486cd6b7c5
- Introduced a new JSON file containing non-regression test states with detailed unit information, including positions, ages, and movement directions across multiple frames. - Added a shell script for Bluetooth diagnostics that checks system information, Bluetooth binaries, running processes, D-Bus status, Bluetooth controller details, and audio stack status, providing a comprehensive overview for troubleshooting.
680 lines
31 KiB
Python
680 lines
31 KiB
Python
import os
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import random
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import time
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from engine import maze, config
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from engine.collision_system import CollisionLayer
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from runtime_paths import bundle_path
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class Graphics:
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def __init__(self, game):
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self.game = game
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self.loaded_theme_index = None
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def load_assets(self):
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theme_index = self.get_theme_index()
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print(f"[gfx] load_assets requested: level={self.game.current_level + 1} theme={theme_index}")
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if getattr(self.game, "startup_loading_active", False):
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self.game._update_startup_loading(
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"Loading graphics",
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detail=f"Preparing theme {theme_index}",
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progress=0.3,
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)
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if not hasattr(self, "theme_assets_cache"):
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self.theme_assets_cache = {}
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if not hasattr(self, "blood_layer_sprites"):
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self.blood_layer_sprites = []
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if not hasattr(self, "cave_foreground_tiles"):
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self.cave_foreground_tiles = []
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if not getattr(self, "common_assets_loaded", False):
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print("Loading graphics assets...")
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if getattr(self.game, "startup_loading_active", False):
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self.game._update_startup_loading(
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"Loading graphics",
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detail="Decoding sprites and tiles",
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progress=0.4,
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)
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self.rat_assets = {}
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self.rat_assets_textures = {}
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self.rat_image_sizes = {}
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self.bomb_assets = {}
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self.assets = {}
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for sex in ["MALE", "FEMALE", "BABY"]:
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self.rat_assets[sex] = {}
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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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self.rat_assets[sex][direction] = self.game.render_engine.load_image(
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f"Rat/BMP_{sex}_{direction}.png",
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transparent_color=((125, 125, 125), (128, 128, 128)),
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)
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texture = self.game.render_engine.load_image(
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f"Rat/BMP_{sex}_{direction}.png",
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transparent_color=((125, 125, 125), (128, 128, 128)),
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surface=False,
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)
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self.rat_assets_textures[sex][direction] = texture
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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.game.render_engine.load_image(
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f"Rat/BMP_BOMB{n}.png",
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transparent_color=((125, 125, 125), (128, 128, 128)),
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)
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rat_asset_dir = bundle_path("assets", "Rat")
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for file in sorted(os.listdir(rat_asset_dir)):
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if file.endswith(".png") and not file.startswith("."):
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# Check if it's one of our expected BMP files or other known assets
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# to avoid loading temporary or irrelevant PNGs
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file_key = file[:-4]
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try:
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self.assets[file_key] = self.game.render_engine.load_image(
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f"Rat/{file}",
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transparent_color=((125, 125, 125), (128, 128, 128)),
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)
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except (FileNotFoundError, IOError) as e:
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print(f"Warning: Could not load asset {file}: {e}")
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print("Pre-generating blood stain pool...")
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if getattr(self.game, "startup_loading_active", False):
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self.game._update_startup_loading(
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"Loading graphics",
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detail="Generating blood pool",
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progress=0.58,
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)
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self.blood_stain_textures = []
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for _ in range(10):
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blood_surface = self.game.render_engine.generate_blood_surface()
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blood_texture = self.game.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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self.common_assets_loaded = True
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print("[gfx] common assets loaded")
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else:
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print("[gfx] common assets cache hit")
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if theme_index not in self.theme_assets_cache:
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print(f"Loading theme assets {theme_index}...")
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if getattr(self.game, "startup_loading_active", False):
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self.game._update_startup_loading(
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"Loading graphics",
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detail=f"Loading theme {theme_index} art",
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progress=0.74,
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)
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self.theme_assets_cache[theme_index] = {
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"floor_tile": self.game.render_engine.create_color_surface((128, 128, 128)),
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"tunnel": self.game.render_engine.load_image("Rat/BMP_TUNNEL.png"),
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"grasses": [
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self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png", surface=True)
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for i in range(4)
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],
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"grass_textures": [
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self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png")
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for i in range(4)
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],
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"flowers": [
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self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png", surface=True)
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for i in range(4)
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],
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"flower_textures": [
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self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png")
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for i in range(4)
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],
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"caves": {
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direction: self.game.render_engine.load_image(
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f"Rat/BMP_{theme_index}_CAVE_{direction}.png",
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transparent_color=((125, 125, 125), (128, 128, 128)),
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surface=False,
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)
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for direction in ["UP", "DOWN", "LEFT", "RIGHT"]
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},
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"explosions": {
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direction: self.game.render_engine.load_image(
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f"Rat/BMP_{theme_index}_EXPLOSION_{direction}.png",
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transparent_color=((125, 125, 125), (128, 128, 128)),
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surface=False,
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)
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for direction in ["UP", "DOWN", "LEFT", "RIGHT"]
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},
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"edges": {
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direction: self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
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for direction in ["N", "S", "E", "W"]
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},
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"corners": {
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direction: self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
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for direction in ["NE", "NW", "SE", "SW"]
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},
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"inner_corners": {
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direction: self.game.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
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for direction in ["EN", "ES", "WN", "WS"]
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},
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}
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print(f"[gfx] theme cache miss -> loaded theme {theme_index}")
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else:
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print(f"[gfx] theme cache hit -> reusing theme {theme_index}")
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if getattr(self.game, "startup_loading_active", False):
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self.game._update_startup_loading(
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"Loading graphics",
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detail="Finishing render setup",
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progress=0.84,
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)
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self.loaded_theme_index = theme_index
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theme_assets = self.theme_assets_cache[theme_index]
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self.floor_tile = theme_assets["floor_tile"]
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self.tunnel = theme_assets["tunnel"]
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self.grasses = theme_assets["grasses"]
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self.grass_textures = theme_assets["grass_textures"]
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self.flowers = theme_assets["flowers"]
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self.flower_textures = theme_assets["flower_textures"]
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self.caves = theme_assets["caves"]
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self.explosions = theme_assets["explosions"]
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self.edges = theme_assets["edges"]
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self.corners = theme_assets["corners"]
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self.inner_corners = theme_assets["inner_corners"]
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def get_theme_index(self):
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return self.game.current_level % 32 // 8 + 1
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# ==================== RENDERING ====================
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def draw_maze(self):
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if self.game.background_texture is None:
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print(f"[gfx] generating background texture for level={self.game.current_level + 1} theme={self.loaded_theme_index}")
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self.regenerate_background()
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self.game.render_engine.draw_background(self.game.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_cave_foreground(self):
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active_cave_explosions = {}
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for unit in self.game.units.values():
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if unit.collision_layer != CollisionLayer.EXPLOSION:
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continue
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if not self.game.map.is_tunnel(*unit.position):
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continue
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active_cave_explosions[unit.position] = getattr(unit, "cave_direction", None)
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for cell_x, cell_y, direction, surface, x, y in self.cave_foreground_tiles:
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if (cell_x, cell_y) in active_cave_explosions:
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explosion_direction = active_cave_explosions[(cell_x, cell_y)] or direction
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surface = self.explosions.get(explosion_direction, surface)
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self.game.render_engine.draw_image(x, y, surface, anchor="nw", tag="cave")
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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.game.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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self.cave_foreground_tiles = []
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half_cell = self.game.cell_size // 2
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def draw(surface, x, y):
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texture_tiles.append((surface, x, y))
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def draw_cave(surface, x, y, direction):
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self.cave_foreground_tiles.append((x // self.game.cell_size, y // self.game.cell_size, direction, surface, x, y))
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def occupied(x, y):
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return self.game.map.in_bounds(x, y) and self.game.map.get_cell(x, y) != maze.MAP_EMPTY
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def is_tunnel(x, y):
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return self.game.map.in_bounds(x, y) and self.game.map.get_cell(x, y) == maze.MAP_TUNNEL
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def random_wall():
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return random.choice(self.grasses)
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def random_wall_texture():
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return random.choice(self.grass_textures)
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def random_flower():
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return random.choice(self.flowers)
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def random_flower_texture():
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return random.choice(self.flower_textures)
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for y, row in enumerate(self.game.map.tiles):
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for x, cell in enumerate(row):
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px = x * self.game.cell_size
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py = y * self.game.cell_size
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if cell == maze.MAP_EMPTY:
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continue
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if cell == maze.MAP_WALL:
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if x == 0 or y == 0 or x == self.game.map.width - 1 or y == self.game.map.height - 1:
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draw(random_wall(), px, py)
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if x > 0 and y > 0 and (not occupied(x - 1, y - 1) or not occupied(x, y - 1) or not occupied(x - 1, y)):
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north = occupied(x, y - 1)
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west = occupied(x - 1, y)
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if north or west:
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if north and west:
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draw(self.inner_corners["WN"], px, py)
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elif north and not west:
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draw(self.edges["W"], px, py)
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else:
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draw(self.edges["N"], px, py)
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else:
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draw(self.corners["NW"], px, py)
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if y < self.game.map.height - 1 and x < self.game.map.width - 1:
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south = occupied(x, y + 1)
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east = occupied(x + 1, y)
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southeast = occupied(x + 1, y + 1)
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if southeast and south and east:
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if (
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random.randrange(10) != 0
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or x == 0
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or y == 0
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or x == self.game.map.width - 2
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or y == self.game.map.height - 2
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or is_tunnel(x + 1, y)
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or is_tunnel(x, y + 1)
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or is_tunnel(x + 1, y + 1)
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):
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draw(random_wall(), px + half_cell, py + half_cell)
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else:
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draw(random_flower(), px + half_cell, py + half_cell)
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elif south or east:
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if south and east:
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draw(self.inner_corners["ES"], px + half_cell, py + half_cell)
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elif south and not east:
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draw(self.edges["E"], px + half_cell, py + half_cell)
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else:
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draw(self.edges["S"], px + half_cell, py + half_cell)
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else:
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draw(self.corners["SE"], px + half_cell, py + half_cell)
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if y > 0 and x < self.game.map.width - 1 and (not occupied(x + 1, y - 1) or not occupied(x, y - 1) or not occupied(x + 1, y)):
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north = occupied(x, y - 1)
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east = occupied(x + 1, y)
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if north or east:
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if north and east:
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draw(self.inner_corners["EN"], px + half_cell, py)
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elif north and not east:
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draw(self.edges["E"], px + half_cell, py)
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else:
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draw(self.edges["N"], px + half_cell, py)
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else:
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draw(self.corners["NE"], px + half_cell, py)
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if y < self.game.map.height - 1 and x > 0 and (not occupied(x - 1, y + 1) or not occupied(x, y + 1) or not occupied(x - 1, y)):
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south = occupied(x, y + 1)
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west = occupied(x - 1, y)
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if south or west:
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if south and west:
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draw(self.inner_corners["WS"], px, py + half_cell)
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elif south and not west:
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draw(self.edges["W"], px, py + half_cell)
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else:
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draw(self.edges["S"], px, py + half_cell)
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else:
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draw(self.corners["SW"], px, py + half_cell)
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elif cell == maze.MAP_TUNNEL:
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above = occupied(x, y - 1)
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below = occupied(x, y + 1)
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left = occupied(x - 1, y)
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right = occupied(x + 1, y)
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if above:
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if below:
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if left:
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if right:
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if random.randrange(10) != 0:
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draw_cave(random_wall_texture(), px + half_cell, py + half_cell, None)
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else:
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draw_cave(random_flower_texture(), px + half_cell, py + half_cell, None)
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else:
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draw_cave(self.caves["RIGHT"], px, py, "RIGHT")
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else:
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draw(self.grasses[0], px + half_cell, py + half_cell)
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draw_cave(self.caves["LEFT"], px, py, "LEFT")
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else:
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draw_cave(self.caves["DOWN"], px, py, "DOWN")
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else:
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draw(self.grasses[0], px + half_cell, py + half_cell)
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draw_cave(self.caves["UP"], px, py, "UP")
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# Blood stains now handled separately as overlay layer
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self.game.background_texture = self.game.render_engine.create_texture(texture_tiles, fill_color=(128, 128, 128))
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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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# 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.game.cell_size
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y = position[1] * self.game.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.game.pointer[0] + x > self.game.map.width or self.game.pointer[1] + y > self.game.map.height:
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return
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self.game.pointer = (
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max(1, min(self.game.map.width-2, self.game.pointer[0] + x)),
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max(1, min(self.game.map.height-2, self.game.pointer[1] + y))
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)
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self.game.render_engine.scroll_view(self.game.pointer)
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# ==================== MENU RENDERING ====================
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def _menu_font(self, size):
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clamped = max(10, min(69, int(size)))
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return self.game.render_engine.fonts[clamped]
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def _draw_start_menu_difficulty_selector(self, x, y, width, height):
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colors = config.START_MENU_COLORS
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difficulty_config = self.game._difficulty_config()
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accent = difficulty_config["accent"]
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render_engine = self.game.render_engine
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center_x = x + width // 2
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compact_selector = height <= 72
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title_font = self._menu_font(render_engine.target_size[1] // 38)
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value_font = self._menu_font(render_engine.target_size[1] // 23)
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arrow_font = value_font
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section_gap = 4 if compact_selector else 6
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title_line_height = max(14, render_engine.target_size[1] // 32)
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value_line_height = max(18, render_engine.target_size[1] // 24)
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current_y = y + 2
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render_engine.draw_text("Difficulty", title_font, ("center", current_y), colors["muted"])
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current_y += title_line_height + section_gap
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arrow_offset = max(34, min(52, width // 7))
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arrow_y = current_y - (1 if compact_selector else 0)
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render_engine.draw_text("<", arrow_font, (center_x - arrow_offset, arrow_y), colors["muted"])
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render_engine.draw_text(">", arrow_font, (center_x + arrow_offset, arrow_y), colors["muted"])
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render_engine.draw_text(
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difficulty_config["label"],
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value_font,
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("center", current_y),
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accent,
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)
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current_y += value_line_height
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def _draw_start_menu_slider(self, x, y, width, height, setting_name, label, value, selected):
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colors = config.START_MENU_COLORS
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style = config.START_MENU_AUDIO_STYLES[setting_name]
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accent = style["accent"]
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fill_color = style["fill"] if selected else colors["card_fill"]
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border_color = accent if selected else (156, 156, 156)
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text_color = colors["text"]
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render_engine = self.game.render_engine
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render_engine.draw_rectangle(x, y, width, height, "start_menu_slider", filling=fill_color)
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render_engine.draw_rectangle(x, y, width, height, "start_menu_slider", outline=border_color)
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if selected:
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render_engine.draw_rectangle(x + 12, y + 10, 8, height - 20, "start_menu_slider", filling=accent)
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title_y = y + 10
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render_engine.draw_text(label, self._menu_font(render_engine.target_size[1] // 32), (x + 34, title_y), text_color)
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render_engine.draw_text(f"{value}%", self._menu_font(render_engine.target_size[1] // 34), (x + width - 84, title_y + 2), text_color)
|
|
|
|
track_x = x + 34
|
|
track_y = y + height - 26
|
|
track_width = width - 68
|
|
track_height = 14
|
|
filled_width = int(track_width * value / 100)
|
|
knob_width = 14
|
|
knob_x = track_x + int((track_width - knob_width) * value / 100)
|
|
|
|
render_engine.draw_rectangle(track_x, track_y, track_width, track_height, "start_menu_slider", filling=colors["track_fill"])
|
|
render_engine.draw_rectangle(track_x, track_y, track_width, track_height, "start_menu_slider", outline=(128, 128, 128))
|
|
if filled_width > 0:
|
|
render_engine.draw_rectangle(track_x, track_y, filled_width, track_height, "start_menu_slider", filling=accent)
|
|
render_engine.draw_rectangle(knob_x, track_y - 4, knob_width, track_height + 8, "start_menu_slider", filling=(255, 255, 255))
|
|
render_engine.draw_rectangle(knob_x, track_y - 4, knob_width, track_height + 8, "start_menu_slider", outline=accent)
|
|
|
|
def _current_start_menu_animation_frame(self):
|
|
animation = getattr(self.game, "start_menu_animation", None)
|
|
if not animation or not animation["frames"]:
|
|
return None, (0, 0)
|
|
|
|
if len(animation["frames"]) == 1 or animation["total_duration"] <= 0:
|
|
return animation["frames"][0], animation["size"]
|
|
|
|
elapsed_ms = int((time.monotonic() - self.game.start_menu_animation_started_at) * 1000)
|
|
current_offset = elapsed_ms % animation["total_duration"]
|
|
accumulated = 0
|
|
for index, duration in enumerate(animation["durations"]):
|
|
accumulated += duration
|
|
if current_offset < accumulated:
|
|
return animation["frames"][index], animation["size"]
|
|
|
|
return animation["frames"][-1], animation["size"]
|
|
|
|
def _render_audio_menu(self, title, subtitle_lines, primary_action_text, hint_text, image_name="BMP_WEWIN"):
|
|
colors = config.START_MENU_COLORS
|
|
render_engine = self.game.render_engine
|
|
target_width, target_height = render_engine.target_size
|
|
compact_menu = target_height <= 540
|
|
panel_x = max(48, target_width // 12)
|
|
panel_y = max(34, target_height // 18)
|
|
panel_width = target_width - panel_x * 2
|
|
panel_height = target_height - panel_y * 2
|
|
header_height = max(44, target_height // 13)
|
|
|
|
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", filling=colors["panel_fill"])
|
|
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", outline=colors["panel_border"])
|
|
render_engine.draw_rectangle(panel_x, panel_y, panel_width, header_height, "start_menu", filling=colors["header_fill"])
|
|
render_engine.draw_text(
|
|
title,
|
|
self._menu_font(target_height // 20),
|
|
("center", panel_y + 16),
|
|
colors["text"],
|
|
)
|
|
|
|
image = self.assets[image_name]
|
|
image_width, image_height = render_engine.get_image_size(image)
|
|
image_y = panel_y + header_height + (14 if compact_menu else 18)
|
|
render_engine.draw_image(
|
|
target_width // 2 - image_width // 2 - render_engine.w_offset,
|
|
image_y - render_engine.h_offset,
|
|
image,
|
|
"start_menu",
|
|
)
|
|
|
|
info_y = image_y + image_height + 18
|
|
line_gap = 18 if compact_menu else max(20, target_height // 34)
|
|
for index, line in enumerate(subtitle_lines):
|
|
render_engine.draw_text(
|
|
line,
|
|
self._menu_font(target_height // (34 if index == 0 else 36)),
|
|
("center", info_y + line_gap * index),
|
|
colors["text"] if index == 0 else colors["muted"],
|
|
)
|
|
|
|
cta_y = info_y + line_gap * len(subtitle_lines) + 8
|
|
render_engine.draw_text(
|
|
primary_action_text,
|
|
self._menu_font(target_height // 31),
|
|
("center", cta_y),
|
|
colors["text"],
|
|
)
|
|
|
|
card_width = max(320, min(panel_width - 160, 720))
|
|
card_height = 60 if compact_menu else max(68, target_height // 10)
|
|
card_x = target_width // 2 - card_width // 2
|
|
cards_y = cta_y + (16 if compact_menu else 26)
|
|
card_gap = 12 if compact_menu else 16
|
|
for index, (setting_name, label) in enumerate(config.START_MENU_AUDIO_OPTIONS):
|
|
card_y = cards_y + index * (card_height + card_gap)
|
|
self._draw_start_menu_slider(
|
|
card_x,
|
|
card_y,
|
|
card_width,
|
|
card_height,
|
|
setting_name,
|
|
label,
|
|
getattr(self.game, setting_name),
|
|
index == self.game.start_menu_selection,
|
|
)
|
|
|
|
cards_bottom = cards_y + len(config.START_MENU_AUDIO_OPTIONS) * card_height + (len(config.START_MENU_AUDIO_OPTIONS) - 1) * card_gap
|
|
if compact_menu:
|
|
hint_y = min(cards_bottom + 8, panel_y + panel_height - 28)
|
|
render_engine.draw_text(
|
|
hint_text,
|
|
self._menu_font(target_height // 42),
|
|
("center", hint_y),
|
|
colors["muted"],
|
|
)
|
|
else:
|
|
hint_y = cards_bottom + 10
|
|
hint_height = max(34, target_height // 18)
|
|
hint_width = card_width
|
|
hint_x = card_x
|
|
render_engine.draw_rectangle(hint_x, hint_y, hint_width, hint_height, "start_menu", filling=colors["hint_fill"])
|
|
render_engine.draw_rectangle(hint_x, hint_y, hint_width, hint_height, "start_menu", outline=(170, 170, 170))
|
|
render_engine.draw_text(
|
|
hint_text,
|
|
self._menu_font(target_height // 40),
|
|
("center", hint_y + 10),
|
|
colors["muted"],
|
|
)
|
|
|
|
def render_start_menu(self):
|
|
colors = config.START_MENU_COLORS
|
|
render_engine = self.game.render_engine
|
|
target_width, target_height = render_engine.target_size
|
|
compact_menu = target_height <= 540
|
|
panel_x = max(48, target_width // 12)
|
|
panel_y = max(34, target_height // 18)
|
|
panel_width = target_width - panel_x * 2
|
|
panel_height = target_height - panel_y * 2
|
|
header_height = max(58, target_height // 10)
|
|
title_font = self._menu_font(target_height // 15)
|
|
body_font = self._menu_font(target_height // 28)
|
|
meta_font = self._menu_font(target_height // 30)
|
|
cta_font = self._menu_font(target_height // 22)
|
|
hint_font = self._menu_font(target_height // 32)
|
|
line_gap = 22 if compact_menu else max(26, target_height // 26)
|
|
|
|
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", filling=colors["panel_fill"])
|
|
render_engine.draw_rectangle(panel_x, panel_y, panel_width, panel_height, "start_menu", outline=colors["panel_border"])
|
|
render_engine.draw_rectangle(panel_x, panel_y, panel_width, header_height, "start_menu", filling=colors["header_fill"])
|
|
render_engine.draw_text(
|
|
f"Welcome to Mice, {self.game.profile_integration.get_profile_name()}!",
|
|
title_font,
|
|
("center", panel_y + max(12, header_height // 5)),
|
|
colors["text"],
|
|
)
|
|
|
|
animation_frame, animation_size = self._current_start_menu_animation_frame()
|
|
animation_bottom = panel_y + header_height + 18
|
|
if animation_frame is not None:
|
|
max_animation_width = panel_width - (70 if compact_menu else 110)
|
|
display_width = min(animation_size[0], max_animation_width)
|
|
scale_factor = display_width / animation_size[0]
|
|
display_height = max(1, int(animation_size[1] * scale_factor))
|
|
animation_x = target_width // 2 - display_width // 2
|
|
animation_y = panel_y + header_height + (18 if compact_menu else 26)
|
|
render_engine.draw_image(
|
|
animation_x - render_engine.w_offset,
|
|
animation_y - render_engine.h_offset,
|
|
animation_frame,
|
|
"start_menu",
|
|
source_rect=(0, 0, animation_size[0], animation_size[1]),
|
|
dest_size=(display_width, display_height),
|
|
)
|
|
animation_bottom = animation_y + display_height
|
|
|
|
player_profile = self.game.profile_integration.current_profile
|
|
device_id = self.game.profile_integration.get_device_id()
|
|
subtitle_lines = ["A game by Matteo, because he was bored."]
|
|
if player_profile:
|
|
if compact_menu:
|
|
subtitle_lines.append(
|
|
f"Best: {player_profile['best_score']} | Games: {player_profile['games_played']}"
|
|
)
|
|
else:
|
|
subtitle_lines.append(f"Device: {device_id}")
|
|
subtitle_lines.append(
|
|
f"Best Score: {player_profile['best_score']} | Games: {player_profile['games_played']}"
|
|
)
|
|
elif compact_menu:
|
|
subtitle_lines.append(f"Guest profile | {device_id}")
|
|
else:
|
|
subtitle_lines.append(f"Device: {device_id}")
|
|
subtitle_lines.append("No profile loaded - playing as guest")
|
|
|
|
info_y = animation_bottom + (18 if compact_menu else 22)
|
|
for index, line in enumerate(subtitle_lines):
|
|
render_engine.draw_text(
|
|
line,
|
|
body_font if index == 0 else meta_font,
|
|
("center", info_y + line_gap * index),
|
|
colors["text"] if index == 0 else colors["muted"],
|
|
)
|
|
|
|
difficulty_width = max(360, min(panel_width - 160, 760))
|
|
difficulty_height = 54 if compact_menu else max(72, target_height // 9)
|
|
difficulty_x = target_width // 2 - difficulty_width // 2
|
|
difficulty_y = info_y + line_gap * len(subtitle_lines) + (12 if compact_menu else 18)
|
|
self._draw_start_menu_difficulty_selector(
|
|
difficulty_x,
|
|
difficulty_y,
|
|
difficulty_width,
|
|
difficulty_height,
|
|
)
|
|
|
|
cta_y = difficulty_y + difficulty_height + (12 if compact_menu else 24)
|
|
render_engine.draw_text(
|
|
"Press Return to start",
|
|
cta_font,
|
|
("center", cta_y),
|
|
colors["text"],
|
|
)
|
|
if compact_menu:
|
|
render_engine.draw_text(
|
|
"Arrows change difficulty",
|
|
hint_font,
|
|
("center", cta_y + line_gap),
|
|
colors["muted"],
|
|
)
|
|
render_engine.draw_text(
|
|
"Esc quits M toggles audio",
|
|
hint_font,
|
|
("center", cta_y + line_gap + 18),
|
|
colors["muted"],
|
|
)
|
|
else:
|
|
render_engine.draw_text(
|
|
"Arrows change difficulty Esc quits M toggles audio",
|
|
hint_font,
|
|
("center", cta_y + line_gap + 8),
|
|
colors["muted"],
|
|
)
|
|
|
|
def render_pause_menu(self):
|
|
subtitle_lines = [
|
|
f"Level {self.game.current_level + 1} | Points: {self.game.points}",
|
|
f"Rats in maze: {self.game.unit_manager.count_rats()}",
|
|
]
|
|
self._render_audio_menu(
|
|
title="Pause",
|
|
subtitle_lines=subtitle_lines,
|
|
primary_action_text="Press Return to resume",
|
|
hint_text="Up/Down select Left/Right adjust Esc quits",
|
|
image_name="BMP_PAUSE" if "BMP_PAUSE" in self.assets else "BMP_WEWIN",
|
|
)
|