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297 lines
11 KiB
297 lines
11 KiB
#!/usr/bin/python3 |
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import random |
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import os |
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import json |
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from engine import maze, sdl2 as engine, controls, graphics, unit_manager, scoring |
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from engine.collision_system import CollisionSystem |
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from units import points |
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from engine.user_profile_integration import UserProfileIntegration |
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class MiceMaze( |
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controls.KeyBindings, |
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unit_manager.UnitManager, |
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graphics.Graphics, |
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scoring.Scoring |
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): |
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# ==================== INITIALIZATION ==================== |
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def __init__(self, maze_file): |
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# Initialize user profile integration |
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self.profile_integration = UserProfileIntegration() |
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self.map = maze.Map(maze_file) |
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# Load profile-specific settings |
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self.audio = self.profile_integration.get_setting('sound_enabled', True) |
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sound_volume = self.profile_integration.get_setting('sound_volume', 50) |
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self.cell_size = 40 |
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self.full_screen = False |
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# Initialize render engine with profile-aware title |
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player_name = self.profile_integration.get_profile_name() |
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window_title = f"Mice! - {player_name}" |
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self.render_engine = engine.GameWindow(self.map.width, self.map.height, |
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self.cell_size, window_title, |
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key_callback=self.trigger) |
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# Apply profile settings |
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if hasattr(self.render_engine, 'set_volume'): |
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self.render_engine.set_volume(sound_volume) |
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self.load_assets() |
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self.render_engine.window.show() |
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self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2)) |
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self.scroll_cursor() |
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self.points = 0 |
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self.units = {} |
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# Initialize optimized collision system with NumPy |
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self.collision_system = CollisionSystem( |
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self.cell_size, |
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self.map.width, |
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self.map.height |
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) |
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# Keep old dictionaries for backward compatibility (can be removed later) |
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self.unit_positions = {} |
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self.unit_positions_before = {} |
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self.scrolling_direction = None |
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self.game_status = "start_menu" |
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self.game_end = (False, None) |
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self.scrolling = False |
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self.sounds = {} |
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self.start_game() |
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self.background_texture = None |
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self.configs = self.get_config() |
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self.combined_scores = None |
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def get_config(self): |
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configs = {} |
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for file in os.listdir("conf"): |
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if file.endswith(".json"): |
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with open(os.path.join("conf", file)) as f: |
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configs[file[:-5]] = json.load(f) |
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return configs |
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def start_game(self): |
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self.combined_scores = False |
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self.ammo = { |
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"bomb": { |
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"count": 2, |
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"max": 8 |
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}, |
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"nuclear": { |
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"count": 1, |
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"max": 1 |
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}, |
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"mine": { |
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"count": 2, |
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"max": 4 |
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}, |
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"gas": { |
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"count": 2, |
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"max": 4 |
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} |
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} |
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self.blood_stains = {} |
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self.background_texture = None |
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# Clear blood layer on game start/restart |
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self.blood_layer_sprites.clear() |
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for _ in range(5): |
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self.spawn_rat() |
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def reset_game(self): |
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self.pause = False |
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self.game_status = "game" |
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self.game_end = (False, None) |
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self.units.clear() |
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self.points = 0 |
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self.start_game() |
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# ==================== GAME LOGIC ==================== |
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def refill_ammo(self): |
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for ammo_type, data in self.ammo.items(): |
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if ammo_type == "bomb": |
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if random.random() < 0.02: |
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data["count"] = min(data["count"] + 1, data["max"]) |
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elif ammo_type == "mine": |
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if random.random() < 0.05: |
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data["count"] = min(data["count"] + 1, data["max"]) |
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elif ammo_type == "gas": |
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if random.random() < 0.01: |
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data["count"] = min(data["count"] + 1, data["max"]) |
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def update_maze(self): |
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if self.game_over(): |
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return |
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if self.game_status == "paused": |
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self.render_engine.dialog("Pause") |
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return |
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if self.game_status == "start_menu": |
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# Create personalized greeting |
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player_name = self.profile_integration.get_profile_name() |
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device_id = self.profile_integration.get_device_id() |
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greeting_title = f"Welcome to Mice, {player_name}!" |
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# Build subtitle with proper formatting |
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subtitle = "A game by Matteo, because he was bored." |
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device_line = f"Device: {device_id}" |
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# Show profile stats if available |
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if self.profile_integration.current_profile: |
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profile = self.profile_integration.current_profile |
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stats_line = f"Best Score: {profile['best_score']} | Games: {profile['games_played']}" |
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full_subtitle = f"{subtitle}\n{device_line}\n{stats_line}" |
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else: |
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full_subtitle = f"{device_line}\nNo profile loaded - playing as guest" |
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self.render_engine.dialog(greeting_title, |
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subtitle=full_subtitle, |
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image=self.assets["BMP_WEWIN"]) |
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return |
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self.render_engine.delete_tag("unit") |
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self.render_engine.delete_tag("effect") |
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self.render_engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size) |
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# Clear collision system for new frame |
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self.collision_system.clear() |
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self.unit_positions.clear() |
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self.unit_positions_before.clear() |
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# First pass: Register all units in collision system BEFORE move |
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# This allows bombs/gas to find victims during their move() |
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for unit in self.units.values(): |
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# Calculate bbox if not yet set (first frame) |
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if not hasattr(unit, 'bbox') or unit.bbox == (0, 0, 0, 0): |
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# Temporary bbox based on position |
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x_pos = unit.position[0] * self.cell_size |
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y_pos = unit.position[1] * self.cell_size |
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unit.bbox = (x_pos, y_pos, x_pos + self.cell_size, y_pos + self.cell_size) |
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# Register unit in optimized collision system |
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self.collision_system.register_unit( |
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unit.id, |
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unit.bbox, |
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unit.position, |
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unit.position_before, |
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unit.collision_layer |
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) |
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# Maintain backward compatibility dictionaries |
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self.unit_positions.setdefault(unit.position, []).append(unit) |
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self.unit_positions_before.setdefault(unit.position_before, []).append(unit) |
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# Second pass: move all units (can now access collision system) |
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for unit in self.units.copy().values(): |
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unit.move() |
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# Third pass: Update collision system with new positions after move |
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self.collision_system.clear() |
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self.unit_positions.clear() |
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self.unit_positions_before.clear() |
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for unit in self.units.values(): |
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# Register with updated positions/bbox from move() |
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self.collision_system.register_unit( |
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unit.id, |
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unit.bbox, |
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unit.position, |
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unit.position_before, |
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unit.collision_layer |
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) |
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self.unit_positions.setdefault(unit.position, []).append(unit) |
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self.unit_positions_before.setdefault(unit.position_before, []).append(unit) |
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# Fourth pass: check collisions and draw |
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for unit in self.units.copy().values(): |
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unit.collisions() |
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unit.draw() |
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self.render_engine.update_status(f"Mice: {self.count_rats()} - Points: {self.points}") |
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self.refill_ammo() |
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self.render_engine.update_ammo(self.ammo, self.assets) |
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self.scroll() |
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self.render_engine.new_cycle(50, self.update_maze) |
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def run(self): |
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self.render_engine.mainloop(update=self.update_maze, bg_update=self.draw_maze) |
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# ==================== GAME OVER LOGIC ==================== |
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def game_over(self): |
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if self.game_end[0]: |
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if not self.combined_scores: |
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self.combined_scores = self.profile_integration.get_global_leaderboard(4) |
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global_scores = [] |
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for entry in self.combined_scores: |
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# Convert to format expected by dialog: [date, score, name, device] |
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global_scores.append([ |
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entry.get('last_play', ''), |
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entry.get('best_score', 0), |
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entry.get('user_id', 'Unknown'), |
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]) |
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if not self.game_end[1]: |
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self.render_engine.dialog( |
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"Game Over: Mice are too many!", |
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image=self.assets["BMP_WEWIN"], |
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scores=global_scores |
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) |
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else: |
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self.render_engine.dialog( |
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f"You Win! Points: {self.points}", |
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image=self.assets["BMP_WEWIN"], |
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scores=global_scores |
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) |
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return True |
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count_rats = self.count_rats() |
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if count_rats > 200: |
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self.render_engine.stop_sound() |
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self.render_engine.play_sound("WEWIN.WAV") |
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self.game_end = (True, False) |
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self.game_status = "paused" |
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# Track incomplete game in profile |
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self.profile_integration.update_game_stats(self.points, completed=False) |
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return True |
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if not count_rats and not any(isinstance(unit, points.Point) for unit in self.units.values()): |
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self.render_engine.stop_sound() |
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self.render_engine.play_sound("VICTORY.WAV") |
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self.render_engine.play_sound("WELLDONE.WAV", tag="effects") |
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self.game_end = (True, True) |
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self.game_status = "paused" |
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# Save score to both traditional file and user profile |
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self.save_score() |
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self.profile_integration.update_game_stats(self.points, completed=True) |
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return True |
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if __name__ == "__main__": |
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print("Game starting...") |
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solver = MiceMaze('maze.json') |
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solver.run() |
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