=self.fonts[font_size],
)
def score_row(score, rank):
if isinstance(score, dict):
return f"{rank}. {score.get('user_id', 'Guest')}", f"{score.get('best_score', 0)} pts"
if len(score) >= 4:
return f"{rank}. {score[2]}", f"{score[1]} pts"
if len(score) >= 3:
return f"{rank}. {score[2]}", f"{score[1]} pts"
return f"{rank}. Guest", f"{score[1]} pts"
self.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "win", filling=(255, 255, 255))
title_sprite = make_text_sprite(text, title_font_size)
content_y = panel_y + panel_padding_y
title_x = self.target_size[0] // 2 - title_sprite.size[0] // 2
self.renderer.copy(title_sprite, dstrect=sdl2.SDL_Rect(title_x, content_y, *title_sprite.size))
content_y += title_sprite.size[1] + max(14, panel_height // 36)
if image := kwargs.get("image"):
image_width, image_height = self.get_image_size(image)
image_scale = kwargs.get("image_scale")
image_max_width = kwargs.get("image_max_width")
image_max_height = kwargs.get("image_max_height")
scale_limit = 1.0
if image_scale is not None:
scale_limit = min(scale_limit, max(0.01, float(image_scale)))
if image_max_width:
scale_limit = min(scale_limit, float(image_max_width) / image_width)
if image_max_height:
scale_limit = min(scale_limit, float(image_max_height) / image_height)
render_width = max(1, int(round(image_width * scale_limit)))
render_height = max(1, int(round(image_height * scale_limit)))
image_x = self.target_size[0] // 2 - render_width // 2
self.draw_image(
image_x - self.w_offset,
content_y - self.h_offset,
image,
"win",
dest_size=(render_width, render_height),
)
content_y += render_height + max(14, panel_height // 30)
if subtitle := kwargs.get("subtitle"):
subtitle_sprites = [
make_text_sprite(line.strip(), subtitle_font_size)
for line in subtitle.split('\n')
if line.strip()
]
subtitle_gap = max(6, panel_height // 70)
for sprite in subtitle_sprites:
subtitle_x = self.target_size[0] // 2 - sprite.size[0] // 2
self.renderer.copy(sprite, dstrect=sdl2.SDL_Rect(subtitle_x, content_y, *sprite.size))
content_y += sprite.size[1] + subtitle_gap
content_y += max(8, panel_height // 40)
if scores := kwargs.get("scores"):
score_rows = [score_row(score, index) for index, score in enumerate(scores[:5], start=1)]
if score_rows:
scores_title_sprite = make_text_sprite("High Scores:", scores_title_font_size)
scores_title_x = self.target_size[0] // 2 - scores_title_sprite.size[0] // 2
self.renderer.copy(
scores_title_sprite,
dstrect=sdl2.SDL_Rect(scores_title_x, content_y, *scores_title_sprite.size),
)
content_y += scores_title_sprite.size[1] + max(10, panel_height // 42)
name_sprites = []
value_sprites = []
for name_text, value_text in score_rows:
name_sprites.append(make_text_sprite(name_text, scores_font_size))
value_sprites.append(make_text_sprite(value_text, scores_font_size))
max_name_width = max(sprite.size[0] for sprite in name_sprites)
max_value_width = max(sprite.size[0] for sprite in value_sprites)
row_height = max(
max(sprite.size[1] for sprite in name_sprites),
max(sprite.size[1] for sprite in value_sprites),
)
row_gap = max(4, panel_height // 80)
table_width = min(inner_width, max_name_width + max_value_width + max(24, inner_width // 18))
table_x = self.target_size[0] // 2 - table_width // 2
value_column_x = table_x + table_width
max_rows_fit = max(1, (panel_bottom - panel_padding_y - content_y + row_gap) // (row_height + row_gap))
for index, (name_sprite, value_sprite) in enumerate(zip(name_sprites[:max_rows_fit], value_sprites[:max_rows_fit])):
row_y = content_y + index * (row_height + row_gap)
self.renderer.copy(
name_sprite,
dstrect=sdl2.SDL_Rect(table_x, row_y, *name_sprite.size),
)
self.renderer.copy(
value_sprite,
dstrect=sdl2.SDL_Rect(value_column_x - value_sprite.size[0], row_y, *value_sprite.size),
)
def _draw_run_complete_dialog(self, text, **kwargs):
target_width, target_height = self.target_size
panel_x = max(18, target_width // 30)
panel_y = max(18, target_height // 30)
panel_width = target_width - panel_x * 2
panel_height = target_height - panel_y * 2
panel_center_x = panel_x + panel_width // 2
panel_bottom = panel_y + panel_height
inner_padding_x = max(20, panel_width // 28)
inner_padding_y = max(18, panel_height // 28)
inner_left = panel_x + inner_padding_x
inner_right = panel_x + panel_width - inner_padding_x
palette = {
"backdrop": (5, 5, 6),
"panel": (14, 15, 16),
"panel_inner": (28, 29, 31),
"border": (188, 151, 77),
"title": (244, 233, 204),
"score": (241, 196, 83),
"image_frame": (50, 42, 30),
}
title_font_size = max(28, min(54, target_height // 12))
score_font_size = max(20, min(34, target_height // 20))
def make_text_sprite(message, font_size, color):
return self.factory.from_text(
message,
color=sdl2.ext.Color(*color),
fontmanager=self.fonts[font_size],
)
def blit_centered(sprite, y):
x = panel_center_x - sprite.size[0] // 2
self.renderer.copy(sprite, dstrect=sdl2.SDL_Rect(x, y, *sprite.size))
return y + sprite.size[1]
def draw_card(x, y, width, height, fill, border):
self.draw_rectangle(x, y, width, height, "run_complete", filling=fill)
self.draw_rectangle(x, y, width, height, "run_complete", outline=border)
self.draw_rectangle(0, 0, target_width, target_height, "run_complete", filling=palette["backdrop"])
draw_card(panel_x, panel_y, panel_width, panel_height, palette["panel"], palette["border"])
draw_card(panel_x + 10, panel_y + 10, panel_width - 20, panel_height - 20, palette["panel_inner"], palette["border"])
title_y = panel_y + inner_padding_y
title_sprite = make_text_sprite(text, title_font_size, palette["title"])
title_bottom = blit_centered(title_sprite, title_y)
score_value = kwargs.get("current_score")
score_text = None if score_value is None else f"SCORE {score_value}"
score_sprite = None if score_text is None else make_text_sprite(score_text, score_font_size, palette["score"])
score_y = panel_bottom - inner_padding_y - (0 if score_sprite is None else score_sprite.size[1])
image_top = title_bottom + max(14, panel_height // 28)
image_bottom = score_y - max(14, panel_height // 26)
image_area_height = max(120, image_bottom - image_top)
image_area_width = inner_right - inner_left
image = kwargs.get("image")
if image is not None:
texture_width, texture_height = self.get_image_size(image)
image_scale = min(image_area_width / texture_width, image_area_height / texture_height)
image_width = max(1, int(round(texture_width * image_scale)))
image_height = max(1, int(round(texture_height * image_scale)))
image_x = panel_center_x - image_width // 2
image_y = image_top + max(0, (image_area_height - image_height) // 4)
image_frame = max(6, panel_width // 80)
draw_card(
image_x - image_frame,
image_y - image_frame,
image_width + image_frame * 2,
image_height + image_frame * 2,
palette["image_frame"],
palette["border"],
)
self.draw_image(
image_x - self.w_offset,
image_y - self.h_offset,
image,
"run_complete",
dest_size=(image_width, image_height),
)
if score_sprite is not None:
blit_centered(score_sprite, score_y)
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 update_status(self, text):
"""Update and display the status bar with FPS information"""
fps = int(1000 / self.performance) if self.performance != 0 else 0
# at 10% of probability print fps
if len(self.fpss) > 20:
self.mean_fps = round(sum(self.fpss) / len(self.fpss)) if self.fpss else fps
#print(f"FPS: {self.mean_fps}")
self.fpss.clear()
else:
self.fpss.append(fps)
status_text = f"FPS: {self.mean_fps} - {text}"
if status_text != self.last_status_text:
self.last_status_text = status_text
font = self.fonts[20]
self.stats_sprite = self.factory.from_text(status_text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
if self.text_width != self.stats_sprite.size[0] or self.text_height != self.stats_sprite.size[1]:
self.text_width, self.text_height = self.stats_sprite.size
# create a background for the status text using texture
self.stats_background = self.factory.from_color(sdl2.ext.Color(255, 255, 255), (self.text_width + 10, self.text_height + 4))
# self.renderer.fill((3, 3, self.text_width + 10, self.text_height + 4), sdl2.ext.Color(255, 255, 255))
self.renderer.copy(self.stats_background, dstrect=sdl2.SDL_Rect(3, 3, self.text_width + 10, self.text_height + 4))
self.renderer.copy(self.stats_sprite, dstrect=sdl2.SDL_Rect(8, 5, self.text_width, self.text_height))
def update_ammo(self, ammo, assets):
"""Update and display the ammo count"""
ammo_text = f"{ammo['bomb']['count']}/{ammo['bomb']['max']} {ammo['mine']['count']}/{ammo['mine']['max']} {ammo['gas']['count']}/{ammo['gas']['max']} "
if self.ammo_text != ammo_text:
self.ammo_text = ammo_text
font = self.fonts[20]
self.ammo_sprite = self.factory.from_text(ammo_text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font)
text_width, text_height = self.ammo_sprite.size
self.ammo_background = self.factory.from_color(sdl2.ext.Color(255, 255, 255), (text_width + 10, text_height + 4))
text_width, text_height = self.ammo_sprite.size
position = (self.target_size[0] - text_width - 10, self.target_size[1] - text_height - 5)
#self.renderer.fill((position[0] - 5, position[1] - 2, text_width + 10, text_height + 4), sdl2.ext.Color(255, 255, 255))
self.renderer.copy(self.ammo_background, dstrect=sdl2.SDL_Rect(position[0] - 5, position[1] - 2, text_width + 10, text_height + 4))
self.renderer.copy(self.ammo_sprite, dstrect=sdl2.SDL_Rect(position[0], position[1], text_width, text_height))
self.renderer.copy(assets["BMP_BOMB0"], dstrect=sdl2.SDL_Rect(position[0]+25, position[1], 20, 20))
self.renderer.copy(assets["BMP_POISON"], dstrect=sdl2.SDL_Rect(position[0]+85, position[1], 20, 20))
self.renderer.copy(assets["BMP_GAS"], dstrect=sdl2.SDL_Rect(position[0]+140, position[1], 20, 20))
# ======================
# VIEW & NAVIGATION
# ======================
def _update_viewport_bounds(self):
"""Update cached viewport bounds for fast visibility checks"""
self.visible_x_min = -self.w_offset - self.cell_size
self.visible_x_max = self.width - self.w_offset
self.visible_y_min = -self.h_offset - self.cell_size
self.visible_y_max = self.height - self.h_offset
def scroll_view(self, pointer):
"""Adjust the view offset based on pointer coordinates"""
cell_x, cell_y = pointer
pointer_x = cell_x * self.cell_size
pointer_y = cell_y * self.cell_size
desired_w_offset = (self.target_size[0] - self.cell_size) // 2 - pointer_x
desired_h_offset = (self.target_size[1] - self.cell_size) // 2 - pointer_y
self.w_offset = max(self.max_w_offset, min(0, desired_w_offset))
self.h_offset = max(self.max_h_offset, min(0, desired_h_offset))
# Update cached bounds when viewport changes
self._update_viewport_bounds()
def is_in_visible_area(self, x, y):
"""Check if coordinates are within the visible area (optimized with cached bounds)"""
return (self.visible_x_min <= x <= self.visible_x_max and
self.visible_y_min <= y <= self.visible_y_max)
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"""
if not self.audio:
return
sound_path = str(resolve_bundle_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")
if self.sound_volume <= 0:
sdl2.SDL_FreeWAV(_buf)
return
devid = self.audio_devs[tag]
# Clear any queued audio
sdl2.SDL_ClearQueuedAudio(devid)
buffer_length = int(_length.value)
if self.sound_volume < sdl2.SDL_MIX_MAXVOLUME:
scaled_buffer = create_string_buffer(buffer_length)
sdl2.SDL_MixAudioFormat(
cast(scaled_buffer, POINTER(sdl2.Uint8)),
_buf,
spec.format,
buffer_length,
self.sound_volume,
)
sdl2.SDL_QueueAudio(devid, cast(scaled_buffer, POINTER(sdl2.Uint8)), buffer_length)
else:
sdl2.SDL_QueueAudio(devid, _buf, buffer_length)
sdl2.SDL_FreeWAV(_buf)
# Start playing audio
sdl2.SDL_PauseAudioDevice(devid, 0)
def stop_sound(self):
"""Stop all audio playback"""
self.stop_music()
for dev in self.audio_devs.values():
sdl2.SDL_PauseAudioDevice(dev, 1)
sdl2.SDL_ClearQueuedAudio(dev)
# ======================
# INPUT METHODS
# ======================
def load_joystick(self):
"""Initialize joystick and game controller support."""
if not getattr(self, "joystick_enabled", True):
return
sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK | sdl2.SDL_INIT_GAMECONTROLLER)
sdl2.SDL_JoystickEventState(sdl2.SDL_ENABLE)
if hasattr(sdl2, "SDL_GameControllerEventState"):
sdl2.SDL_GameControllerEventState(sdl2.SDL_ENABLE)
num_joysticks = sdl2.SDL_NumJoysticks()
if num_joysticks < 1:
print("[input] no joystick detected")
return
for device_index in range(num_joysticks):
if hasattr(sdl2, "SDL_IsGameController") and sdl2.SDL_IsGameController(device_index):
controller = sdl2.SDL_GameControllerOpen(device_index)
if controller:
self.game_controller = controller
self.input_device_kind = "gamecontroller"
self.input_device_name = _decode_sdl_string(
sdl2.SDL_GameControllerName(controller)
)
print(f"[input] game controller detected: {self.input_device_name}")
return
self.joystick = sdl2.SDL_JoystickOpen(0)
if self.joystick:
self.input_device_kind = "joystick"
self.input_device_name = _decode_sdl_string(sdl2.SDL_JoystickName(self.joystick))
print(f"[input] raw joystick detected: {self.input_device_name}")
def get_input_device_summary(self):
return {
"kind": self.input_device_kind,
"name": self.input_device_name,
}
def _controller_button_name(self, button):
return CONTROLLER_BUTTON_NAMES.get(button, str(button))
# ======================
# 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"]()
# Update and draw white flash effect
if self.update_white_flash():
self.draw_white_flash()
# Handle SDL events
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
self.running = False
elif event.type == sdl2.SDL_KEYDOWN:
# print in file keycode
keycode = event.key.keysym.sym
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
key = key.replace(" ", "_")
# Check for Right Ctrl key to trigger white flash
self.trigger(f"keydown_{key}")
elif event.type == sdl2.SDL_KEYUP:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
key = key.replace(" ", "_")
self.trigger(f"keyup_{key}")
elif event.type == sdl2.SDL_MOUSEMOTION:
self.trigger(f"mousemove_{event.motion.x}, {event.motion.y}")
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
if self.game_controller is None:
key = event.jbutton.button
self.trigger(f"joybuttondown_{key}")
elif event.type == sdl2.SDL_JOYBUTTONUP:
if self.game_controller is None:
key = event.jbutton.button
self.trigger(f"joybuttonup_{key}")
elif event.type == sdl2.SDL_JOYHATMOTION:
if self.game_controller is None:
hat = event.jhat.hat
value = event.jhat.value
self.trigger(f"joyhatmotion_{hat}_{value}")
elif hasattr(sdl2, "SDL_CONTROLLERBUTTONDOWN") and event.type == sdl2.SDL_CONTROLLERBUTTONDOWN:
button_name = self._controller_button_name(event.cbutton.button)
self.trigger(f"controllerbuttondown_{button_name}")
elif hasattr(sdl2, "SDL_CONTROLLERBUTTONUP") and event.type == sdl2.SDL_CONTROLLERBUTTONUP:
button_name = self._controller_button_name(event.cbutton.button)
self.trigger(f"controllerbuttonup_{button_name}")
# Present the rendered frame
self.renderer.present()
# 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)
# ======================
# INTRO SCREEN
# ======================
def show_intro(self, path, duration_ms=2000, fade_ms=500, crop_center_y=520):
"""Show a fullscreen intro image with fade-in/out from black. Skip on keypress.
SDL scales the image to target width (proportional height), then crops
vertically around crop_center_y. No PIL resize — scaling is done by SDL
via srcrect/dstrect.
"""
img = Image.open(resolve_bundle_path(path)).convert("RGBA")
tw, th = self.target_size
iw, ih = img.size
# Compute scaled height at target width (aspect-correct), keep in source space
scaled_h = int(ih * tw / iw)
# Crop window in scaled coords, mapped back to source coords for srcrect
crop_y_scaled = max(0, min(crop_center_y - th // 2, scaled_h - th))
src_y = int(crop_y_scaled * ih / scaled_h)
src_h = max(1, int(th * ih / scaled_h))
surface = sdl2.ext.pillow_to_surface(img)
texture = self.factory.from_surface(surface)
sdl2.SDL_FreeSurface(surface)
srcrect = sdl2.SDL_Rect(0, src_y, iw, src_h)
dstrect = sdl2.SDL_Rect(0, 0, tw, th)
start = sdl2.SDL_GetTicks()
skipped = False
while True:
elapsed = sdl2.SDL_GetTicks() - start
if elapsed >= duration_ms:
break
# Compute black overlay alpha for fade-in / fade-out
if elapsed < fade_ms:
overlay_alpha = int(255 * (1.0 - elapsed / fade_ms))
elif elapsed > duration_ms - fade_ms:
overlay_alpha = int(255 * (elapsed - (duration_ms - fade_ms)) / fade_ms)
else:
overlay_alpha = 0
self.renderer.clear()
self.renderer.copy(texture, srcrect=srcrect, dstrect=dstrect)
if overlay_alpha > 0:
sdl2.SDL_SetRenderDrawBlendMode(
self.renderer.sdlrenderer, sdl2.SDL_BLENDMODE_BLEND)
sdl2.SDL_SetRenderDrawColor(
self.renderer.sdlrenderer, 0, 0, 0, overlay_alpha)
sdl2.SDL_RenderFillRect(self.renderer.sdlrenderer, None)
self.renderer.present()
sdl2.SDL_Delay(16)
for event in sdl2.ext.get_events():
if event.type == sdl2.SDL_QUIT:
self.running = False
return
elif event.type in (sdl2.SDL_KEYDOWN, sdl2.SDL_JOYBUTTONDOWN, sdl2.SDL_CONTROLLERBUTTONDOWN):
skipped = True
if skipped:
break
# Fade to black before returning (fast if skipped, already there if natural end)
fade_out_ms = fade_ms // 2 if skipped else 0
if fade_out_ms > 0:
fade_start = sdl2.SDL_GetTicks()
while True:
elapsed = sdl2.SDL_GetTicks() - fade_start
if elapsed >= fade_out_ms:
break
alpha = int(255 * elapsed / fade_out_ms)
self.renderer.clear()
self.renderer.copy(texture, srcrect=srcrect, dstrect=dstrect)
sdl2.SDL_SetRenderDrawBlendMode(
self.renderer.sdlrenderer, sdl2.SDL_BLENDMODE_BLEND)
sdl2.SDL_SetRenderDrawColor(self.renderer.sdlrenderer, 0, 0, 0, alpha)
sdl2.SDL_RenderFillRect(self.renderer.sdlrenderer, None)
self.renderer.present()
sdl2.SDL_Delay(16)
# Final black frame
self.renderer.clear()
self.renderer.present()
# ======================
# SPECIAL EFFECTS
# ======================
def trigger_white_flash(self):
"""Trigger the white flash effect"""
self.white_flash_active = True
self.white_flash_start_time = sdl2.SDL_GetTicks()
self.white_flash_opacity = 255
def update_white_flash(self):
"""Update the white flash effect and return True if it should be drawn"""
if not self.white_flash_active:
return False
current_time = sdl2.SDL_GetTicks()
elapsed_time = current_time - self.white_flash_start_time
if elapsed_time < 500: # First 500ms : full white
self.white_flash_opacity = 255
return True
elif elapsed_time < 2000: # Next 2 seconds: fade out
# Calculate fade based on remaining time (1000ms fade duration)
fade_progress = (elapsed_time - 500) / 1000.0 # 0.0 to 1.0
self.white_flash_opacity = int(255 * (1.0 - fade_progress))
return True
else: # Effect is complete
self.white_flash_active = False
self.white_flash_opacity = 0
return False
def draw_white_flash(self):
"""Draw the white flash overlay"""
if self.white_flash_opacity > 0:
# Create a white surface with the current opacity
white_surface = sdl2.SDL_CreateRGBSurface(
0, self.target_size[0], self.target_size[1], 32,
0x000000FF, # R mask
0x0000FF00, # G mask
0x00FF0000, # B mask
0xFF000000 # A mask
)
if white_surface:
# Fill surface with white
sdl2.SDL_FillRect(white_surface, None,
sdl2.SDL_MapRGBA(white_surface.contents.format,
255, 255, 255, self.white_flash_opacity))
# Convert to texture and draw
white_texture = self.factory.from_surface(white_surface)
white_texture.position = (0, 0)
# Enable alpha blending for the texture
sdl2.SDL_SetTextureBlendMode(white_texture.texture, sdl2.SDL_BLENDMODE_BLEND)
# Draw the white overlay
self.renderer.copy(white_texture, dstrect=sdl2.SDL_Rect(0, 0, self.target_size[0], self.target_size[1]))
# Clean up
sdl2.SDL_FreeSurface(white_surface)
# ======================
# UTILITY METHODS
# ======================
def new_cycle(self, delay, callback):
"""Placeholder for cycle management (not implemented)"""
pass
def capture_frame(self):
"""Capture the current renderer output as a PIL image."""
width, height = self.target_size
pitch = width * 4
pixel_buffer = (ctypes.c_ubyte * (pitch * height))()
result = sdl2.SDL_RenderReadPixels(
self.renderer.sdlrenderer,
None,
sdl2.SDL_PIXELFORMAT_RGBA32,
pixel_buffer,
pitch,
)
if result != 0:
raise RuntimeError(f"Failed to capture frame: {sdl2.SDL_GetError()}")
return Image.frombuffer(
"RGBA",
(width, height),
bytes(pixel_buffer),
"raw",
"RGBA",
0,
1,
).copy()
def save_frame(self, path):
"""Save the current renderer output to an image file."""
output_path = Path(path).expanduser()
output_path.parent.mkdir(parents=True, exist_ok=True)
image = self.capture_frame()
image.save(output_path)
return output_path
def full_screen(self, flag):
"""Toggle fullscreen mode"""
sdl2.SDL_SetWindowFullscreen(self.window.window, flag)
def get_perf_counter(self):
"""Get performance counter for timing"""
return sdl2.SDL_GetPerformanceCounter()
def close(self):
"""Close the game window and cleanup"""
self._free_music_track()
if self.music_enabled and sdlmixer is not None:
sdlmixer.Mix_CloseAudio()
sdlmixer.Mix_Quit()
self.music_enabled = False
if self.game_controller:
sdl2.SDL_GameControllerClose(self.game_controller)
self.game_controller = None
if self.joystick:
sdl2.SDL_JoystickClose(self.joystick)
self.joystick = None
self.running = False
sdl2.ext.quit()
# ======================
# MAIN GAME LOOP
# ======================
# ======================
# SPECIAL EFFECTS
# ======================
def generate_blood_surface(self):
"""Generate a dynamic blood splatter surface using SDL2 with transparency"""
size = self.cell_size
# Create RGBA surface for blood splatter with proper alpha channel
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
# Enable alpha blending for the surface
sdl2.SDL_SetSurfaceBlendMode(blood_surface, sdl2.SDL_BLENDMODE_BLEND)
# Fill with transparent color first
sdl2.SDL_FillRect(blood_surface, None,
sdl2.SDL_MapRGBA(blood_surface.contents.format, 0, 0, 0, 0))
# Lock surface for pixel manipulation
sdl2.SDL_LockSurface(blood_surface)
# Get pixel data
pixels = cast(blood_surface.contents.pixels, POINTER(c_uint32))
pitch = blood_surface.contents.pitch // 4 # Convert pitch to pixels (32-bit)
# Blood color variations (RGBA format for proper alpha)
blood_colors = [
(139, 0, 0), # Dark red
(178, 34, 34), # Firebrick
(160, 0, 0), # Dark red
(200, 0, 0), # Red
(128, 0, 0), # Maroon
]
# Generate splatter with diffusion algorithm
center_x, center_y = size // 2, size // 2
max_radius = size // 3 + random.randint(-3, 5)
for y in range(size):
for x in range(size):
# Calculate distance from center
distance = ((x - center_x) ** 2 + (y - center_y) ** 2) ** 0.5
# Calculate blood probability based on distance
if distance <= max_radius:
# Closer to center = higher probability
probability = max(0, 1 - (distance / max_radius))
# Add noise for irregular shape
noise = random.random() * 0.7
if random.random() < probability * noise:
# Choose random blood color
r, g, b = random.choice(blood_colors)
# Add alpha variation for transparency
alpha = int(255 * probability * random.uniform(0.6, 1.0))
# Pack RGBA into uint32 (ABGR format for SDL)
pixel_color = (alpha << 24) | (b << 16) | (g << 8) | r
pixels[y * pitch + x] = pixel_color
else:
# Transparent pixel
pixels[y * pitch + x] = 0x00000000
else:
# Outside radius, transparent
pixels[y * pitch + x] = 0x00000000
# 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)
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:
r, g, b = random.choice(blood_colors[:3]) # Darker colors for drops
alpha = random.randint(100, 200)
# Pack RGBA into uint32 (ABGR format for SDL)
pixel_color = (alpha << 24) | (b << 16) | (g << 8) | r
pixels[ny * pitch + nx] = pixel_color
# Unlock surface
sdl2.SDL_UnlockSurface(blood_surface)
return blood_surface
def draw_blood_surface(self, blood_surface, position):
"""Convert blood surface to texture with proper alpha blending"""
# Create texture directly from renderer
texture_ptr = sdl2.SDL_CreateTextureFromSurface(self.renderer.renderer, blood_surface)
if texture_ptr:
# Enable alpha blending
sdl2.SDL_SetTextureBlendMode(texture_ptr, sdl2.SDL_BLENDMODE_BLEND)
# Wrap in sprite for compatibility
sprite = sdl2.ext.TextureSprite(texture_ptr)
# Free the surface
sdl2.SDL_FreeSurface(blood_surface)
return sprite
sdl2.SDL_FreeSurface(blood_surface)
return None
def combine_blood_surfaces(self, existing_surface, new_surface):
"""Combine two blood surfaces by blending them together"""
# Create combined surface
combined_surface = sdl2.SDL_CreateRGBSurface(
0, self.cell_size, self.cell_size, 32,
0x000000FF, # R mask
0x0000FF00, # G mask
0x00FF0000, # B mask
0xFF000000 # A mask
)
if combined_surface is None:
return existing_surface
# Lock surfaces for pixel manipulation
sdl2.SDL_LockSurface(existing_surface)
sdl2.SDL_LockSurface(new_surface)
sdl2.SDL_LockSurface(combined_surface)
# Get pixel data
existing_pixels = cast(existing_surface.contents.pixels, POINTER(c_uint32))
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 # Convert pitch to pixels (32-bit)
# Combine pixels with additive blending
for y in range(self.cell_size):
for x in range(self.cell_size):
idx = y * pitch + x
existing_pixel = existing_pixels[idx]
new_pixel = new_pixels[idx]
# Extract RGBA components
existing_a = (existing_pixel >> 24) & 0xFF
existing_r = (existing_pixel >> 16) & 0xFF
existing_g = (existing_pixel >> 8) & 0xFF
existing_b = existing_pixel & 0xFF
new_a = (new_pixel >> 24) & 0xFF
new_r = (new_pixel >> 16) & 0xFF
new_g = (new_pixel >> 8) & 0xFF
new_b = new_pixel & 0xFF
# 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
final_r = min(255, existing_r + (new_r // 2))
final_g = min(255, existing_g + (new_g // 2))
final_b = min(255, existing_b + (new_b // 2))
final_a = min(255, existing_a + (new_a // 2))
else:
# Use new pixel color
final_r = new_r
final_g = new_g
final_b = new_b
final_a = new_a
else:
# Use existing pixel color
final_r = existing_r
final_g = existing_g
final_b = existing_b
final_a = existing_a
# Pack the final pixel
combined_pixels[idx] = (final_a << 24) | (final_r << 16) | (final_g << 8) | final_b
# Unlock surfaces
sdl2.SDL_UnlockSurface(existing_surface)
sdl2.SDL_UnlockSurface(new_surface)
sdl2.SDL_UnlockSurface(combined_surface)
return combined_surface
def free_surface(self, surface):
"""Safely free an SDL surface"""
if surface is not None:
sdl2.SDL_FreeSurface(surface)