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#!/usr/bin/python3
import argparse
import random
import os
import json
from engine import maze, sdl2 as engine, controls, graphics, unit_manager, scoring
from engine.collision_system import CollisionSystem
from units import points
from engine.user_profile_integration import UserProfileIntegration
from runtime_paths import bundle_path
class MiceMaze(
controls.KeyBindings,
unit_manager.UnitManager,
graphics.Graphics,
scoring.Scoring
):
# ==================== INITIALIZATION ====================
def __init__(self, maze_file, level_index=0):
# Initialize user profile integration
self.profile_integration = UserProfileIntegration()
self.map_source = maze_file
self.current_level = level_index
self.map = maze.Map(maze_file, level_index=level_index)
# Load profile-specific settings
self.audio = self.profile_integration.get_setting('sound_enabled', True)
sound_volume = self.profile_integration.get_setting('sound_volume', 50)
self.cell_size = 40
self.full_screen = False
self.loaded_theme_index = None
# Initialize render engine with profile-aware title
player_name = self.profile_integration.get_profile_name()
window_title = f"Mice! - {player_name}"
self.render_engine = engine.GameWindow(self.map.width, self.map.height,
self.cell_size, window_title,
key_callback=self.trigger)
# Apply profile settings
if hasattr(self.render_engine, 'set_volume'):
self.render_engine.set_volume(sound_volume)
self.load_assets()
self.render_engine.window.show()
self.render_engine.show_intro(bundle_path("assets", "Rat", "intro.png"))
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
self.points = 0
self.units = {}
# Initialize optimized collision system with NumPy
self.collision_system = CollisionSystem(
self.cell_size,
self.map.width,
self.map.height
)
# Keep old dictionaries for backward compatibility (can be removed later)
self.unit_positions = {}
self.unit_positions_before = {}
self.scrolling_direction = None
self.game_status = "start_menu"
self.menu_screen = "start"
self.game_end = (False, None)
self.run_recorded = False
self.scrolling = False
self.sounds = {}
self.start_game()
self.background_texture = None
self.configs = self.get_config()
self.combined_scores = None
def get_config(self):
configs = {}
conf_dir = bundle_path("conf")
for file in os.listdir(conf_dir):
if file.endswith(".json"):
with open(os.path.join(conf_dir, file), encoding="utf-8") as f:
configs[file[:-5]] = json.load(f)
return configs
def start_game(self):
print(f"[flow] start_game: level={self.current_level + 1}")
self._valid_positions = None
self.combined_scores = None
self.run_recorded = False
self.ammo = {
"bomb": {
"count": 2,
"max": 8
},
"nuclear": {
"count": 1,
"max": 1
},
"mine": {
"count": 2,
"max": 4
},
"gas": {
"count": 2,
"max": 4
}
}
self.blood_stains = {}
self.background_texture = None
# Clear blood layer on game start/restart
self.blood_layer_sprites.clear()
self.cave_foreground_tiles.clear()
self.game_end = (False, None)
self.game_status = "start_menu"
self.menu_screen = "start"
self.units.clear()
self.unit_positions.clear()
self.unit_positions_before.clear()
self.points = 0
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
for _ in range(5):
self.spawn_rat()
def load_level(self, level_index, preserve_points=True, show_menu=False, menu_screen=None):
next_theme_index = level_index % maze.LEVELS_PER_DAT_FILE // 8 + 1
print(
f"[flow] load_level requested: target_level={level_index + 1} "
f"preserve_points={preserve_points} show_menu={show_menu} menu_screen={menu_screen} "
f"current_points={self.points} next_theme={next_theme_index}"
)
self.current_level = level_index
self.map = maze.Map(self.map_source, level_index=level_index)
self._valid_positions = None
self.collision_system = CollisionSystem(
self.cell_size,
self.map.width,
self.map.height
)
if getattr(self, "loaded_theme_index", None) != next_theme_index:
print(
f"[flow] theme switch needed: loaded_theme={getattr(self, 'loaded_theme_index', None)} "
f"-> next_theme={next_theme_index}"
)
self.load_assets()
else:
print(f"[flow] theme unchanged: reusing theme {next_theme_index}")
self.units.clear()
self.unit_positions.clear()
self.unit_positions_before.clear()
self.blood_stains = {}
self.blood_layer_sprites.clear()
self.cave_foreground_tiles.clear()
self.background_texture = None
self.ammo = {
"bomb": {"count": 2, "max": 8},
"nuclear": {"count": 1, "max": 1},
"mine": {"count": 2, "max": 4},
"gas": {"count": 2, "max": 4},
}
self.combined_scores = None
self.game_end = (False, None)
self.pointer = (random.randint(1, self.map.width-2), random.randint(1, self.map.height-2))
self.scroll_cursor()
if not preserve_points:
self.points = 0
self.run_recorded = False
print("[flow] points reset for new run")
for spawn_index in range(5):
print(f"[flow] spawning rat {spawn_index + 1}/5 for level={self.current_level + 1}", flush=True)
self.spawn_rat()
if show_menu:
self.game_status = "start_menu"
self.menu_screen = menu_screen or "level_intro"
print(f"[flow] level loaded into menu state: menu_screen={self.menu_screen} points={self.points}")
else:
self.game_status = "game"
self.menu_screen = None
print(f"[flow] level loaded directly into gameplay: level={self.current_level + 1} points={self.points}")
def advance_level(self):
print(f"[flow] advance_level called from level={self.current_level + 1} points={self.points}")
if self.map.source_path.suffix.lower() != ".dat":
self.load_level(self.current_level, preserve_points=True, show_menu=True, menu_screen="level_intro")
return
next_level = (self.current_level + 1) % maze.LEVELS_PER_DAT_FILE
print(f"[flow] advancing to level={next_level + 1}")
self.load_level(next_level, preserve_points=True, show_menu=True, menu_screen="level_intro")
def reset_game(self):
print(
f"[flow] reset_game called: game_end={self.game_end} game_status={self.game_status} "
f"menu_screen={self.menu_screen} points={self.points} level={self.current_level + 1}"
)
if self.game_end[0]:
if self.game_end[1]:
print("[flow] reset_game -> post-victory path")
self.advance_level()
else:
print("[flow] reset_game -> restart from level 1 after defeat")
self.load_level(0, preserve_points=False, show_menu=False)
return
if self.game_status == "paused":
print("[flow] reset_game -> unpausing current level")
self.game_status = "game"
return
if self.game_status == "start_menu":
print(f"[flow] reset_game -> leaving menu_screen={self.menu_screen} and entering gameplay")
self.game_status = "game"
self.menu_screen = None
return
print("[flow] reset_game -> hard reload current level")
self.load_level(self.current_level, preserve_points=False, show_menu=False)
# ==================== GAME LOGIC ====================
def refill_ammo(self):
for ammo_type, data in self.ammo.items():
if ammo_type == "bomb":
if random.random() < 0.02:
data["count"] = min(data["count"] + 1, data["max"])
elif ammo_type == "mine":
if random.random() < 0.05:
data["count"] = min(data["count"] + 1, data["max"])
elif ammo_type == "gas":
if random.random() < 0.01:
data["count"] = min(data["count"] + 1, data["max"])
def update_maze(self):
if self.game_over():
return
if self.game_status == "paused":
self.render_engine.dialog("Pause")
return
if self.game_status == "start_menu":
if self.menu_screen == "level_intro":
self.render_engine.dialog(
f"Level {self.current_level + 1}",
subtitle=f"Points: {self.points}\nPress Return to begin",
image=self.assets["BMP_WEWIN"],
)
else:
player_name = self.profile_integration.get_profile_name()
device_id = self.profile_integration.get_device_id()
greeting_title = f"Welcome to Mice, {player_name}!"
subtitle = "A game by Matteo, because he was bored."
device_line = f"Device: {device_id}"
if self.profile_integration.current_profile:
profile = self.profile_integration.current_profile
stats_line = f"Best Score: {profile['best_score']} | Games: {profile['games_played']}"
full_subtitle = f"{subtitle}\n{device_line}\n{stats_line}\nPress Return to start"
else:
full_subtitle = f"{device_line}\nNo profile loaded - playing as guest\nPress Return to start"
self.render_engine.dialog(
greeting_title,
subtitle=full_subtitle,
image=self.assets["BMP_WEWIN"],
)
return
self.render_engine.delete_tag("unit")
self.render_engine.delete_tag("effect")
self.render_engine.delete_tag("cave")
self.render_engine.draw_pointer(self.pointer[0] * self.cell_size, self.pointer[1] * self.cell_size)
# Clear collision system for new frame
self.collision_system.clear()
self.unit_positions.clear()
self.unit_positions_before.clear()
# First pass: Register all units in collision system BEFORE move
# This allows bombs/gas to find victims during their move()
for unit in self.units.values():
# Calculate bbox if not yet set (first frame)
if not hasattr(unit, 'bbox') or unit.bbox == (0, 0, 0, 0):
# Temporary bbox based on position
x_pos = unit.position[0] * self.cell_size
y_pos = unit.position[1] * self.cell_size
unit.bbox = (x_pos, y_pos, x_pos + self.cell_size, y_pos + self.cell_size)
# Register unit in optimized collision system
self.collision_system.register_unit(
unit.id,
unit.bbox,
unit.position,
unit.position_before,
unit.collision_layer
)
# Maintain backward compatibility dictionaries
self.unit_positions.setdefault(unit.position, []).append(unit)
self.unit_positions_before.setdefault(unit.position_before, []).append(unit)
# Second pass: move all units (can now access collision system)
for unit in self.units.copy().values():
unit.move()
# Third pass: Update collision system with new positions after move
self.collision_system.clear()
self.unit_positions.clear()
self.unit_positions_before.clear()
for unit in self.units.values():
# Register with updated positions/bbox from move()
self.collision_system.register_unit(
unit.id,
unit.bbox,
unit.position,
unit.position_before,
unit.collision_layer
)
self.unit_positions.setdefault(unit.position, []).append(unit)
self.unit_positions_before.setdefault(unit.position_before, []).append(unit)
# Fourth pass: check collisions and draw
for unit in self.units.copy().values():
unit.collisions()
unit.draw()
self.draw_cave_foreground()
self.render_engine.update_status(f"Mice: {self.count_rats()} - Points: {self.points}")
self.refill_ammo()
self.render_engine.update_ammo(self.ammo, self.assets)
self.scroll()
self.render_engine.new_cycle(50, self.update_maze)
def run(self):
self.render_engine.mainloop(update=self.update_maze, bg_update=self.draw_maze)
# ==================== GAME OVER LOGIC ====================
def game_over(self):
if self.game_end[0]:
if self.combined_scores is None:
self.combined_scores = self.profile_integration.get_device_leaderboard(5)
if not self.game_end[1]:
self.render_engine.dialog(
"Game Over: Mice are too many!",
image=self.assets["BMP_WEWIN"],
subtitle=f"Reached level: {self.current_level + 1}\nPress Return to restart from level 1",
scores=self.combined_scores
)
else:
self.render_engine.dialog(
f"Level {self.current_level + 1} Clear! Points: {self.points}",
image=self.assets["BMP_WEWIN"],
subtitle="Press Return for the next level",
scores=self.combined_scores
)
return True
count_rats = self.count_rats()
if count_rats > 200:
self.render_engine.stop_sound()
self.render_engine.play_sound("WEWIN.WAV")
self.game_end = (True, False)
self.game_status = "paused"
print(f"[flow] defeat reached: rats={count_rats} points={self.points} level={self.current_level + 1}")
if not self.run_recorded:
self.save_score()
self.profile_integration.update_game_stats(self.points, completed=False)
self.run_recorded = True
return True
if not count_rats and not any(isinstance(unit, points.Point) for unit in self.units.values()):
self.render_engine.stop_sound()
self.render_engine.play_sound("VICTORY.WAV")
self.render_engine.play_sound("WELLDONE.WAV", tag="effects")
self.game_end = (True, True)
self.game_status = "paused"
self.combined_scores = self.profile_integration.get_device_leaderboard(5)
print(f"[flow] victory reached: points={self.points} level={self.current_level + 1}")
return True
def parse_args():
parser = argparse.ArgumentParser(description="Run Mice! with DAT or JSON map loading")
parser.add_argument("--level", type=int, default=0, help="Level index to load from level.dat (default: 0)")
parser.add_argument("--map", dest="map_path", default=None, help="Optional map path override (.dat or .json)")
return parser.parse_args()
if __name__ == "__main__":
args = parse_args()
print("Game starting...")
map_source = args.map_path or maze.get_default_map_source()
print(f"Loading map from {map_source} (level {args.level})")
solver = MiceMaze(map_source, level_index=args.level)
solver.run()