Implement touch-friendly control

This commit is contained in:
Nguyễn Gia Phong 2018-10-07 21:59:39 +07:00
parent 865a3e3b71
commit 377dda3db0
6 changed files with 149 additions and 59 deletions

View File

@ -45,9 +45,9 @@ class Hero:
next_beat (float): time until next heart beat (in ms)
next_strike (float): time until the hero can do the next attack (in ms)
highness (float): likelihood that the hero shoots toward other angles
slashing (bool): flag indicates if the hero is doing close-range attack
firing (bool): flag indicates if the hero is doing long-range attack
dead (bool): flag indicates if the hero is dead
slashing (bool): flag indicating if the hero is doing close-range attack
firing (bool): flag indicating if the hero is doing long-range attack
dead (bool): flag indicating if the hero is dead
spin_speed (float): speed of spinning (in frames per slash)
spin_queue (float): frames left to finish spinning
wound (float): amount of wound
@ -159,7 +159,7 @@ class Enemy:
x, y (int): coordinates of the center of the enemy (in grids)
angle (float): angle of the direction the enemy pointing (in radians)
color (str): enemy's color name
awake (bool): flag indicates if the enemy is active
awake (bool): flag indicating if the enemy is active
next_strike (float): time until the enemy's next action (in ms)
move_speed (float): speed of movement (in frames per grid)
offsetx, offsety (integer): steps moved from the center of the grid
@ -290,8 +290,14 @@ class Enemy:
"""Return current color of the enemy."""
return TANGO[self.color][int(self.wound)]
def isunnoticeable(self):
"""Return whether the enemy can be noticed."""
def isunnoticeable(self, x=None, y=None):
"""Return whether the enemy can be noticed.
Only search within column x and row y if these coordinates
are provided.
"""
if x is not None and self.x != x: return True
if y is not None and self.y != y: return True
return not self.awake or self.wound >= ENEMY_HP
def draw(self):
@ -321,6 +327,18 @@ class Enemy:
"""Handle the enemy when it's attacked."""
self.wound += wound
@property
def retired(self):
"""Provide compatibility with LockOn object."""
try:
return self._retired
except AttributeError:
return self.wound >= ENEMY_HP
@retired.setter
def retired(self, value):
self._retired = value
def die(self):
"""Handle the enemy's death."""
if self.awake:
@ -346,9 +364,13 @@ class Chameleon(Enemy):
if Enemy.wake(self) is True:
self.visible = 1000.0 / ENEMY_SPEED
def isunnoticeable(self):
"""Return whether the enemy can be noticed."""
return (Enemy.isunnoticeable(self)
def isunnoticeable(self, x=None, y=None):
"""Return whether the enemy can be noticed.
Only search within column x and row y if these coordinates
are provided.
"""
return (Enemy.isunnoticeable(self, x, y)
or self.visible <= 0 and not self.spin_queue
and self.maze.next_move <= 0)

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@ -17,7 +17,7 @@
# You should have received a copy of the GNU Affero General Public License
# along with Brutal Maze. If not, see <https://www.gnu.org/licenses/>.
__version__ = '0.8.21'
__version__ = '0.8.22'
import re
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
@ -32,7 +32,7 @@ from sys import stdout
from threading import Thread
import pygame
from pygame import KEYDOWN, QUIT, VIDEORESIZE
from pygame import KEYDOWN, MOUSEBUTTONUP, QUIT, VIDEORESIZE
from pygame.time import Clock, get_ticks
from appdirs import AppDirs
@ -49,7 +49,6 @@ class ConfigReader:
('Toggle mute', 'mute'),
('Move left', 'left'), ('Move right', 'right'),
('Move up', 'up'), ('Move down', 'down'),
('Auto move', 'autove'),
('Long-range attack', 'shot'),
('Close-range attack', 'slash'))
WEIRD_MOUSE_ERR = '{}: Mouse is not a suitable control'
@ -71,6 +70,7 @@ class ConfigReader:
self.muted = self.config.getboolean('Sound', 'Muted')
self.musicvol = self.config.getfloat('Sound', 'Music volume')
self.space = self.config.getboolean('Sound', 'Space theme')
self.touch = self.config.getboolean('Control', 'Touch')
self.export_dir = self.config.get('Record', 'Directory')
self.export_rate = self.config.getint('Record', 'Frequency')
self.server = self.config.getboolean('Server', 'Enable')
@ -84,7 +84,7 @@ class ConfigReader:
for cmd, alias in self.CONTROL_ALIASES:
i = self.config.get('Control', cmd)
if re.match('mouse[1-3]$', i.lower()):
if alias not in ('autove', 'shot', 'slash'):
if alias not in ('shot', 'slash'):
raise ValueError(self.WEIRD_MOUSE_ERR.format(cmd))
self.mouse[alias] = int(i[-1]) - 1
continue
@ -98,9 +98,9 @@ class ConfigReader:
def read_args(self, arguments):
"""Read and parse a ArgumentParser.Namespace."""
for option in (
'size', 'max_fps', 'muted', 'musicvol', 'space', 'export_dir',
'export_rate', 'server', 'host', 'port', 'timeout', 'headless'):
for option in ('size', 'max_fps', 'muted', 'musicvol', 'space',
'touch', 'export_dir', 'export_rate', 'server',
'host', 'port', 'timeout', 'headless'):
value = getattr(arguments, option)
if value is not None: setattr(self, option, value)
@ -134,6 +134,7 @@ class Game:
# self.fps is a float to make sure floordiv won't be used in Python 2
self.max_fps, self.fps = config.max_fps, float(config.max_fps)
self.musicvol = config.musicvol
self.touch = config.touch
self.key, self.mouse = config.key, config.mouse
self.maze = Maze(config.max_fps, config.size, config.headless,
config.export_dir, 1000.0 / config.export_rate)
@ -175,6 +176,19 @@ class Game:
self.maze.reinit()
elif event.key == self.key['pause'] and not self.hero.dead:
self.paused ^= True
elif event.type == MOUSEBUTTONUP and self.touch:
# We're careless about which mouse button is clicked.
maze = self.maze
if self.hero.dead:
maze.reinit()
else:
x, y = pygame.mouse.get_pos()
maze.destx, maze.desty = maze.get_grid(x, y)
if maze.set_step(maze.isdisplayed):
maze.target = maze.get_target(x, y)
self.hero.firing = not maze.target.retired
if maze.stepx == maze.stepy == 0:
maze.destx = maze.desty = MIDDLE
# Compare current FPS with the average of the last 10 frames
new_fps = self.clock.get_fps()
@ -187,7 +201,7 @@ class Game:
self.clock.tick(self.fps)
return True
def move(self, x, y):
def move(self, x=0, y=0):
"""Command the hero to move faster in the given direction."""
maze = self.maze
velocity = maze.distance * HERO_SPEED / self.fps
@ -265,41 +279,37 @@ class Game:
connection.close()
if not self.hero.dead: self.maze.lose()
def touch_control(self):
"""Handle touch control."""
maze, hero = self.maze, self.hero
if maze.target.retired: hero.firing = False
if hero.firing:
x, y = maze.get_pos(maze.target.x, maze.target.y)
else:
x, y = pygame.mouse.get_pos()
hero.update_angle(atan2(y - hero.y, x - hero.x))
self.move()
def user_control(self):
"""Handle direct control from user's mouse and keyboard."""
if not self.hero.dead:
keys = pygame.key.get_pressed()
right = keys[self.key['right']] - keys[self.key['left']]
down = keys[self.key['down']] - keys[self.key['up']]
if self.hero.dead: return
keys = pygame.key.get_pressed()
buttons = pygame.mouse.get_pressed()
buttons = pygame.mouse.get_pressed()
try:
autove = keys[self.key['autove']]
except KeyError:
autove = buttons[self.mouse['autove']]
try:
firing = keys[self.key['shot']]
except KeyError:
firing = buttons[self.mouse['shot']]
try:
slashing = keys[self.key['slash']]
except KeyError:
slashing = buttons[self.mouse['slash']]
right = keys[self.key['right']] - keys[self.key['left']]
down = keys[self.key['down']] - keys[self.key['up']]
x, y = pygame.mouse.get_pos()
angle = atan2(y - self.hero.y, x - self.hero.x)
# Follow the mouse cursor
x, y = pygame.mouse.get_pos()
maze = self.maze
if right or down:
maze.destx = maze.desty = MIDDLE
maze.stepx = maze.stepy = 0
elif autove:
maze.destx, maze.desty = maze.get_grid(x, y)
maze.set_step(maze.is_displayed)
if maze.stepx == maze.stepy == 0:
maze.destx = maze.desty = MIDDLE
angle = atan2(y - self.hero.y, x - self.hero.x)
self.control(right, down, angle, firing, slashing)
try:
firing = keys[self.key['shot']]
except KeyError:
firing = buttons[self.mouse['shot']]
try:
slashing = keys[self.key['slash']]
except KeyError:
slashing = buttons[self.mouse['slash']]
self.control(right, down, angle, firing, slashing)
def __exit__(self, exc_type, exc_value, traceback):
if self.server is not None: self.server.close()
@ -349,6 +359,12 @@ def main():
help='use space music background (fallback: {})'.format(config.space))
parser.add_argument('--default-music', action='store_false', dest='space',
help='use default music background')
parser.add_argument(
'--touch', action='store_true', default=None,
help='enable touch-friendly control (fallback: {})'.format(
config.touch))
parser.add_argument('--no-touch', action='store_false', dest='touch',
help='disable touch-friendly control')
parser.add_argument(
'--record-dir', metavar='DIR', dest='export_dir',
help='directory to write game records (fallback: {})'.format(
@ -397,5 +413,7 @@ def main():
socket_thread.daemon = True # make it disposable
socket_thread.start()
while game.update(): game.control(*game.sockinp)
elif config.touch:
while game.update(): game.touch_control()
else:
while game.update(): game.user_control()

View File

@ -36,6 +36,7 @@ from .constants import (
BULLET_LIFETIME, JSON_SEPARATORS)
from .misc import (
round2, sign, deg, around, regpoly, fill_aapolygon, play, json_rec)
from .weapons import LockOn
class Maze:
@ -59,6 +60,7 @@ class Maze:
hero (Hero): the hero
destx, desty (int): the grid the hero is moving to
stepx, stepy (int): direction the maze is moving
target (Enemy or LockOn): target to automatically aim at
next_move (float): time until the hero gets mobilized (in ms)
glitch (float): time that the maze remain flashing colors (in ms)
next_slashfx (float): time until next slash effect of the hero (in ms)
@ -102,6 +104,7 @@ class Maze:
self.map[MIDDLE][MIDDLE] = HERO
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
self.next_move = self.glitch = self.next_slashfx = 0.0
self.slashd = self.hero.R + self.distance/SQRT2
@ -152,6 +155,17 @@ class Maze:
return (MIDDLE + round2((x-self.centerx) / self.distance),
MIDDLE + round2((y-self.centery) / self.distance))
def get_target(self, x, y):
"""Return shooting target the grid containing the point (x, y).
If the grid is the hero, return a retired target.
"""
gridx, gridy = self.get_grid(x, y)
if gridx == gridy == MIDDLE: return LockOn(gridx, gridy, True)
for enemy in self.enemies:
if not enemy.isunnoticeable(gridx, gridy): return enemy
return LockOn(gridx, gridy)
def get_score(self):
"""Return the current score."""
return int(self.score - INIT_SCORE)
@ -179,7 +193,7 @@ class Maze:
pygame.display.set_caption(
'Brutal Maze - Score: {}'.format(self.get_score()))
def is_displayed(self, x, y):
def isdisplayed(self, x, y):
"""Return True if the grid (x, y) is in the displayable part
of the map, False otherwise.
"""
@ -212,13 +226,17 @@ class Maze:
killist = []
for i, enemy in enumerate(self.enemies):
enemy.place(x, y)
if not self.is_displayed(enemy.x, enemy.y):
if not self.isdisplayed(enemy.x, enemy.y):
self.score += enemy.wound
enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
# LockOn target is not yet updated.
if isinstance(self.target, LockOn):
self.target.place(x, y, self.isdisplayed)
# Regenerate the maze
if abs(self.rotatex) == CELL_WIDTH:
self.rotatex = 0
@ -290,7 +308,7 @@ class Maze:
wound = bullet.fall_time / BULLET_LIFETIME
bullet.update(self.fps, self.distance)
gridx, gridy = self.get_grid(bullet.x, bullet.y)
if wound <= 0 or not self.is_displayed(gridx, gridy):
if wound <= 0 or not self.isdisplayed(gridx, gridy):
fallen.append(i)
elif bullet.color == 'Aluminium':
if self.map[gridx][gridy] == WALL and self.next_move <= 0:
@ -430,7 +448,11 @@ class Maze:
self.slashd = self.hero.R + self.distance/SQRT2
def set_step(self, check=(lambda x, y: True)):
"""Return direction on the shortest path to the destination."""
"""Work out next step on the shortest path to the destination.
Return whether target is impossible to reach and hero should
shoot toward it instead.
"""
if self.stepx or self.stepy and self.vx == self.vy == 0.0:
x, y = MIDDLE - self.stepx, MIDDLE - self.stepy
if self.stepx and not self.stepy:
@ -443,7 +465,12 @@ class Maze:
w = self.map[x - 1][y] == EMPTY == self.map[x - 1][nexty]
e = self.map[x + 1][y] == EMPTY == self.map[x + 1][nexty]
self.stepx = w - e
return
return False
# Shoot WALL and ENEMY instead
if self.map[self.destx][self.desty] != EMPTY:
self.stepx = self.stepy = 0
return True
# Forest Fire algorithm with step count
queue = defaultdict(list, {0: [(self.destx, self.desty)]})
@ -460,12 +487,15 @@ class Maze:
dx, dy = MIDDLE - x, MIDDLE - y
if dx**2 + dy**2 <= 2:
self.stepx, self.stepy = dx, dy
return
return False
for i, j in around(x, y):
if self.map[i][j] == EMPTY and check(i, j):
queue[distance + 1].append((i, j))
count += 1
self.stepx, self.stepy = 0, 0
# Failed to find way to move to target
self.stepx = self.stepy = 0
return True
def isfast(self):
"""Return if the hero is moving faster than HERO_SPEED."""
@ -506,6 +536,7 @@ class Maze:
self.add_enemy()
self.next_move = self.next_slashfx = self.hero.next_strike = 0.0
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
self.hero.next_heal = -1.0
self.hero.highness = 0.0
self.hero.slashing = self.hero.firing = self.hero.dead = False

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@ -12,6 +12,8 @@ Music volume: 1.0
Space theme: no
[Control]
# Touch-friendly control
Touch: yes
# Input values should be either from Mouse1 to Mouse3 or a keyboard key
# and they are case-insensitively read.
# Aliases for special keys are listed here (without the K_ part):
@ -24,10 +26,8 @@ Move left: a
Move right: d
Move up: w
Move down: s
# Move hero using mouse
Auto move: Mouse3
Long-range attack: Mouse1
Close-range attack: Space
Close-range attack: Mouse3
[Record]
# Directory to write record of game states, leave blank to disable.

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@ -76,3 +76,22 @@ class Bullet:
def get_distance(self, x, y):
"""Return the from the center of the bullet to the point (x, y)."""
return ((self.x-x)**2 + (self.y-y)**2)**0.5
class LockOn:
"""Lock-on device to assist hero's aiming.
This is used as a mutable object to represent a grid of wall.
Attributes:
x, y (int): coordinates of the target (in grids)
destroyed (bool): flag indicating if the target is destroyed
"""
def __init__(self, x, y, retired=False):
self.x, self.y = x, y
self.retired = retired
def place(self, x, y, isdisplayed):
"""Move the target by (x, y) (in grids)."""
self.x += x
self.y += y
if not isdisplayed(self.x, self.y): self.retired = True

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@ -7,7 +7,7 @@ with open('README.rst') as f:
setup(
name='brutalmaze',
version='0.8.21',
version='0.8.22',
description='A minimalist TPS game with fast-paced action',
long_description=long_description,
url='https://github.com/McSinyx/brutalmaze',