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716 lines
30 KiB
716 lines
30 KiB
import os |
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import random |
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import ctypes |
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from ctypes import * |
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import engine.sdl2_layer as sdl2_layer |
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import sdl2.ext |
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from sdl2.ext.compat import byteify |
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from engine.sdl2_layer import SDL_AudioSpec |
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from PIL import Image |
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class GameWindow: |
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def __init__(self, width, height, cell_size, title="Default", key_callback=None): |
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# Display configuration |
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self.cell_size = cell_size |
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self.width = width * cell_size |
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self.height = height * cell_size |
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|
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# Screen resolution handling |
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actual_screen_size = os.environ.get("RESOLUTION", "640x480").split("x") |
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actual_screen_size = tuple(map(int, actual_screen_size)) |
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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) |
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# View offset calculations |
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self.w_start_offset = (self.target_size[0] - self.width) // 2 |
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self.h_start_offset = (self.target_size[1] - self.height) // 2 |
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self.w_offset = self.w_start_offset |
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self.h_offset = self.h_start_offset |
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self.max_w_offset = self.target_size[0] - self.width |
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self.max_h_offset = self.target_size[1] - self.height |
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self.scale = self.target_size[1] // self.cell_size |
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print(f"Screen size: {self.width}x{self.height}") |
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|
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# SDL2 initialization |
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sdl2_layer.ext.init(joystick=True) |
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sdl2_layer.SDL_Init(sdl2_layer.SDL_INIT_AUDIO) |
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# Window and renderer setup |
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self.window = sdl2_layer.ext.Window(title=title, size=self.target_size) |
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# self.window.show() |
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self.renderer = sdl2_layer.ext.Renderer(self.window, flags=sdl2_layer.SDL_RENDERER_ACCELERATED) |
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self.factory = sdl2_layer.ext.SpriteFactory(renderer=self.renderer) |
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# Font system |
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self.fonts = self.generate_fonts("assets/decterm.ttf") |
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# Initial loading dialog |
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# self.dialog("Loading assets...") |
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# self.renderer.present() |
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# Game state |
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self.running = True |
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self.delay = 30 |
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self.performance = 0 |
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self.last_status_text = "" |
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self.stats_sprite = None |
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self.mean_fps = 0 |
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self.fpss = [] |
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self.text_width = 0 |
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self.text_height = 0 |
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self.ammo_text = "" |
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# White flash effect state |
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self.white_flash_active = False |
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self.white_flash_start_time = 0 |
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self.white_flash_opacity = 255 |
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# Input handling |
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self.trigger = key_callback |
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self.button_cursor = [0, 0] |
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self.buttons = {} |
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# Audio system initialization |
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self._init_audio_system() |
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self.audio = True |
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# Input devices |
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self.load_joystick() |
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def _init_audio_system(self): |
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"""Initialize audio devices for different audio channels""" |
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audio_spec = SDL_AudioSpec(freq=22050, aformat=sdl2_layer.AUDIO_U8, channels=1, samples=2048) |
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self.audio_devs = {} |
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self.audio_devs["base"] = sdl2_layer.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0) |
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self.audio_devs["effects"] = sdl2_layer.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0) |
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self.audio_devs["music"] = sdl2_layer.SDL_OpenAudioDevice(None, 0, audio_spec, None, 0) |
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# ====================== |
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# TEXTURE & IMAGE METHODS |
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# ====================== |
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def create_texture(self, tiles: list): |
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"""Create a texture from a list of tiles""" |
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bg_surface = sdl2_layer.SDL_CreateRGBSurface(0, self.width, self.height, 32, 0, 0, 0, 0) |
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for tile in tiles: |
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dstrect = sdl2_layer.SDL_Rect(tile[1], tile[2], self.cell_size, self.cell_size) |
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sdl2_layer.SDL_BlitSurface(tile[0], None, bg_surface, dstrect) |
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bg_texture = self.factory.from_surface(bg_surface) |
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sdl2_layer.SDL_FreeSurface(bg_surface) |
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return bg_texture |
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def load_image(self, path, transparent_color=None, surface=False): |
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"""Load and process an image with optional transparency and scaling""" |
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image_path = os.path.join("assets", path) |
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image = Image.open(image_path) |
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# Handle transparency |
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if transparent_color: |
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image = image.convert("RGBA") |
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datas = image.getdata() |
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new_data = [] |
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for item in datas: |
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if item[:3] == transparent_color: |
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new_data.append((255, 255, 255, 0)) |
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else: |
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new_data.append(item) |
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image.putdata(new_data) |
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# Scale image |
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scale = self.cell_size // 20 |
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image = image.resize((image.width * scale, image.height * scale), Image.NEAREST) |
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if surface: |
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return sdl2_layer.ext.pillow_to_surface(image) |
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return self.factory.from_surface(sdl2_layer.ext.pillow_to_surface(image)) |
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def get_image_size(self, image): |
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"""Get the size of an image sprite""" |
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return image.size |
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# ====================== |
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# FONT MANAGEMENT |
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# ====================== |
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def generate_fonts(self, font_file): |
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"""Generate font managers for different sizes""" |
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fonts = {} |
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for i in range(10, 70, 1): |
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fonts.update({i: sdl2_layer.ext.FontManager(font_path=font_file, size=i)}) |
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return fonts |
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# ====================== |
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# DRAWING METHODS |
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# ====================== |
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def draw_text(self, text, font, position, color): |
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"""Draw text at specified position with given font and color""" |
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sprite = self.factory.from_text(text, color=color, fontmanager=font) |
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# Handle center positioning |
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if position == "center": |
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position = ("center", "center") |
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if position[0] == "center": |
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position = (self.target_size[0] // 2 - sprite.size[0] // 2, position[1]) |
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if position[1] == "center": |
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position = (position[0], self.target_size[1] // 2 - sprite.size[1] // 2) |
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sprite.position = position |
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self.renderer.copy(sprite, dstrect=sprite.position) |
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def draw_background(self, bg_texture): |
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"""Draw background texture with current view offset""" |
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self.renderer.copy(bg_texture, dstrect=sdl2_layer.SDL_Rect(self.w_offset, self.h_offset, self.width, self.height)) |
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def draw_image(self, x, y, sprite, tag=None, anchor="nw"): |
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"""Draw an image sprite at specified coordinates""" |
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if not self.is_in_visible_area(x, y): |
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return |
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sprite.position = (x + self.w_offset, y + self.h_offset) |
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self.renderer.copy(sprite, dstrect=sprite.position) |
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def draw_rectangle(self, x, y, width, height, tag, outline="red", filling=None): |
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"""Draw a rectangle with optional fill and outline""" |
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if filling: |
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self.renderer.fill((x, y, width, height), sdl2_layer.ext.Color(*filling)) |
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else: |
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self.renderer.draw_rect((x, y, width, height), sdl2_layer.ext.Color(*outline)) |
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def draw_pointer(self, x, y): |
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"""Draw a red pointer rectangle at specified coordinates""" |
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x = x + self.w_offset |
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y = y + self.h_offset |
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for i in range(3): |
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self.renderer.draw_rect((x + i, y + i, self.cell_size - 2*i, self.cell_size - 2*i), |
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color=sdl2_layer.ext.Color(255, 0, 0)) |
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def delete_tag(self, tag): |
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"""Placeholder for tag deletion (not implemented)""" |
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pass |
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# ====================== |
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# UI METHODS |
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# ====================== |
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def dialog(self, text, **kwargs): |
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"""Display a dialog box with text and optional extras""" |
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# Draw dialog background |
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self.draw_rectangle(50, 50, |
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self.target_size[0] - 100, self.target_size[1] - 100, |
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"win", filling=(255, 255, 255)) |
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# Calculate layout positions to avoid overlaps |
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title_y = self.target_size[1] // 4 # Title at 1/4 of screen height |
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# Draw main text (title) |
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self.draw_text(text, self.fonts[self.target_size[1]//20], |
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("center", title_y), sdl2_layer.ext.Color(0, 0, 0)) |
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# Draw image if provided - position it below title |
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image_bottom_y = title_y + 60 # Default position if no image |
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if image := kwargs.get("image"): |
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image_size = self.get_image_size(image) |
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image_y = title_y + 50 |
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self.draw_image(self.target_size[0] // 2 - image_size[0] // 2 - self.w_offset, |
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image_y - self.h_offset, |
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image, "win") |
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image_bottom_y = image_y + image_size[1] + 20 |
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# Draw subtitle if provided - handle multi-line text, position below image |
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if subtitle := kwargs.get("subtitle"): |
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subtitle_lines = subtitle.split('\n') |
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base_y = image_bottom_y + 20 |
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line_height = 25 # Fixed line height for consistent spacing |
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for i, line in enumerate(subtitle_lines): |
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if line.strip(): # Only draw non-empty lines |
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self.draw_text(line.strip(), self.fonts[self.target_size[1]//35], |
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("center", base_y + i * line_height), sdl2_layer.ext.Color(0, 0, 0)) |
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# Draw scores if provided - position at bottom |
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if scores := kwargs.get("scores"): |
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scores_start_y = self.target_size[1] * 3 // 4 # Bottom quarter of screen |
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sprite = self.factory.from_text("High Scores:", color=sdl2_layer.ext.Color(0, 0, 0), |
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fontmanager=self.fonts[self.target_size[1]//25]) |
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sprite.position = (self.target_size[0] // 2 - sprite.size[0] // 2, scores_start_y) |
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self.renderer.copy(sprite, dstrect=sprite.position) |
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for i, score in enumerate(scores[:5]): |
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if len(score) >= 4: # New format: date, score, name, device |
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score_text = f"{score[2]}: {score[1]} pts ({score[3]})" |
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elif len(score) >= 3: # Medium format: date, score, name |
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score_text = f"{score[2]}: {score[1]} pts" |
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else: # Old format: date, score |
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score_text = f"Guest: {score[1]} pts" |
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self.draw_text(score_text, self.fonts[self.target_size[1]//45], |
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("center", scores_start_y + 30 + 25 * (i + 1)), |
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sdl2_layer.ext.Color(0, 0, 0)) |
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def start_dialog(self, **kwargs): |
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"""Display the welcome dialog""" |
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self.dialog("Welcome to the Mice!", subtitle="A game by Matteo because was bored", **kwargs) |
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def draw_button(self, x, y, text, width, height, coords): |
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"""Draw a button with text""" |
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# TODO: Fix outline parameter usage |
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color = (0, 0, 255) if self.button_cursor == list(coords) else (0, 0, 0) |
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self.draw_rectangle(x, y, width, height, "button", outline=color) |
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#self.draw_text(text, self.fonts[20], (x + 10, y + 10), (0, 0, 0)) |
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def update_status(self, text): |
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"""Update and display the status bar with FPS information""" |
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fps = int(1000 / self.performance) if self.performance != 0 else 0 |
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# at 10% of probability print fps |
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if len(self.fpss) > 20: |
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self.mean_fps = round(sum(self.fpss) / len(self.fpss)) if self.fpss else fps |
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#print(f"FPS: {self.mean_fps}") |
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self.fpss.clear() |
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else: |
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self.fpss.append(fps) |
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status_text = f"FPS: {self.mean_fps} - {text}" |
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if status_text != self.last_status_text: |
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self.last_status_text = status_text |
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font = self.fonts[20] |
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self.stats_sprite = self.factory.from_text(status_text, color=sdl2_layer.ext.Color(0, 0, 0), fontmanager=font) |
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if self.text_width != self.stats_sprite.size[0] or self.text_height != self.stats_sprite.size[1]: |
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self.text_width, self.text_height = self.stats_sprite.size |
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# create a background for the status text using texture |
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self.stats_background = self.factory.from_color(sdl2_layer.ext.Color(255, 255, 255), (self.text_width + 10, self.text_height + 4)) |
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# self.renderer.fill((3, 3, self.text_width + 10, self.text_height + 4), sdl2.ext.Color(255, 255, 255)) |
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self.renderer.copy(self.stats_background, dstrect=sdl2_layer.SDL_Rect(3, 3, self.text_width + 10, self.text_height + 4)) |
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self.renderer.copy(self.stats_sprite, dstrect=sdl2_layer.SDL_Rect(8, 5, self.text_width, self.text_height)) |
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def update_ammo(self, ammo, assets): |
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"""Update and display the ammo count""" |
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ammo_text = f"{ammo['bomb']['count']}/{ammo['bomb']['max']} {ammo['mine']['count']}/{ammo['mine']['max']} {ammo['gas']['count']}/{ammo['gas']['max']} " |
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if self.ammo_text != ammo_text: |
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self.ammo_text = ammo_text |
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font = self.fonts[20] |
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self.ammo_sprite = self.factory.from_text(ammo_text, color=sdl2_layer.ext.Color(0, 0, 0), fontmanager=font) |
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text_width, text_height = self.ammo_sprite.size |
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self.ammo_background = self.factory.from_color(sdl2_layer.ext.Color(255, 255, 255), (text_width + 10, text_height + 4)) |
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text_width, text_height = self.ammo_sprite.size |
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position = (self.target_size[0] - text_width - 10, self.target_size[1] - text_height - 5) |
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#self.renderer.fill((position[0] - 5, position[1] - 2, text_width + 10, text_height + 4), sdl2.ext.Color(255, 255, 255)) |
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self.renderer.copy(self.ammo_background, dstrect=sdl2_layer.SDL_Rect(position[0] - 5, position[1] - 2, text_width + 10, text_height + 4)) |
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self.renderer.copy(self.ammo_sprite, dstrect=sdl2_layer.SDL_Rect(position[0], position[1], text_width, text_height)) |
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self.renderer.copy(assets["BMP_BOMB0"], dstrect=sdl2_layer.SDL_Rect(position[0]+25, position[1], 20, 20)) |
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self.renderer.copy(assets["BMP_POISON"], dstrect=sdl2_layer.SDL_Rect(position[0]+85, position[1], 20, 20)) |
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self.renderer.copy(assets["BMP_GAS"], dstrect=sdl2_layer.SDL_Rect(position[0]+140, position[1], 20, 20)) |
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# ====================== |
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# VIEW & NAVIGATION |
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# ====================== |
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def scroll_view(self, pointer): |
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"""Adjust the view offset based on pointer coordinates""" |
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x, y = pointer |
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# Scale down and invert coordinates |
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x = -(x // 2) * self.cell_size |
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y = -(y // 2) * self.cell_size |
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# Clamp horizontal offset to valid range |
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if x <= self.max_w_offset + self.cell_size: |
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x = self.max_w_offset |
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# Clamp vertical offset to valid range |
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if y < self.max_h_offset: |
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y = self.max_h_offset |
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self.w_offset = x |
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self.h_offset = y |
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def is_in_visible_area(self, x, y): |
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"""Check if coordinates are within the visible area""" |
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return (-self.w_offset - self.cell_size <= x <= self.width - self.w_offset and |
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-self.h_offset - self.cell_size <= y <= self.height - self.h_offset) |
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def get_view_center(self): |
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"""Get the center coordinates of the current view""" |
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return self.w_offset + self.width // 2, self.h_offset + self.height // 2 |
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# ====================== |
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# AUDIO METHODS |
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# ====================== |
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def play_sound(self, sound_file, tag="base"): |
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"""Play a sound file on the specified audio channel""" |
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if not self.audio: |
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return |
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sound_path = os.path.join("sound", sound_file) |
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rw = sdl2_layer.SDL_RWFromFile(byteify(sound_path, "utf-8"), b"rb") |
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if not rw: |
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raise RuntimeError("Failed to open sound file") |
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_buf = POINTER(sdl2_layer.Uint8)() |
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_length = sdl2_layer.Uint32() |
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spec = SDL_AudioSpec(freq=22050, aformat=sdl2_layer.AUDIO_U8, channels=1, samples=2048) |
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if sdl2_layer.SDL_LoadWAV_RW(rw, 1, byref(spec), byref(_buf), byref(_length)) == None: |
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raise RuntimeError("Failed to load WAV") |
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devid = self.audio_devs[tag] |
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# Clear any queued audio |
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sdl2_layer.SDL_ClearQueuedAudio(devid) |
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# Start playing audio |
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sdl2_layer.SDL_QueueAudio(devid, _buf, _length) |
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sdl2_layer.SDL_PauseAudioDevice(devid, 0) |
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def stop_sound(self): |
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"""Stop all audio playback""" |
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for dev in self.audio_devs.values(): |
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sdl2_layer.SDL_PauseAudioDevice(dev, 1) |
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sdl2_layer.SDL_ClearQueuedAudio(dev) |
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# ====================== |
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# INPUT METHODS |
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# ====================== |
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def load_joystick(self): |
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"""Initialize joystick support""" |
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sdl2_layer.SDL_Init(sdl2_layer.SDL_INIT_JOYSTICK) |
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sdl2_layer.SDL_JoystickOpen(0) |
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|
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# ====================== |
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# MAIN GAME LOOP |
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# ====================== |
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def mainloop(self, **kwargs): |
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"""Main game loop handling events and rendering""" |
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while self.running: |
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performance_start = sdl2_layer.SDL_GetPerformanceCounter() |
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self.renderer.clear() |
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# Execute background update if provided |
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if "bg_update" in kwargs: |
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kwargs["bg_update"]() |
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# Execute main update |
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kwargs["update"]() |
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# Update and draw white flash effect |
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if self.update_white_flash(): |
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self.draw_white_flash() |
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# Handle SDL events |
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events = sdl2_layer.ext.get_events() |
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for event in events: |
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if event.type == sdl2_layer.SDL_QUIT: |
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self.running = False |
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elif event.type == sdl2_layer.SDL_KEYDOWN: |
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# print in file keycode |
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keycode = event.key.keysym.sym |
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key = sdl2_layer.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') |
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key = key.replace(" ", "_") |
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# Check for Right Ctrl key to trigger white flash |
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self.trigger(f"keydown_{key}") |
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elif event.type == sdl2_layer.SDL_KEYUP: |
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key = sdl2_layer.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') |
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key = key.replace(" ", "_") |
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self.trigger(f"keyup_{key}") |
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elif event.type == sdl2_layer.SDL_MOUSEMOTION: |
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self.trigger(f"mousemove_{event.motion.x}, {event.motion.y}") |
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elif event.type == sdl2_layer.SDL_JOYBUTTONDOWN: |
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key = event.jbutton.button |
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self.trigger(f"joybuttondown_{key}") |
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elif event.type == sdl2_layer.SDL_JOYBUTTONUP: |
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key = event.jbutton.button |
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self.trigger(f"joybuttonup_{key}") |
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elif event.type == sdl2_layer.SDL_JOYHATMOTION: |
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hat = event.jhat.hat |
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value = event.jhat.value |
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self.trigger(f"joyhatmotion_{hat}_{value}") |
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# Present the rendered frame |
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self.renderer.present() |
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|
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# Calculate performance and delay |
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self.performance = ((sdl2_layer.SDL_GetPerformanceCounter() - performance_start) / |
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sdl2_layer.SDL_GetPerformanceFrequency() * 1000) |
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delay = max(0, self.delay - round(self.performance)) |
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sdl2_layer.SDL_Delay(delay) |
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# ====================== |
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# SPECIAL EFFECTS |
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# ====================== |
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|
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def trigger_white_flash(self): |
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"""Trigger the white flash effect""" |
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self.white_flash_active = True |
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self.white_flash_start_time = sdl2_layer.SDL_GetTicks() |
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self.white_flash_opacity = 255 |
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def update_white_flash(self): |
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"""Update the white flash effect and return True if it should be drawn""" |
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if not self.white_flash_active: |
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return False |
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current_time = sdl2_layer.SDL_GetTicks() |
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elapsed_time = current_time - self.white_flash_start_time |
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|
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if elapsed_time < 500: # First 500ms : full white |
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self.white_flash_opacity = 255 |
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return True |
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elif elapsed_time < 2000: # Next 2 seconds: fade out |
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# Calculate fade based on remaining time (1000ms fade duration) |
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fade_progress = (elapsed_time - 500) / 1000.0 # 0.0 to 1.0 |
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self.white_flash_opacity = int(255 * (1.0 - fade_progress)) |
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return True |
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else: # Effect is complete |
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self.white_flash_active = False |
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self.white_flash_opacity = 0 |
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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_layer.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_layer.SDL_FillRect(white_surface, None, |
|
sdl2_layer.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_layer.SDL_SetTextureBlendMode(white_texture.texture, sdl2_layer.SDL_BLENDMODE_BLEND) |
|
|
|
# Draw the white overlay |
|
self.renderer.copy(white_texture, dstrect=sdl2_layer.SDL_Rect(0, 0, self.target_size[0], self.target_size[1])) |
|
|
|
# Clean up |
|
sdl2_layer.SDL_FreeSurface(white_surface) |
|
|
|
# ====================== |
|
# UTILITY METHODS |
|
# ====================== |
|
|
|
def new_cycle(self, delay, callback): |
|
"""Placeholder for cycle management (not implemented)""" |
|
pass |
|
|
|
def full_screen(self, flag): |
|
"""Toggle fullscreen mode""" |
|
sdl2_layer.SDL_SetWindowFullscreen(self.window.window, flag) |
|
|
|
def get_perf_counter(self): |
|
"""Get performance counter for timing""" |
|
return sdl2_layer.SDL_GetPerformanceCounter() |
|
|
|
def close(self): |
|
"""Close the game window and cleanup""" |
|
self.running = False |
|
sdl2_layer.ext.quit() |
|
|
|
# ====================== |
|
# MAIN GAME LOOP |
|
# ====================== |
|
|
|
|
|
|
|
# ====================== |
|
# SPECIAL EFFECTS |
|
# ====================== |
|
|
|
def generate_blood_surface(self): |
|
"""Generate a dynamic blood splatter surface using SDL2""" |
|
size = self.cell_size |
|
|
|
# Create RGBA surface for blood splatter |
|
blood_surface = sdl2_layer.SDL_CreateRGBSurface( |
|
0, size, size, 32, |
|
0x000000FF, # R mask |
|
0x0000FF00, # G mask |
|
0x00FF0000, # B mask |
|
0xFF000000 # A mask |
|
) |
|
|
|
if not blood_surface: |
|
return None |
|
|
|
# Lock surface for pixel manipulation |
|
sdl2_layer.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 (ABGR format) |
|
blood_colors = [ |
|
0xFF00008B, # Dark red |
|
0xFF002222, # Brick red |
|
0xFF003C14, # Crimson |
|
0xFF0000FF, # Pure red |
|
0xFF000080, # Reddish brown |
|
] |
|
|
|
# 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 |
|
color = random.choice(blood_colors) |
|
|
|
# Add alpha variation for transparency |
|
alpha = int(255 * probability * random.uniform(0.6, 1.0)) |
|
color = (color & 0x00FFFFFF) | (alpha << 24) |
|
|
|
pixels[y * pitch + x] = 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: |
|
color = random.choice(blood_colors[:3]) # Darker colors for drops |
|
alpha = random.randint(100, 200) |
|
color = (color & 0x00FFFFFF) | (alpha << 24) |
|
pixels[ny * pitch + nx] = color |
|
|
|
# Unlock surface |
|
sdl2_layer.SDL_UnlockSurface(blood_surface) |
|
|
|
return blood_surface |
|
|
|
def draw_blood_surface(self, blood_surface, position): |
|
"""Convert blood surface to texture and return it""" |
|
# Create temporary surface for blood texture |
|
temp_surface = sdl2_layer.SDL_CreateRGBSurface(0, self.cell_size, self.cell_size, 32, 0, 0, 0, 0) |
|
if temp_surface is None: |
|
sdl2_layer.SDL_FreeSurface(blood_surface) |
|
return None |
|
|
|
# Copy blood surface to temporary surface |
|
sdl2_layer.SDL_BlitSurface(blood_surface, None, temp_surface, None) |
|
sdl2_layer.SDL_FreeSurface(blood_surface) |
|
|
|
# Create texture from temporary surface |
|
texture = self.factory.from_surface(temp_surface) |
|
sdl2_layer.SDL_FreeSurface(temp_surface) |
|
return texture |
|
|
|
def combine_blood_surfaces(self, existing_surface, new_surface): |
|
"""Combine two blood surfaces by blending them together""" |
|
# Create combined surface |
|
combined_surface = sdl2_layer.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_layer.SDL_LockSurface(existing_surface) |
|
sdl2_layer.SDL_LockSurface(new_surface) |
|
sdl2_layer.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_layer.SDL_UnlockSurface(existing_surface) |
|
sdl2_layer.SDL_UnlockSurface(new_surface) |
|
sdl2_layer.SDL_UnlockSurface(combined_surface) |
|
|
|
return combined_surface |
|
|
|
def free_surface(self, surface): |
|
"""Safely free an SDL surface""" |
|
if surface is not None: |
|
sdl2_layer.SDL_FreeSurface(surface) |