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import os
import random
from engine import maze
from engine.collision_system import CollisionLayer
from runtime_paths import bundle_path
class Graphics():
def load_assets(self):
theme_index = self.get_theme_index()
print(f"[gfx] load_assets requested: level={self.current_level + 1} theme={theme_index}")
if not hasattr(self, "theme_assets_cache"):
self.theme_assets_cache = {}
if not hasattr(self, "blood_layer_sprites"):
self.blood_layer_sprites = []
if not hasattr(self, "cave_foreground_tiles"):
self.cave_foreground_tiles = []
if not getattr(self, "common_assets_loaded", False):
print("Loading graphics assets...")
self.rat_assets = {}
self.rat_assets_textures = {}
self.rat_image_sizes = {}
self.bomb_assets = {}
self.assets = {}
for sex in ["MALE", "FEMALE", "BABY"]:
self.rat_assets[sex] = {}
self.rat_assets_textures[sex] = {}
self.rat_image_sizes[sex] = {}
for direction in ["UP", "DOWN", "LEFT", "RIGHT"]:
self.rat_assets[sex][direction] = self.render_engine.load_image(
f"Rat/BMP_{sex}_{direction}.png",
transparent_color=((125, 125, 125), (128, 128, 128)),
)
texture = self.render_engine.load_image(
f"Rat/BMP_{sex}_{direction}.png",
transparent_color=((125, 125, 125), (128, 128, 128)),
surface=False,
)
self.rat_assets_textures[sex][direction] = texture
self.rat_image_sizes[sex][direction] = texture.size
for n in range(5):
self.bomb_assets[n] = self.render_engine.load_image(
f"Rat/BMP_BOMB{n}.png",
transparent_color=((125, 125, 125), (128, 128, 128)),
)
rat_asset_dir = bundle_path("assets", "Rat")
for file in os.listdir(rat_asset_dir):
if file.endswith(".png"):
self.assets[file[:-4]] = self.render_engine.load_image(
f"Rat/{file}",
transparent_color=((125, 125, 125), (128, 128, 128)),
)
print("Pre-generating blood stain pool...")
self.blood_stain_textures = []
for _ in range(10):
blood_surface = self.render_engine.generate_blood_surface()
blood_texture = self.render_engine.draw_blood_surface(blood_surface, (0, 0))
if blood_texture:
self.blood_stain_textures.append(blood_texture)
self.common_assets_loaded = True
print("[gfx] common assets loaded")
else:
print("[gfx] common assets cache hit")
if theme_index not in self.theme_assets_cache:
print(f"Loading theme assets {theme_index}...")
self.theme_assets_cache[theme_index] = {
"floor_tile": self.render_engine.create_color_surface((128, 128, 128)),
"tunnel": self.render_engine.load_image("Rat/BMP_TUNNEL.png"),
"grasses": [
self.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png", surface=True)
for i in range(4)
],
"grass_textures": [
self.render_engine.load_image(f"Rat/BMP_{theme_index}_GRASS_{i+1}.png")
for i in range(4)
],
"flowers": [
self.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png", surface=True)
for i in range(4)
],
"flower_textures": [
self.render_engine.load_image(f"Rat/BMP_{theme_index}_FLOWER_{i+1}.png")
for i in range(4)
],
"caves": {
direction: self.render_engine.load_image(
f"Rat/BMP_{theme_index}_CAVE_{direction}.png",
transparent_color=((125, 125, 125), (128, 128, 128)),
surface=False,
)
for direction in ["UP", "DOWN", "LEFT", "RIGHT"]
},
"explosions": {
direction: self.render_engine.load_image(
f"Rat/BMP_{theme_index}_EXPLOSION_{direction}.png",
transparent_color=((125, 125, 125), (128, 128, 128)),
surface=False,
)
for direction in ["UP", "DOWN", "LEFT", "RIGHT"]
},
"edges": {
direction: self.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
for direction in ["N", "S", "E", "W"]
},
"corners": {
direction: self.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
for direction in ["NE", "NW", "SE", "SW"]
},
"inner_corners": {
direction: self.render_engine.load_image(f"Rat/BMP_{theme_index}_{direction}.png", surface=True)
for direction in ["EN", "ES", "WN", "WS"]
},
}
print(f"[gfx] theme cache miss -> loaded theme {theme_index}")
else:
print(f"[gfx] theme cache hit -> reusing theme {theme_index}")
self.loaded_theme_index = theme_index
theme_assets = self.theme_assets_cache[theme_index]
self.floor_tile = theme_assets["floor_tile"]
self.tunnel = theme_assets["tunnel"]
self.grasses = theme_assets["grasses"]
self.grass_textures = theme_assets["grass_textures"]
self.flowers = theme_assets["flowers"]
self.flower_textures = theme_assets["flower_textures"]
self.caves = theme_assets["caves"]
self.explosions = theme_assets["explosions"]
self.edges = theme_assets["edges"]
self.corners = theme_assets["corners"]
self.inner_corners = theme_assets["inner_corners"]
def get_theme_index(self):
return self.current_level % 32 // 8 + 1
# ==================== RENDERING ====================
def draw_maze(self):
if self.background_texture is None:
print(f"[gfx] generating background texture for level={self.current_level + 1} theme={self.loaded_theme_index}")
self.regenerate_background()
self.render_engine.draw_background(self.background_texture)
# Draw blood layer as sprites (optimized - no background regeneration)
self.draw_blood_layer()
def draw_cave_foreground(self):
active_cave_explosions = {}
for unit in self.units.values():
if unit.collision_layer != CollisionLayer.EXPLOSION:
continue
if not self.map.is_tunnel(*unit.position):
continue
active_cave_explosions[unit.position] = getattr(unit, "cave_direction", None)
for cell_x, cell_y, direction, surface, x, y in self.cave_foreground_tiles:
if (cell_x, cell_y) in active_cave_explosions:
explosion_direction = active_cave_explosions[(cell_x, cell_y)] or direction
surface = self.explosions.get(explosion_direction, surface)
self.render_engine.draw_image(x, y, surface, anchor="nw", tag="cave")
def draw_blood_layer(self):
"""Draw all blood stains as sprites overlay (optimized)"""
for blood_texture, x, y in self.blood_layer_sprites:
self.render_engine.draw_image(x, y, blood_texture, tag="blood")
def regenerate_background(self):
"""Generate or regenerate the background texture (static - no blood stains)"""
texture_tiles = []
self.cave_foreground_tiles = []
half_cell = self.cell_size // 2
def draw(surface, x, y):
texture_tiles.append((surface, x, y))
def draw_cave(surface, x, y, direction):
self.cave_foreground_tiles.append((x // self.cell_size, y // self.cell_size, direction, surface, x, y))
def occupied(x, y):
return self.map.in_bounds(x, y) and self.map.get_cell(x, y) != maze.MAP_EMPTY
def is_tunnel(x, y):
return self.map.in_bounds(x, y) and self.map.get_cell(x, y) == maze.MAP_TUNNEL
def random_wall():
return random.choice(self.grasses)
def random_wall_texture():
return random.choice(self.grass_textures)
def random_flower():
return random.choice(self.flowers)
def random_flower_texture():
return random.choice(self.flower_textures)
for y, row in enumerate(self.map.tiles):
for x, cell in enumerate(row):
px = x * self.cell_size
py = y * self.cell_size
if cell == maze.MAP_EMPTY:
continue
if cell == maze.MAP_WALL:
if x == 0 or y == 0 or x == self.map.width - 1 or y == self.map.height - 1:
draw(random_wall(), px, py)
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)):
north = occupied(x, y - 1)
west = occupied(x - 1, y)
if north or west:
if north and west:
draw(self.inner_corners["WN"], px, py)
elif north and not west:
draw(self.edges["W"], px, py)
else:
draw(self.edges["N"], px, py)
else:
draw(self.corners["NW"], px, py)
if y < self.map.height - 1 and x < self.map.width - 1:
south = occupied(x, y + 1)
east = occupied(x + 1, y)
southeast = occupied(x + 1, y + 1)
if southeast and south and east:
if (
random.randrange(10) != 0
or x == 0
or y == 0
or x == self.map.width - 2
or y == self.map.height - 2
or is_tunnel(x + 1, y)
or is_tunnel(x, y + 1)
or is_tunnel(x + 1, y + 1)
):
draw(random_wall(), px + half_cell, py + half_cell)
else:
draw(random_flower(), px + half_cell, py + half_cell)
elif south or east:
if south and east:
draw(self.inner_corners["ES"], px + half_cell, py + half_cell)
elif south and not east:
draw(self.edges["E"], px + half_cell, py + half_cell)
else:
draw(self.edges["S"], px + half_cell, py + half_cell)
else:
draw(self.corners["SE"], px + half_cell, py + half_cell)
if y > 0 and x < self.map.width - 1 and (not occupied(x + 1, y - 1) or not occupied(x, y - 1) or not occupied(x + 1, y)):
north = occupied(x, y - 1)
east = occupied(x + 1, y)
if north or east:
if north and east:
draw(self.inner_corners["EN"], px + half_cell, py)
elif north and not east:
draw(self.edges["E"], px + half_cell, py)
else:
draw(self.edges["N"], px + half_cell, py)
else:
draw(self.corners["NE"], px + half_cell, py)
if y < self.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)):
south = occupied(x, y + 1)
west = occupied(x - 1, y)
if south or west:
if south and west:
draw(self.inner_corners["WS"], px, py + half_cell)
elif south and not west:
draw(self.edges["W"], px, py + half_cell)
else:
draw(self.edges["S"], px, py + half_cell)
else:
draw(self.corners["SW"], px, py + half_cell)
elif cell == maze.MAP_TUNNEL:
above = occupied(x, y - 1)
below = occupied(x, y + 1)
left = occupied(x - 1, y)
right = occupied(x + 1, y)
if above:
if below:
if left:
if right:
if random.randrange(10) != 0:
draw_cave(random_wall_texture(), px + half_cell, py + half_cell, None)
else:
draw_cave(random_flower_texture(), px + half_cell, py + half_cell, None)
else:
draw_cave(self.caves["RIGHT"], px, py, "RIGHT")
else:
draw(self.grasses[0], px + half_cell, py + half_cell)
draw_cave(self.caves["LEFT"], px, py, "LEFT")
else:
draw_cave(self.caves["DOWN"], px, py, "DOWN")
else:
draw(self.grasses[0], px + half_cell, py + half_cell)
draw_cave(self.caves["UP"], px, py, "UP")
# Blood stains now handled separately as overlay layer
self.background_texture = self.render_engine.create_texture(texture_tiles, fill_color=(128, 128, 128))
def add_blood_stain(self, position):
"""Add a blood stain as sprite overlay (opti mized - no background regeneration)"""
# Pick random blood texture from pre-generated pool
if not self.blood_stain_textures:
return
blood_texture = random.choice(self.blood_stain_textures)
x = position[0] * self.cell_size
y = position[1] * self.cell_size
# Add to blood layer sprites instead of regenerating background
self.blood_layer_sprites.append((blood_texture, x, y))
def scroll_cursor(self, x=0, y=0):
if self.pointer[0] + x > self.map.width or self.pointer[1] + y > self.map.height:
return
self.pointer = (
max(1, min(self.map.width-2, self.pointer[0] + x)),
max(1, min(self.map.height-2, self.pointer[1] + y))
)
self.render_engine.scroll_view(self.pointer)