Fix various movement and display bugs
This commit is contained in:
parent
ba4a575ab5
commit
13e0ea6f98
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@ -17,6 +17,8 @@
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#
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# Copyright (C) 2017 Nguyễn Gia Phong
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__doc__ = 'brutalmaze module for hero and enemy classes'
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from collections import deque
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from math import atan2, sin, pi
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from random import choice, shuffle, uniform
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@ -24,11 +26,9 @@ from random import choice, shuffle, uniform
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import pygame
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from .constants import *
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from .utils import randsign, regpoly, fill_aapolygon, pos, sign, length
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from .utils import randsign, regpoly, fill_aapolygon, sign
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from .weapons import Bullet
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__doc__ = 'brutalmaze module for hero and enemy classes'
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class Hero:
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"""Object representing the hero."""
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@ -98,9 +98,9 @@ class Enemy:
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def pos(self):
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"""Return coordinate of the center of the enemy."""
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x, y = pos(self.x, self.y, self.maze.distance,
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self.maze.middlex, self.maze.middley)
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return x + self.offsetx*self.maze.step, y + self.offsety*self.maze.step
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x, y = self.maze.pos(self.x, self.y)
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step = self.maze.distance * HERO_SPEED / self.maze.fps
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return x + self.offsetx*step, y + self.offsety*step
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def place(self, x=0, y=0):
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"""Move the enemy by (x, y) (in grids)."""
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@ -111,7 +111,7 @@ class Enemy:
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def fire(self):
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"""Return True if the enemy shot the hero, False otherwise."""
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x, y = self.pos()
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if (length(x, y, self.maze.x, self.maze.y) > FIRANGE*self.maze.distance
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if (self.maze.length(x, y) > FIRANGE*self.maze.distance
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or self.next_move > pygame.time.get_ticks()
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or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
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or uniform(-2, 2) < (INIT_SCORE/self.maze.score) ** 2):
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@ -164,6 +164,10 @@ class Enemy:
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color = self.color[int(self.wound)] if self.awake else FG_COLOR
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fill_aapolygon(self.maze.surface, square, color)
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def hit(self, wound):
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"""Handle the enemy when it's hit by a bullet."""
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self.wound += wound
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def die(self):
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"""Handle the enemy's death."""
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self.maze.map[self.x][self.y] = EMPTY if self.awake else WALL
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@ -17,16 +17,19 @@
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#
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# Copyright (C) 2017 Nguyễn Gia Phong
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from pygame import image
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from pkg_resources import resource_filename
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__doc__ = 'brutalmaze module for shared constants'
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from pygame import image, K_UP, K_w, K_LEFT, K_a, K_DOWN, K_s, K_RIGHT, K_d
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from pkg_resources import resource_filename
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ICON = image.load(resource_filename('brutalmaze', 'icon.png'))
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UP = (K_UP, K_w)
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LEFT = (K_LEFT, K_a)
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DOWN = (K_DOWN, K_s)
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RIGHT = (K_RIGHT, K_d)
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SQRT2 = 2 ** 0.5
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GOLDEN_MEAN = 5**0.5/2 + 0.5
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INIT_SCORE = 5**0.5/2 + 0.5 # golden mean
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INIT_FPS = 30.0
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MAX_FPS = 144.0
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SIZE = 640, 480
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@ -35,7 +38,6 @@ ROAD_WIDTH = 5 # grids
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CELL_WIDTH = ROAD_WIDTH * 2 # grids
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MIDDLE = (MAZE_SIZE + MAZE_SIZE%2 - 1)*ROAD_WIDTH + ROAD_WIDTH//2
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LAST_ROW = (MAZE_SIZE-1) * ROAD_WIDTH * 2
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INIT_SCORE = 208.2016
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HEAL_SPEED = 1 # HP/s
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HERO_SPEED = 5 # grid/s
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ENEMY_SPEED = 6 # grid/s
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@ -22,8 +22,9 @@ from collections import deque
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import pygame
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from pygame.locals import *
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from .constants import ICON, SIZE, INIT_FPS, MAX_FPS
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from .constants import ICON, SIZE, INIT_FPS, MAX_FPS, UP, LEFT, DOWN, RIGHT
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from .maze import Maze
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from .utils import some
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def main():
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@ -43,43 +44,17 @@ def main():
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elif event.type == KEYDOWN:
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if event.key == K_F2: # new game
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maze.__init__((maze.w, maze.h), fps)
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elif maze.hero.dead:
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continue
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elif event.key in (K_ESCAPE, K_p):
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maze.paused ^= True
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elif event.key in (K_UP, K_w):
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maze.move(up=-1)
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elif event.key in (K_LEFT, K_a):
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maze.move(left=-1)
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elif event.key in (K_DOWN, K_s):
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maze.move(down=-1)
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elif event.key in (K_RIGHT, K_d):
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maze.move(right=-1)
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elif event.key == K_RETURN:
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maze.hero.slashing = True
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elif maze.hero.dead:
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continue
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elif event.type == KEYUP:
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if event.key in (K_UP, K_w):
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maze.move(up=1)
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elif event.key in (K_LEFT, K_a):
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maze.move(left=1)
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elif event.key in (K_DOWN, K_s):
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maze.move(down=1)
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elif event.key in (K_RIGHT, K_d):
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maze.move(right=1)
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elif event.key == K_RETURN:
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maze.hero.slashing = False
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elif event.type == MOUSEBUTTONDOWN:
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if event.button == 1:
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maze.hero.firing = True
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elif event.button == 3:
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maze.hero.slashing = True
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elif event.type == MOUSEBUTTONUP:
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if event.button == 1:
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maze.hero.firing = False
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elif event.button == 3:
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maze.hero.slashing = False
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if not maze.hero.dead:
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keys = pygame.key.get_pressed()
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buttons = pygame.mouse.get_pressed()
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maze.right = some(keys, LEFT) - some(keys, RIGHT)
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maze.down = some(keys, UP) - some(keys, DOWN)
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maze.hero.slashing = keys[K_RETURN] or buttons[2]
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maze.hero.firing = buttons[0]
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if len(flash_time) > 5:
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new_fps = 5000.0 / (flash_time[-1] - flash_time[0])
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flash_time.popleft()
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@ -17,6 +17,8 @@
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#
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# Copyright (C) 2017 Nguyễn Gia Phong
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__doc__ = 'brutalmaze module for the maze class'
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from collections import deque
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from math import pi, atan, atan2, log
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from random import choice, getrandbits
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@ -26,11 +28,9 @@ from pygame import RESIZABLE
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from .characters import Hero, Enemy
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from .constants import *
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from .utils import round2, pos, sign, cosin, length, regpoly, fill_aapolygon
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from .utils import round2, sign, cosin, regpoly, fill_aapolygon
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from .weapons import Bullet
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__doc__ = 'brutalmaze module for the maze class'
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def cell(bit, upper=True):
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"""Return a half of a cell of the maze based on the given bit."""
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@ -56,20 +56,18 @@ class Maze:
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"""Object representing the maze, including the characters."""
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def __init__(self, size, fps):
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self.w, self.h = size
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self.fps, self.speed = fps, fps / HERO_SPEED
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self.fps = fps
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self.surface = pygame.display.set_mode(size, RESIZABLE)
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self.distance = (self.w * self.h / 416) ** 0.5
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self.step = self.distance / self.speed
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self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
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w, h = (int(i/self.distance/2 + 2) for i in size)
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self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
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self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
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self.offsetx = self.offsety = 0.0
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self.paused, self.score = False, INIT_SCORE
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self.map = deque()
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for _ in range(MAZE_SIZE): self.map.extend(new_column())
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self.up = self.left = self.down = self.right = 0
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self.down = self.right = 0
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self.rotatex = self.rotatey = 0
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self.bullets, self.enemies = [], []
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self.add_enemy()
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@ -79,31 +77,36 @@ class Maze:
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def add_enemy(self):
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"""Add enough enemies."""
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walls, length = [], log(self.score, GOLDEN_MEAN)
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walls = []
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for i in self.rangex:
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for j in self.rangey:
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if self.map[i][j] == WALL: walls.append((i, j))
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while walls and len(self.enemies) < length:
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while walls and len(self.enemies) < log(self.score, INIT_SCORE):
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x, y = choice(walls)
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if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS):
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continue
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self.enemies.append(Enemy(self, x, y))
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walls.remove((x, y))
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def pos(self, x, y):
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"""Return coordinate of the center of the grid (x, y)."""
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return (self.middlex + (x - MIDDLE)*self.distance,
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self.middley + (y - MIDDLE)*self.distance)
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def draw(self):
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"""Draw the maze."""
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self.surface.fill(BG_COLOR)
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for i in self.rangex:
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for j in self.rangey:
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if self.map[i][j] != WALL: continue
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x, y = pos(i, j, self.distance, self.middlex, self.middley)
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x, y = self.pos(i, j)
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square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
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fill_aapolygon(self.surface, square, FG_COLOR)
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def wake(self, enemy):
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"""Wake the enemy up if it can see the hero."""
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dx = (enemy.x - MIDDLE)*self.distance + self.offsetx*self.step
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dy = (enemy.y - MIDDLE)*self.distance + self.offsety*self.step
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dx = (enemy.x-MIDDLE)*self.distance + self.middlex - self.x
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dy = (enemy.y-MIDDLE)*self.distance + self.middley - self.y
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mind = cosin(abs(atan(dy / dx)) if dx else 0) * self.distance
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startx = starty = MIDDLE
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stopx, stopy = enemy.x, enemy.y
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@ -112,24 +115,27 @@ class Maze:
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for i in range(startx, stopx + 1):
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for j in range(starty, stopy + 1):
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if self.map[i][j] != WALL: continue
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x, y = pos(i, j, self.distance, self.middlex, self.middley)
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x, y = self.pos(i, j)
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d = abs(dy*(x-self.x) - dx*(y-self.y)) / (dy**2 + dx**2)**0.5
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if d <= mind: return
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enemy.awake = True
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def rotate(self, x, y):
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"""Rotate the maze by (x, y)."""
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if not x and not y: return
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def rotate(self):
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"""Rotate the maze if needed."""
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x = int((self.middlex-self.x) * 2 / self.distance)
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y = int((self.middley-self.y) * 2 / self.distance)
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if x == y == 0: return
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for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
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self.map[MIDDLE][MIDDLE] = EMPTY
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if x:
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self.offsetx = 0.0
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self.middlex -= x * self.distance
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self.map.rotate(x)
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self.rotatex += x
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if y:
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self.offsety = 0.0
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self.middley -= y * self.distance
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for d in self.map: d.rotate(y)
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self.rotatey += y
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self.map[MIDDLE][MIDDLE] = HERO
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# Respawn the enemies that fall off the display
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killist = []
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@ -161,12 +167,18 @@ class Maze:
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for k in range(ROAD_WIDTH):
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self.map[c + k][LAST_ROW + j] = grid
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def length(self, x, y):
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"""Return the length of the line segment joining the center of
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the maze and the point (x, y).
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"""
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return ((self.x-x)**2 + (self.y-y)**2)**0.5
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def slash(self):
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"""Handle close-ranged attacks."""
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for enemy in self.enemies:
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if not enemy.spin_queue: continue
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x, y = enemy.pos()
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d = self.slashd - length(x, y, self.x, self.y)
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d = self.slashd - self.length(x, y)
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if d >= 0:
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self.hero.wound += d / self.hero.R / enemy.spin_speed
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@ -174,9 +186,9 @@ class Maze:
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unit, killist = self.distance/SQRT2 * self.hero.spin_speed, []
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for i, enemy in enumerate(self.enemies):
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x, y = enemy.pos()
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d = length(x, y, self.x, self.y)
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d = self.length(x, y)
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if d <= self.slashd:
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enemy.wound += (self.slashd-d) / unit
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enemy.hit((self.slashd-d) / unit)
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if enemy.wound >= ENEMY_HP:
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self.score += enemy.wound
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enemy.die()
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@ -205,56 +217,47 @@ class Maze:
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continue
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for j, enemy in enumerate(self.enemies):
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x, y = enemy.pos()
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if length(bullet.x, bullet.y, x, y) < self.distance:
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enemy.wound += FIRE_DAM
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if bullet.length(x, y) < self.distance:
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enemy.hit(wound)
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if enemy.wound >= ENEMY_HP:
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self.score += enemy.wound
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enemy.die()
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self.enemies.pop(j)
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fallen.append(i)
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break
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elif length(bullet.x, bullet.y, self.x, self.y) < self.distance:
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if not self.hero.spin_queue: self.hero.wound += FIRE_DAM
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elif bullet.length(self.x, self.y) < self.distance:
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if not self.hero.spin_queue: self.hero.wound += wound
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fallen.append(i)
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for i in reversed(fallen): self.bullets.pop(i)
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def isvalid(self, step, dx=0, dy=0):
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"""Return True if it is valid to move by (dx, dy) (in steps),
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False otherwise.
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"""
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d = self.distance/2 + self.hero.R
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herox, heroy = self.x - step*dx, self.y - step*dy
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for x in range(MIDDLE - dx - 1, MIDDLE - dx + 2):
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for y in range(MIDDLE - dy - 1, MIDDLE - dy + 2):
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gridx, gridy = self.pos(x, y)
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if (max(abs(herox - gridx), abs(heroy - gridy)) < d
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and self.map[x][y] == WALL):
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return False
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return True
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def update(self, fps):
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"""Update the maze."""
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if self.paused: return
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self.offsetx *= fps / self.fps
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self.offsety *= fps / self.fps
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self.fps, self.speed = fps, fps / HERO_SPEED
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self.step = self.distance / self.speed
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d = self.distance*1.5 - self.hero.R
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dx = sign(self.right) - sign(self.left)
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self.offsetx += dx
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dy = sign(self.down) - sign(self.up)
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self.offsety += dy
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x, y = MIDDLE - sign(self.offsetx)*2, MIDDLE - sign(self.offsety)*2
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if ((self.map[x][MIDDLE - 1] != EMPTY
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or self.map[x][MIDDLE] != EMPTY
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or self.map[x][MIDDLE + 1] != EMPTY)
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and abs(self.offsetx*self.step) > d):
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self.offsetx -= dx
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dx = 0
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if ((self.map[MIDDLE - 1][y] != EMPTY
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or self.map[MIDDLE][y] != EMPTY
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or self.map[MIDDLE + 1][y] != EMPTY)
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and abs(self.offsety*self.step) > d):
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self.offsety -= dy
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dy = 0
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self.fps, step = fps, self.distance * HERO_SPEED / fps
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dx = step * self.right * self.isvalid(step, dx=self.right)
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self.middlex += dx
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dy = step * self.down * self.isvalid(step, dy=self.down)
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self.middley += dy
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if dx or dy:
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self.map[MIDDLE][MIDDLE] = EMPTY
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self.rotate(sign(self.offsetx) * (abs(self.offsetx)>=self.speed),
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sign(self.offsety) * (abs(self.offsety)>=self.speed))
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self.map[MIDDLE][MIDDLE] = HERO
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self.middlex = self.x + self.offsetx*self.step
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self.middley = self.y + self.offsety*self.step
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self.rotate()
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for enemy in self.enemies:
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if not enemy.awake: self.wake(enemy)
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for bullet in self.bullets: bullet.place(dx, dy, self.step)
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for bullet in self.bullets: bullet.place(dx, dy)
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self.draw()
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for enemy in self.enemies: enemy.update()
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@ -272,26 +275,18 @@ class Maze:
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self.surface = pygame.display.set_mode(size, RESIZABLE)
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self.hero.resize()
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offsetx = (self.middlex-self.x) / self.distance
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offsety = (self.middley-self.y) / self.distance
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self.distance = (w * h / 416) ** 0.5
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self.step = self.distance / self.speed
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self.middlex = self.x + self.offsetx*self.step
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self.middley = self.y + self.offsety*self.step
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self.x, self.y = w >> 1, h >> 1
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self.middlex = self.x + offsetx*self.distance
|
||||
self.middley = self.y + offsety*self.distance
|
||||
w, h = int(w/self.distance/2 + 2), int(h/self.distance/2 + 2)
|
||||
self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
|
||||
self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
|
||||
self.slashd = self.hero.R + self.distance/SQRT2
|
||||
|
||||
def move(self, up=0, left=0, down=0, right=0):
|
||||
"""Make the maze to move in the given directions by moving the
|
||||
maze in the reverse way.
|
||||
"""
|
||||
self.up += up
|
||||
self.left += left
|
||||
self.down += down
|
||||
self.right += right
|
||||
|
||||
def lose(self):
|
||||
"""Handle loses."""
|
||||
self.hero.die()
|
||||
self.up = self.left = self.down = self.right = 0
|
||||
self.down = self.right = 0
|
||||
|
|
|
@ -17,14 +17,21 @@
|
|||
#
|
||||
# Copyright (C) 2017 Nguyễn Gia Phong
|
||||
|
||||
__doc__ = 'brutalmaze module for hero and enemy classes'
|
||||
|
||||
from functools import reduce
|
||||
from math import cos, sin, pi
|
||||
from operator import or_
|
||||
|
||||
import pygame
|
||||
from pygame.gfxdraw import filled_polygon, aapolygon
|
||||
|
||||
from .constants import MIDDLE
|
||||
|
||||
__doc__ = 'brutalmaze module for hero and enemy classes'
|
||||
|
||||
def some(a, keys):
|
||||
"""Return True if there is a key k in keys that bool(a[k]) is True."""
|
||||
return bool(reduce(or_, (a[k] for k in keys)))
|
||||
|
||||
|
||||
def round2(number):
|
||||
|
@ -53,11 +60,6 @@ def fill_aapolygon(surface, points, color):
|
|||
filled_polygon(surface, points, color)
|
||||
|
||||
|
||||
def pos(x, y, distance, middlex, middley):
|
||||
"""Return coordinate of the center of the grid (x, y)."""
|
||||
return middlex + (x - MIDDLE)*distance, middley + (y - MIDDLE)*distance
|
||||
|
||||
|
||||
def sign(n):
|
||||
"""Return the sign of number n."""
|
||||
return -1 if n < 0 else 1 if n else 0
|
||||
|
@ -66,10 +68,3 @@ def sign(n):
|
|||
def cosin(x):
|
||||
"""Return the sum of cosine and sine of x (measured in radians)."""
|
||||
return cos(x) + sin(x)
|
||||
|
||||
|
||||
def length(x0, y0, x1, y1):
|
||||
"""Return the length of the line segment joining the two points
|
||||
(x0, y0) and (x1, y1).
|
||||
"""
|
||||
return ((x0-x1)**2 + (y0-y1)**2)**0.5
|
||||
|
|
|
@ -17,6 +17,8 @@
|
|||
#
|
||||
# Copyright (C) 2017 Nguyễn Gia Phong
|
||||
|
||||
__doc__ = 'brutalmaze module for weapon classes'
|
||||
|
||||
from math import cos, sin
|
||||
|
||||
from pygame.time import get_ticks
|
||||
|
@ -24,8 +26,6 @@ from pygame.time import get_ticks
|
|||
from .constants import BULLET_LIFETIME, BULLET_SPEED
|
||||
from .utils import regpoly, fill_aapolygon
|
||||
|
||||
__doc__ = 'brutalmaze module for weapon classes'
|
||||
|
||||
|
||||
class Bullet:
|
||||
"""Object representing a bullet."""
|
||||
|
@ -42,7 +42,13 @@ class Bullet:
|
|||
hexagon = regpoly(5, distance // 4, self.angle, self.x, self.y)
|
||||
fill_aapolygon(self.surface, hexagon, self.color)
|
||||
|
||||
def place(self, x, y, step):
|
||||
"""Move the bullet by (x, y) (in steps)."""
|
||||
self.x += x * step
|
||||
self.y += y * step
|
||||
def place(self, x, y):
|
||||
"""Move the bullet by (x, y) (in pixels)."""
|
||||
self.x += x
|
||||
self.y += y
|
||||
|
||||
def length(self, x, y):
|
||||
"""Return the length of the line segment joining the center of
|
||||
the bullet and the point (x, y).
|
||||
"""
|
||||
return ((self.x-x)**2 + (self.y-y)**2)**0.5
|
||||
|
|
4
setup.py
4
setup.py
|
@ -15,7 +15,7 @@ setup(
|
|||
author_email='vn.mcsinyx@gmail.com',
|
||||
license='GPLv3+',
|
||||
classifiers=[
|
||||
'Development Status :: 1 - Planning'
|
||||
'Development Status :: 2 - Pre-Alpha',
|
||||
'Environment :: MacOS X',
|
||||
'Environment :: Win32 (MS Windows)',
|
||||
'Environment :: X11 Applications',
|
||||
|
@ -25,7 +25,7 @@ setup(
|
|||
'Operating System :: OS Independent',
|
||||
'Programming Language :: Python',
|
||||
'Topic :: Games/Entertainment :: Arcade'],
|
||||
keywords='',
|
||||
keywords='pygame action-game',
|
||||
packages=['brutalmaze'],
|
||||
install_requires=['pygame>=1.9'],
|
||||
package_data={'brutalmaze': ['icon.png']},
|
||||
|
|
Loading…
Reference in New Issue