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19 Commits
Author | SHA1 | Date |
---|---|---|
Nguyễn Gia Phong | 12b798ac00 | |
Nguyễn Gia Phong | d97e1a1294 | |
Nguyễn Gia Phong | c61bd8acc7 | |
Nguyễn Gia Phong | 22b0e683bf | |
Nguyễn Gia Phong | 754610a095 | |
Nguyễn Gia Phong | 328f6809f8 | |
Nguyễn Gia Phong | 1b7bf9833d | |
Nguyễn Gia Phong | d3839f160e | |
Nguyễn Gia Phong | bc8579329e | |
Nguyễn Gia Phong | 2813a0856f | |
Nguyễn Gia Phong | 600c72d0d4 | |
Nguyễn Gia Phong | c326f93bbb | |
Nguyễn Gia Phong | b90e6c272c | |
Nguyễn Gia Phong | 5e5778d814 | |
Nguyễn Gia Phong | e2149b18c2 | |
Nguyễn Gia Phong | 7d346a219a | |
Nguyễn Gia Phong | b70c00eb8d | |
Nguyễn Gia Phong | bb3d4158ca | |
Nguyễn Gia Phong | ef70806a48 |
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@ -1,5 +1,104 @@
|
||||||
brutalmaze.egg-info
|
# Byte-compiled / optimized / DLL files
|
||||||
build
|
__pycache__/
|
||||||
dist
|
*.py[cod]
|
||||||
__pycache__
|
*$py.class
|
||||||
*.pyc
|
|
||||||
|
# C extensions
|
||||||
|
*.so
|
||||||
|
|
||||||
|
# Distribution / packaging
|
||||||
|
.Python
|
||||||
|
build/
|
||||||
|
develop-eggs/
|
||||||
|
dist/
|
||||||
|
downloads/
|
||||||
|
eggs/
|
||||||
|
.eggs/
|
||||||
|
lib/
|
||||||
|
lib64/
|
||||||
|
parts/
|
||||||
|
sdist/
|
||||||
|
var/
|
||||||
|
wheels/
|
||||||
|
*.egg-info/
|
||||||
|
.installed.cfg
|
||||||
|
*.egg
|
||||||
|
MANIFEST
|
||||||
|
|
||||||
|
# PyInstaller
|
||||||
|
# Usually these files are written by a python script from a template
|
||||||
|
# before PyInstaller builds the exe, so as to inject date/other infos into it.
|
||||||
|
*.manifest
|
||||||
|
*.spec
|
||||||
|
|
||||||
|
# Installer logs
|
||||||
|
pip-log.txt
|
||||||
|
pip-delete-this-directory.txt
|
||||||
|
|
||||||
|
# Unit test / coverage reports
|
||||||
|
htmlcov/
|
||||||
|
.tox/
|
||||||
|
.coverage
|
||||||
|
.coverage.*
|
||||||
|
.cache
|
||||||
|
nosetests.xml
|
||||||
|
coverage.xml
|
||||||
|
*.cover
|
||||||
|
.hypothesis/
|
||||||
|
.pytest_cache/
|
||||||
|
|
||||||
|
# Translations
|
||||||
|
*.mo
|
||||||
|
*.pot
|
||||||
|
|
||||||
|
# Django stuff:
|
||||||
|
*.log
|
||||||
|
local_settings.py
|
||||||
|
db.sqlite3
|
||||||
|
|
||||||
|
# Flask stuff:
|
||||||
|
instance/
|
||||||
|
.webassets-cache
|
||||||
|
|
||||||
|
# Scrapy stuff:
|
||||||
|
.scrapy
|
||||||
|
|
||||||
|
# Sphinx documentation
|
||||||
|
docs/_build/
|
||||||
|
|
||||||
|
# PyBuilder
|
||||||
|
target/
|
||||||
|
|
||||||
|
# Jupyter Notebook
|
||||||
|
.ipynb_checkpoints
|
||||||
|
|
||||||
|
# pyenv
|
||||||
|
.python-version
|
||||||
|
|
||||||
|
# celery beat schedule file
|
||||||
|
celerybeat-schedule
|
||||||
|
|
||||||
|
# SageMath parsed files
|
||||||
|
*.sage.py
|
||||||
|
|
||||||
|
# Environments
|
||||||
|
.env
|
||||||
|
.venv
|
||||||
|
env/
|
||||||
|
venv/
|
||||||
|
ENV/
|
||||||
|
env.bak/
|
||||||
|
venv.bak/
|
||||||
|
|
||||||
|
# Spyder project settings
|
||||||
|
.spyderproject
|
||||||
|
.spyproject
|
||||||
|
|
||||||
|
# Rope project settings
|
||||||
|
.ropeproject
|
||||||
|
|
||||||
|
# mkdocs documentation
|
||||||
|
/site
|
||||||
|
|
||||||
|
# mypy
|
||||||
|
.mypy_cache/
|
||||||
|
|
|
@ -1,3 +0,0 @@
|
||||||
[submodule "wiki"]
|
|
||||||
path = wiki
|
|
||||||
url = https://github.com/McSinyx/brutalmaze.wiki.git
|
|
|
@ -1 +0,0 @@
|
||||||
include README.rst LICENSE screenshot.png
|
|
69
README.rst
|
@ -3,14 +3,14 @@ Brutal Maze
|
||||||
|
|
||||||
Brutal Maze is a thrilling shoot 'em up game with minimalist art style.
|
Brutal Maze is a thrilling shoot 'em up game with minimalist art style.
|
||||||
|
|
||||||
.. image:: https://raw.githubusercontent.com/McSinyx/brutalmaze/master/screenshot.png
|
.. image:: https://brutalmaze.rtfd.io/_images/screenshot.png
|
||||||
:target: https://McSinyx.github.io/brutalmaze/
|
:target: https://brutalmaze.rtfd.io/recplayer.html
|
||||||
|
|
||||||
The game features a trigon trapped in an infinite maze. As our hero tries to
|
The game features a trigon trapped in an infinite maze. As our hero tries
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escape, the maze's border turns into aggressive squares trying to stop him.
|
to escape, the maze's border turns into aggressive squares trying to stop per.
|
||||||
Your job is to help the trigon fight against those evil squares and find a way
|
Your job is to help the trigon fight against those evil squares and find
|
||||||
out (if there is any). Be aware that the more get killed, the more will show up
|
a way out (if there is any). Be aware that the more get killed,
|
||||||
and our hero will get weaker when wounded.
|
the more will show up and our hero will get weaker when wounded.
|
||||||
|
|
||||||
Brutal Maze has a few notable features:
|
Brutal Maze has a few notable features:
|
||||||
|
|
||||||
|
@ -27,20 +27,17 @@ Brutal Maze has a few notable features:
|
||||||
Installation
|
Installation
|
||||||
------------
|
------------
|
||||||
|
|
||||||
Brutal Maze is written in Python and is compatible with both version 2 and 3.
|
Brutal Maze is written in Python and is compatible version 3.6 and above.
|
||||||
The installation procedure should be as simple as follows:
|
The installation procedure should be as simple as follows:
|
||||||
|
|
||||||
* Install Python and `pip <https://pip.pypa.io/en/latest/>`_. Make sure the
|
* Install Python and pip_. Make sure the directory for `Python scripts`_
|
||||||
directory for `Python scripts <https://docs.python.org/2/install/index.html#alternate-installation-the-user-scheme>`_
|
|
||||||
is in your ``$PATH``.
|
is in your ``$PATH``.
|
||||||
* Open Terminal or Command Prompt and run ``pip install --user brutalmaze``.
|
* Open Terminal or Command Prompt and run ``pip install --user brutalmaze``.
|
||||||
|
|
||||||
For more information, see
|
For more information, see Installation_ page from the documentation.
|
||||||
`Installation <https://github.com/McSinyx/brutalmaze/wiki/Installation>`_
|
|
||||||
page from Brutal Maze wiki.
|
|
||||||
|
|
||||||
After installation, you can launch the game by running the command
|
After installation, you can launch the game by running the command
|
||||||
``brutalmaze``. Below are the default bindings, which can be configured as
|
``brutalmaze``. Below are the default bindings, which can be configured as
|
||||||
shown in the next section:
|
shown in the next section:
|
||||||
|
|
||||||
F2
|
F2
|
||||||
|
@ -62,9 +59,9 @@ Left Mouse
|
||||||
Right Mouse
|
Right Mouse
|
||||||
Close-range attack, also dodge from bullets.
|
Close-range attack, also dodge from bullets.
|
||||||
|
|
||||||
Additionally, Brutal Maze also supports touch-friendly control. In this mode,
|
Additionally, Brutal Maze also supports touch-friendly control. In this mode,
|
||||||
touches on different grid (empty, wall, enemy, hero) send different signals (to
|
touches on different grid (empty, wall, enemy, hero) send different signals
|
||||||
guide the hero to either move or attack, or start new game). Albeit it is
|
(to guide the hero to either move or attack, or start new game). Albeit it is
|
||||||
implemented using *mouse button up* event, touch control is not a solution for
|
implemented using *mouse button up* event, touch control is not a solution for
|
||||||
mouse-only input, but an attempt to support mobile GNU/Linux distribution such
|
mouse-only input, but an attempt to support mobile GNU/Linux distribution such
|
||||||
as postmarketOS, i.e. it's meant to be played using two thumbs :-)
|
as postmarketOS, i.e. it's meant to be played using two thumbs :-)
|
||||||
|
@ -90,21 +87,18 @@ Later-read preferences will override previous ones.
|
||||||
Remote control
|
Remote control
|
||||||
--------------
|
--------------
|
||||||
|
|
||||||
If you enable the socket server [4]_, Brutal Maze will no longer accept direct
|
If you enable the socket server [4]_, Brutal Maze will no longer accept
|
||||||
input from your mouse or keyboard, but wait for a client to connect. Details
|
direct input from your mouse or keyboard, but wait for a client to connect.
|
||||||
about I/O format are explained carefully in
|
The I/O format is explained in details in the `Remote Control`_ page.
|
||||||
`Remote control <https://github.com/McSinyx/brutalmaze/wiki/Remote-control>`_
|
|
||||||
wiki page.
|
|
||||||
|
|
||||||
Game recording
|
Game recording
|
||||||
--------------
|
--------------
|
||||||
|
|
||||||
Either game played by human or client script can be recorded to JSON format.
|
Either game played by human or client script can be recorded to JSON format.
|
||||||
This can be enabled by setting the output directory to a non-empty string [5]_.
|
This can be enabled by setting the output directory to a non-empty string [5]_.
|
||||||
Recordings can be played on the repo's Github Page which the above screenshot
|
Recordings can be played using Brutal Maze `HTML5 record player`_.
|
||||||
is linked to.
|
|
||||||
|
|
||||||
License
|
Copying
|
||||||
-------
|
-------
|
||||||
|
|
||||||
Brutal Maze's source code and its icon are released under GNU Affero General
|
Brutal Maze's source code and its icon are released under GNU Affero General
|
||||||
|
@ -114,19 +108,24 @@ allow them to download the source code corresponding to the modified version
|
||||||
running there.
|
running there.
|
||||||
|
|
||||||
This project also uses Tango color palette and several sound effects, whose
|
This project also uses Tango color palette and several sound effects, whose
|
||||||
authors and licenses are listed in
|
authors and licenses are listed in the Copying_ page in our documentation.
|
||||||
`Credits <https://github.com/McSinyx/brutalmaze/wiki/Credits>`_ wiki page.
|
|
||||||
|
|
||||||
.. [0] Broken on vanilla pygame on GNU/Linux. For workarounds, see issue
|
.. [0] Broken on vanilla pygame on GNU/Linux. For workarounds, see issue
|
||||||
`#11 <https://github.com/McSinyx/brutalmaze/issues/11>`_.
|
`#3 <https://git.disroot.org/McSinyx/brutalmaze/issues/3>`_.
|
||||||
.. [1] This can be copied to desired location by ``brutalmaze --write-config
|
.. [1] This can be copied to desired location by ``brutalmaze --write-config
|
||||||
PATH``. ``brutalmaze --write-config`` alone will print the file to stdout.
|
PATH``. ``brutalmaze --write-config`` alone will print the file to stdout.
|
||||||
.. [2] These will be listed as fallback config in the help message
|
.. [2] These will be listed as fallback config in the help message
|
||||||
(``brutalmaze --help``). See `wiki <https://github.com/McSinyx/brutalmaze/wiki/Configuration>`_
|
(``brutalmaze --help``). See the Configuration_ documentation for more info.
|
||||||
for more info.
|
|
||||||
.. [3] If specified by ``brutalmaze --config PATH``.
|
.. [3] If specified by ``brutalmaze --config PATH``.
|
||||||
.. [4] This can be done by either editing option *Enable* in section *Server*
|
.. [4] This can be done by either editing option *Enable* in section *Server*
|
||||||
in the configuration file, or launching Brutal Maze using ``brutalmaze
|
in the configuration file or launching the game via ``brutalmaze --server``.
|
||||||
--server``.
|
.. [5] ``brutalmaze --record-dir DIR``. Navigate to Configuration_
|
||||||
.. [5] ``brutalmaze --record-dir DIR``. Navigate to `wiki <https://github.com/McSinyx/brutalmaze/wiki/Configuration>`_
|
|
||||||
to see more options.
|
to see more options.
|
||||||
|
|
||||||
|
.. _pip: https://pip.pypa.io/en/latest/
|
||||||
|
.. _Python scripts: https://docs.python.org/3/install/index.html#alternate-installation-the-user-scheme
|
||||||
|
.. _Installation: https://brutalmaze.rtfd.io/install.html
|
||||||
|
.. _Remote Control: https://brutalmaze.rtfd.io/remote.html
|
||||||
|
.. _HTML5 record player: https://brutalmaze.rtfd.io/recplayer.html
|
||||||
|
.. _Copying: https://brutalmaze.rtfd.io/copying.html
|
||||||
|
.. _Configuration: https://brutalmaze.rtfd.io/config.html
|
||||||
|
|
|
@ -1 +1,3 @@
|
||||||
"""Brutal Maze is a minimalist thrilling shoot 'em up game."""
|
"""Minimalist thrilling shoot 'em up game with minimalist art style"""
|
||||||
|
|
||||||
|
from .game import __version__
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
# characters.py - module for hero and enemy classes
|
# characters.py - module for hero and enemy classes
|
||||||
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -20,15 +19,15 @@
|
||||||
__doc__ = 'Brutal Maze module for hero and enemy classes'
|
__doc__ = 'Brutal Maze module for hero and enemy classes'
|
||||||
|
|
||||||
from collections import deque
|
from collections import deque
|
||||||
from math import atan, atan2, sin, pi
|
from math import atan2, gcd, pi, sin
|
||||||
from random import choice, randrange, shuffle
|
from random import choice, randrange, shuffle
|
||||||
from sys import modules
|
from sys import modules
|
||||||
|
|
||||||
from .constants import (
|
from .constants import (ADJACENTS, AROUND_HERO, ATTACK_SPEED, EMPTY,
|
||||||
TANGO, HERO_HP, SFX_HEART, HEAL_SPEED, MIN_BEAT, ATTACK_SPEED, ENEMY,
|
ENEMIES, ENEMY, ENEMY_HP, ENEMY_SPEED, FIRANGE,
|
||||||
ENEMY_SPEED, ENEMY_HP, SFX_SLASH_HERO, MIDDLE, WALL, FIRANGE, AROUND_HERO,
|
HEAL_SPEED, HERO_HP, MIDDLE, MIN_BEAT, SFX_HEART,
|
||||||
ADJACENTS, EMPTY, SQRT2, MINW)
|
SFX_SLASH_HERO, SFX_SPAWN, SQRT2, TANGO, WALL)
|
||||||
from .misc import sign, cosin, randsign, regpoly, fill_aapolygon, choices, play
|
from .misc import fill_aapolygon, play, randsign, regpoly, sign
|
||||||
from .weapons import Bullet
|
from .weapons import Bullet
|
||||||
|
|
||||||
|
|
||||||
|
@ -45,14 +44,13 @@ class Hero:
|
||||||
next_beat (float): time until next heart beat (in ms)
|
next_beat (float): time until next heart beat (in ms)
|
||||||
next_strike (float): time until the hero can do the next attack (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
|
highness (float): likelihood that the hero shoots toward other angles
|
||||||
slashing (bool): flag indicating if the hero is doing close-range attack
|
slashing (bool): flag indicating if the hero's doing close-range attack
|
||||||
firing (bool): flag indicating if the hero is doing long-range attack
|
firing (bool): flag indicating if the hero is doing long-range attack
|
||||||
dead (bool): flag indicating if the hero is dead
|
dead (bool): flag indicating if the hero is dead
|
||||||
spin_speed (float): speed of spinning (in frames per slash)
|
spin_speed (float): speed of spinning (in frames per slash)
|
||||||
spin_queue (float): frames left to finish spinning
|
spin_queue (float): frames left to finish spinning
|
||||||
wound (float): amount of wound
|
wound (float): amount of wound
|
||||||
wounds (deque of float): wounds in time of an attack (ATTACK_SPEED)
|
wounds (deque of float): wounds in time of an attack (ATTACK_SPEED)
|
||||||
sfx_heart (pygame.mixer.Sound): heart beat sound effect
|
|
||||||
"""
|
"""
|
||||||
def __init__(self, surface, fps, maze_size):
|
def __init__(self, surface, fps, maze_size):
|
||||||
self.surface = surface
|
self.surface = surface
|
||||||
|
@ -69,8 +67,6 @@ class Hero:
|
||||||
self.spin_queue = self.wound = 0.0
|
self.spin_queue = self.wound = 0.0
|
||||||
self.wounds = deque([0.0])
|
self.wounds = deque([0.0])
|
||||||
|
|
||||||
self.sfx_heart = SFX_HEART
|
|
||||||
|
|
||||||
def update(self, fps):
|
def update(self, fps):
|
||||||
"""Update the hero."""
|
"""Update the hero."""
|
||||||
if self.dead:
|
if self.dead:
|
||||||
|
@ -88,11 +84,11 @@ class Hero:
|
||||||
if self.wound < 0: self.wound = 0.0
|
if self.wound < 0: self.wound = 0.0
|
||||||
self.wounds.append(0.0)
|
self.wounds.append(0.0)
|
||||||
if self.next_beat <= 0:
|
if self.next_beat <= 0:
|
||||||
play(self.sfx_heart)
|
play(SFX_HEART)
|
||||||
self.next_beat = MIN_BEAT*(2 - self.wound/HERO_HP)
|
self.next_beat = MIN_BEAT*(2 - self.wound/HERO_HP)
|
||||||
else:
|
else:
|
||||||
self.next_beat -= 1000.0 / fps
|
self.next_beat -= 1000 / fps
|
||||||
self.next_strike -= 1000.0 / fps
|
self.next_strike -= 1000 / fps
|
||||||
|
|
||||||
full_spin = pi * 2 / self.sides
|
full_spin = pi * 2 / self.sides
|
||||||
if self.slashing and self.next_strike <= 0:
|
if self.slashing and self.next_strike <= 0:
|
||||||
|
@ -169,7 +165,6 @@ class Enemy:
|
||||||
spin_speed (float): speed of spinning (in frames per slash)
|
spin_speed (float): speed of spinning (in frames per slash)
|
||||||
spin_queue (float): frames left to finish spinning
|
spin_queue (float): frames left to finish spinning
|
||||||
wound (float): amount of wound
|
wound (float): amount of wound
|
||||||
sfx_slash (pygame.mixer.Sound): sound effect of slashed hero
|
|
||||||
"""
|
"""
|
||||||
def __init__(self, maze, x, y, color):
|
def __init__(self, maze, x, y, color):
|
||||||
self.maze = maze
|
self.maze = maze
|
||||||
|
@ -183,8 +178,6 @@ class Enemy:
|
||||||
self.spin_speed = self.maze.fps / ENEMY_HP
|
self.spin_speed = self.maze.fps / ENEMY_HP
|
||||||
self.spin_queue = self.wound = 0.0
|
self.spin_queue = self.wound = 0.0
|
||||||
|
|
||||||
self.sfx_slash = SFX_SLASH_HERO
|
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def pos(self):
|
def pos(self):
|
||||||
"""Coordinates (in pixels) of the center of the enemy."""
|
"""Coordinates (in pixels) of the center of the enemy."""
|
||||||
|
@ -206,7 +199,7 @@ class Enemy:
|
||||||
if self.awake: self.maze.map[self.x][self.y] = ENEMY
|
if self.awake: self.maze.map[self.x][self.y] = ENEMY
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def spawn_volumn(self):
|
def spawn_volume(self):
|
||||||
"""Volumn of spawning sound effect."""
|
"""Volumn of spawning sound effect."""
|
||||||
return 1 - self.distance / self.maze.get_distance(0, 0) / 2
|
return 1 - self.distance / self.maze.get_distance(0, 0) / 2
|
||||||
|
|
||||||
|
@ -217,24 +210,18 @@ class Enemy:
|
||||||
has just woken it, False otherwise.
|
has just woken it, False otherwise.
|
||||||
"""
|
"""
|
||||||
if self.awake: return None
|
if self.awake: return None
|
||||||
startx = starty = MIDDLE
|
srcx, destx = self.x, MIDDLE
|
||||||
stopx, stopy, distance = self.x, self.y, self.maze.distance
|
if abs(destx - srcx) != 1: srcx += sign(destx - srcx) or 1
|
||||||
if startx > stopx: startx, stopx = stopx, startx
|
srcy, desty = self.y, MIDDLE
|
||||||
if starty > stopy: starty, stopy = stopy, starty
|
if abs(desty - srcy) != 1: srcy += sign(desty - srcy) or 1
|
||||||
dx = (self.x-MIDDLE)*distance + self.maze.centerx - self.maze.x
|
m, n = destx - srcx, desty - srcy
|
||||||
dy = (self.y-MIDDLE)*distance + self.maze.centery - self.maze.y
|
lcm = abs(m * n // gcd(m, n))
|
||||||
mind = cosin(abs(atan(dy / dx)) if dx else 0) * distance
|
w, u = lcm // m, lcm // n
|
||||||
def get_distance(x, y): return abs(dy*x - dx*y) / (dy**2 + dx**2)**0.5
|
for i in range(lcm):
|
||||||
for i in range(startx, stopx + 1):
|
if self.maze.map[srcx+i//w][srcy+i//u] == WALL: return False
|
||||||
for j in range(starty, stopy + 1):
|
|
||||||
if self.maze.map[i][j] != WALL or i == stopx and j == stopy:
|
|
||||||
continue
|
|
||||||
x, y = self.maze.get_pos(i, j)
|
|
||||||
if get_distance(x - self.maze.x, y - self.maze.y) <= mind:
|
|
||||||
return False
|
|
||||||
self.awake = True
|
self.awake = True
|
||||||
self.maze.map[self.x][self.y] = ENEMY
|
self.maze.map[self.x][self.y] = ENEMY
|
||||||
play(self.maze.sfx_spawn, self.spawn_volumn, self.get_angle() + pi)
|
play(SFX_SPAWN, self.x, self.y)
|
||||||
return True
|
return True
|
||||||
|
|
||||||
def fire(self):
|
def fire(self):
|
||||||
|
@ -286,7 +273,7 @@ class Enemy:
|
||||||
if self.spin_queue and wound: self.maze.hit_hero(wound, self.color)
|
if self.spin_queue and wound: self.maze.hit_hero(wound, self.color)
|
||||||
return wound
|
return wound
|
||||||
|
|
||||||
def get_angle(self, reversed=False):
|
def get_angle(self):
|
||||||
"""Return the angle of the vector whose initial point is
|
"""Return the angle of the vector whose initial point is
|
||||||
the center of the screen and terminal point is the center of
|
the center of the screen and terminal point is the center of
|
||||||
the enemy.
|
the enemy.
|
||||||
|
@ -320,11 +307,11 @@ class Enemy:
|
||||||
if self.awake:
|
if self.awake:
|
||||||
self.spin_speed, tmp = self.maze.fps / ENEMY_HP, self.spin_speed
|
self.spin_speed, tmp = self.maze.fps / ENEMY_HP, self.spin_speed
|
||||||
self.spin_queue *= self.spin_speed / tmp
|
self.spin_queue *= self.spin_speed / tmp
|
||||||
self.next_strike -= 1000.0 / self.maze.fps
|
self.next_strike -= 1000 / self.maze.fps
|
||||||
if not self.spin_queue and not self.fire() and not self.move():
|
if not self.spin_queue and not self.fire() and not self.move():
|
||||||
self.spin_queue = randsign() * self.spin_speed
|
self.spin_queue = randsign() * self.spin_speed
|
||||||
if not self.maze.hero.dead:
|
if not self.maze.hero.dead:
|
||||||
play(self.sfx_slash, self.get_slash(), self.get_angle())
|
play(SFX_SLASH_HERO, self.x, self.y, self.get_slash())
|
||||||
if round(self.spin_queue) != 0:
|
if round(self.spin_queue) != 0:
|
||||||
self.angle += sign(self.spin_queue) * pi / 2 / self.spin_speed
|
self.angle += sign(self.spin_queue) * pi / 2 / self.spin_speed
|
||||||
self.spin_queue -= sign(self.spin_queue)
|
self.spin_queue -= sign(self.spin_queue)
|
||||||
|
@ -349,12 +336,7 @@ class Enemy:
|
||||||
|
|
||||||
def die(self):
|
def die(self):
|
||||||
"""Handle the enemy's death."""
|
"""Handle the enemy's death."""
|
||||||
if self.awake:
|
self.maze.map[self.x][self.y] = EMPTY if self.wake else WALL
|
||||||
self.maze.map[self.x][self.y] = EMPTY
|
|
||||||
if self.maze.enemy_weights[self.color] > MINW + 1.5:
|
|
||||||
self.maze.enemy_weights[self.color] -= 1.5
|
|
||||||
else:
|
|
||||||
self.maze.map[self.x][self.y] = WALL
|
|
||||||
self.alive = False
|
self.alive = False
|
||||||
|
|
||||||
|
|
||||||
|
@ -365,13 +347,13 @@ class Chameleon(Enemy):
|
||||||
visible (float): time until the Chameleon is visible (in ms)
|
visible (float): time until the Chameleon is visible (in ms)
|
||||||
"""
|
"""
|
||||||
def __init__(self, maze, x, y):
|
def __init__(self, maze, x, y):
|
||||||
Enemy.__init__(self, maze, x, y, 'Chameleon')
|
super().__init__(maze, x, y, 'Chameleon')
|
||||||
self.visible = 0.0
|
self.visible = 0.0
|
||||||
|
|
||||||
def wake(self):
|
def wake(self):
|
||||||
"""Wake the Chameleon up if it can see the hero."""
|
"""Wake the Chameleon up if it can see the hero."""
|
||||||
if Enemy.wake(self) is True:
|
if super().wake() is True:
|
||||||
self.visible = 1000.0 / ENEMY_SPEED
|
self.visible = 1000 / ENEMY_SPEED
|
||||||
|
|
||||||
def isunnoticeable(self, x=None, y=None):
|
def isunnoticeable(self, x=None, y=None):
|
||||||
"""Return whether the enemy can be noticed.
|
"""Return whether the enemy can be noticed.
|
||||||
|
@ -379,25 +361,25 @@ class Chameleon(Enemy):
|
||||||
Only search within column x and row y if these coordinates
|
Only search within column x and row y if these coordinates
|
||||||
are provided.
|
are provided.
|
||||||
"""
|
"""
|
||||||
return (Enemy.isunnoticeable(self, x, y)
|
return (super().isunnoticeable(x, y)
|
||||||
or self.visible <= 0 and not self.spin_queue
|
or self.visible <= 0 and not self.spin_queue
|
||||||
and self.maze.next_move <= 0)
|
and self.maze.next_move <= 0)
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
"""Update the Chameleon."""
|
"""Update the Chameleon."""
|
||||||
Enemy.update(self)
|
super().update()
|
||||||
if self.awake: self.visible -= 1000.0 / self.maze.fps
|
if self.awake: self.visible -= 1000 / self.maze.fps
|
||||||
|
|
||||||
def hit(self, wound):
|
def hit(self, wound):
|
||||||
"""Handle the Chameleon when it's attacked."""
|
"""Handle the Chameleon when it's attacked."""
|
||||||
self.visible = 1000.0 / ENEMY_SPEED
|
self.visible = 1000.0 / ENEMY_SPEED
|
||||||
Enemy.hit(self, wound)
|
super().hit(wound)
|
||||||
|
|
||||||
|
|
||||||
class Plum(Enemy):
|
class Plum(Enemy):
|
||||||
"""Object representing an enemy of Plum."""
|
"""Object representing an enemy of Plum."""
|
||||||
def __init__(self, maze, x, y):
|
def __init__(self, maze, x, y):
|
||||||
Enemy.__init__(self, maze, x, y, 'Plum')
|
super().__init__(maze, x, y, 'Plum')
|
||||||
|
|
||||||
def clone(self, other):
|
def clone(self, other):
|
||||||
"""Turn the other enemy into a clone of this Plum and return
|
"""Turn the other enemy into a clone of this Plum and return
|
||||||
|
@ -414,24 +396,24 @@ class Plum(Enemy):
|
||||||
class ScarletRed(Enemy):
|
class ScarletRed(Enemy):
|
||||||
"""Object representing an enemy of Scarlet Red."""
|
"""Object representing an enemy of Scarlet Red."""
|
||||||
def __init__(self, maze, x, y):
|
def __init__(self, maze, x, y):
|
||||||
Enemy.__init__(self, maze, x, y, 'ScarletRed')
|
super().__init__(maze, x, y, 'ScarletRed')
|
||||||
|
|
||||||
def fire(self):
|
def fire(self):
|
||||||
"""Scarlet Red doesn't shoot."""
|
"""Scarlet Red doesn't shoot."""
|
||||||
return False
|
return False
|
||||||
|
|
||||||
def move(self):
|
def move(self):
|
||||||
return Enemy.move(self, ENEMY_SPEED * SQRT2)
|
return super().move(self, ENEMY_SPEED * SQRT2)
|
||||||
|
|
||||||
def slash(self):
|
def slash(self):
|
||||||
"""Handle the Scarlet Red's close-range attack."""
|
"""Handle the Scarlet Red's close-range attack."""
|
||||||
self.wound -= Enemy.slash(self)
|
self.wound -= super().slash()
|
||||||
if self.wound < 0: self.wound = 0.0
|
if self.wound < 0: self.wound = 0.0
|
||||||
|
|
||||||
|
|
||||||
def new_enemy(maze, x, y):
|
def new_enemy(maze, x, y):
|
||||||
"""Return an enemy of a random type in the grid (x, y)."""
|
"""Return an enemy of a random type in the grid (x, y)."""
|
||||||
color = choices(maze.enemy_weights)
|
color = choice(ENEMIES)
|
||||||
try:
|
try:
|
||||||
return getattr(modules[__name__], color)(maze, x, y)
|
return getattr(modules[__name__], color)(maze, x, y)
|
||||||
except AttributeError:
|
except AttributeError:
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
# constants.py - module for shared constants
|
# constants.py - module for shared constants
|
||||||
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -21,25 +20,23 @@ __doc__ = 'Brutal Maze module for shared constants'
|
||||||
|
|
||||||
from string import ascii_lowercase
|
from string import ascii_lowercase
|
||||||
|
|
||||||
from pkg_resources import resource_filename as pkg_file
|
|
||||||
import pygame
|
import pygame
|
||||||
from pygame.mixer import Sound
|
from pkg_resources import resource_filename as pkg_file
|
||||||
|
|
||||||
SETTINGS = pkg_file('brutalmaze', 'settings.ini')
|
SETTINGS = pkg_file('brutalmaze', 'settings.ini')
|
||||||
ICON = pygame.image.load(pkg_file('brutalmaze', 'icon.png'))
|
ICON = pygame.image.load(pkg_file('brutalmaze', 'icon.png'))
|
||||||
NOISE = pkg_file('brutalmaze', 'soundfx/noise.ogg')
|
|
||||||
|
|
||||||
mixer = pygame.mixer.get_init()
|
SFX_NOISE = pkg_file('brutalmaze', 'soundfx/noise.ogg')
|
||||||
if mixer is None: pygame.mixer.init(frequency=44100)
|
SFX_SPAWN = pkg_file('brutalmaze', 'soundfx/spawn.ogg')
|
||||||
SFX_SPAWN = Sound(pkg_file('brutalmaze', 'soundfx/spawn.ogg'))
|
SFX_SLASH_ENEMY = pkg_file('brutalmaze', 'soundfx/slash-enemy.ogg')
|
||||||
SFX_SLASH_ENEMY = Sound(pkg_file('brutalmaze', 'soundfx/slash-enemy.ogg'))
|
SFX_SLASH_HERO = pkg_file('brutalmaze', 'soundfx/slash-hero.ogg')
|
||||||
SFX_SLASH_HERO = Sound(pkg_file('brutalmaze', 'soundfx/slash-hero.ogg'))
|
SFX_SHOT_ENEMY = pkg_file('brutalmaze', 'soundfx/shot-enemy.ogg')
|
||||||
SFX_SHOT_ENEMY = Sound(pkg_file('brutalmaze', 'soundfx/shot-enemy.ogg'))
|
SFX_SHOT_HERO = pkg_file('brutalmaze', 'soundfx/shot-hero.ogg')
|
||||||
SFX_SHOT_HERO = Sound(pkg_file('brutalmaze', 'soundfx/shot-hero.ogg'))
|
SFX_MISSED = pkg_file('brutalmaze', 'soundfx/missed.ogg')
|
||||||
SFX_MISSED = Sound(pkg_file('brutalmaze', 'soundfx/missed.ogg'))
|
SFX_HEART = pkg_file('brutalmaze', 'soundfx/heart.ogg')
|
||||||
SFX_HEART = Sound(pkg_file('brutalmaze', 'soundfx/heart.ogg'))
|
SFX_LOSE = pkg_file('brutalmaze', 'soundfx/lose.ogg')
|
||||||
SFX_LOSE = Sound(pkg_file('brutalmaze', 'soundfx/lose.ogg'))
|
SFX = (SFX_NOISE, SFX_SPAWN, SFX_SLASH_ENEMY, SFX_SLASH_HERO,
|
||||||
if mixer is None: pygame.mixer.quit()
|
SFX_SHOT_ENEMY, SFX_SHOT_HERO, SFX_MISSED, SFX_HEART, SFX_LOSE)
|
||||||
|
|
||||||
SQRT2 = 2 ** 0.5
|
SQRT2 = 2 ** 0.5
|
||||||
INIT_SCORE = 2
|
INIT_SCORE = 2
|
||||||
|
@ -56,7 +53,7 @@ BULLET_SPEED = 15 # grid/s
|
||||||
ATTACK_SPEED = 333.333 # ms/strike
|
ATTACK_SPEED = 333.333 # ms/strike
|
||||||
MAX_WOUND = 1 # per attack turn
|
MAX_WOUND = 1 # per attack turn
|
||||||
FIRANGE = 6 # grids
|
FIRANGE = 6 # grids
|
||||||
BULLET_LIFETIME = 1000.0 * FIRANGE / (BULLET_SPEED-HERO_SPEED) # ms
|
BULLET_LIFETIME = 1000 * FIRANGE / (BULLET_SPEED-HERO_SPEED) # ms
|
||||||
EMPTY, WALL, HERO, ENEMY = range(4)
|
EMPTY, WALL, HERO, ENEMY = range(4)
|
||||||
ADJACENTS = (1, 0), (0, 1), (-1, 0), (0, -1)
|
ADJACENTS = (1, 0), (0, 1), (-1, 0), (0, -1)
|
||||||
CORNERS = (1, 1), (-1, 1), (-1, -1), (1, -1)
|
CORNERS = (1, 1), (-1, 1), (-1, -1), (1, -1)
|
||||||
|
@ -77,7 +74,6 @@ ENEMIES = ['Butter', 'Orange', 'Chocolate', 'Chameleon',
|
||||||
COLOR_CODE = ascii_lowercase + '0'
|
COLOR_CODE = ascii_lowercase + '0'
|
||||||
COLORS = {c: COLOR_CODE[i] for i, c in enumerate(
|
COLORS = {c: COLOR_CODE[i] for i, c in enumerate(
|
||||||
color for code in ENEMIES + ['Aluminium'] for color in TANGO[code])}
|
color for code in ENEMIES + ['Aluminium'] for color in TANGO[code])}
|
||||||
MINW, MAXW = 24, 36
|
|
||||||
ENEMY_HP = 3
|
ENEMY_HP = 3
|
||||||
HERO_HP = 5
|
HERO_HP = 5
|
||||||
MIN_BEAT = 420
|
MIN_BEAT = 420
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
# game.py - main module, starts game and main loop
|
# game.py - main module, starts game and main loop
|
||||||
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -17,28 +16,28 @@
|
||||||
# You should have received a copy of the GNU Affero General Public License
|
# 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/>.
|
# along with Brutal Maze. If not, see <https://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
__version__ = '0.8.26'
|
__version__ = '0.9.4'
|
||||||
|
|
||||||
import re
|
import re
|
||||||
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
|
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
|
||||||
try: # Python 3
|
from configparser import ConfigParser
|
||||||
from configparser import ConfigParser
|
from contextlib import redirect_stdout
|
||||||
except ImportError: # Python 2
|
from io import StringIO
|
||||||
from ConfigParser import ConfigParser
|
from math import atan2, pi, radians
|
||||||
from math import atan2, radians, pi
|
|
||||||
from os.path import join as pathjoin, pathsep
|
from os.path import join as pathjoin, pathsep
|
||||||
from socket import socket, SOL_SOCKET, SO_REUSEADDR
|
from socket import SO_REUSEADDR, SOL_SOCKET, socket
|
||||||
from sys import stdout
|
from sys import stdout
|
||||||
from threading import Thread
|
from threading import Thread
|
||||||
|
|
||||||
import pygame
|
with redirect_stdout(StringIO()): import pygame
|
||||||
|
from appdirs import AppDirs
|
||||||
|
from palace import Context, Device, free, use_context
|
||||||
from pygame import KEYDOWN, MOUSEBUTTONUP, QUIT, VIDEORESIZE
|
from pygame import KEYDOWN, MOUSEBUTTONUP, QUIT, VIDEORESIZE
|
||||||
from pygame.time import Clock, get_ticks
|
from pygame.time import Clock, get_ticks
|
||||||
from appdirs import AppDirs
|
|
||||||
|
|
||||||
from .constants import SETTINGS, ICON, NOISE, HERO_SPEED, MIDDLE
|
from .constants import HERO_SPEED, ICON, MIDDLE, SETTINGS, SFX, SFX_NOISE
|
||||||
from .maze import Maze
|
from .maze import Maze
|
||||||
from .misc import sign, deg, join
|
from .misc import deg, join, play, sign
|
||||||
|
|
||||||
|
|
||||||
class ConfigReader:
|
class ConfigReader:
|
||||||
|
@ -106,17 +105,12 @@ class ConfigReader:
|
||||||
|
|
||||||
class Game:
|
class Game:
|
||||||
"""Object handling main loop and IO."""
|
"""Object handling main loop and IO."""
|
||||||
def __init__(self, config):
|
def __init__(self, config: ConfigReader):
|
||||||
pygame.mixer.pre_init(frequency=44100)
|
|
||||||
pygame.init()
|
pygame.init()
|
||||||
self.headless = config.headless and config.server
|
self.headless = config.headless and config.server
|
||||||
if config.muted or self.headless:
|
if not self.headless: pygame.display.set_icon(ICON)
|
||||||
pygame.mixer.quit()
|
self.actx = None if self.headless else Context(Device())
|
||||||
else:
|
self._mute = config.muted
|
||||||
pygame.mixer.music.load(NOISE)
|
|
||||||
pygame.mixer.music.set_volume(config.musicvol)
|
|
||||||
pygame.mixer.music.play(-1)
|
|
||||||
pygame.display.set_icon(ICON)
|
|
||||||
|
|
||||||
if config.server:
|
if config.server:
|
||||||
self.server = socket()
|
self.server = socket()
|
||||||
|
@ -130,17 +124,46 @@ class Game:
|
||||||
else:
|
else:
|
||||||
self.server = self.sockinp = None
|
self.server = self.sockinp = None
|
||||||
|
|
||||||
# self.fps is a float to make sure floordiv won't be used in Python 2
|
self.max_fps, self.fps = config.max_fps, config.max_fps
|
||||||
self.max_fps, self.fps = config.max_fps, float(config.max_fps)
|
|
||||||
self.musicvol = config.musicvol
|
self.musicvol = config.musicvol
|
||||||
self.touch = config.touch
|
self.touch = config.touch
|
||||||
self.key, self.mouse = config.key, config.mouse
|
self.key, self.mouse = config.key, config.mouse
|
||||||
self.maze = Maze(config.max_fps, config.size, config.headless,
|
self.maze = Maze(config.max_fps, config.size, config.headless,
|
||||||
config.export_dir, 1000.0 / config.export_rate)
|
config.export_dir, 1000 / config.export_rate)
|
||||||
self.hero = self.maze.hero
|
self.hero = self.maze.hero
|
||||||
self.clock, self.paused = Clock(), False
|
self.clock, self.paused = Clock(), False
|
||||||
|
|
||||||
def __enter__(self): return self
|
def __enter__(self):
|
||||||
|
if self.actx is not None:
|
||||||
|
use_context(self.actx)
|
||||||
|
self.actx.listener.position = MIDDLE, -MIDDLE, 0
|
||||||
|
self.actx.listener.gain = not self._mute
|
||||||
|
self._source = play(SFX_NOISE)
|
||||||
|
self._source.looping = True
|
||||||
|
return self
|
||||||
|
|
||||||
|
def __exit__(self, exc_type, exc_value, traceback):
|
||||||
|
if self.server is not None: self.server.close()
|
||||||
|
if not self.hero.dead: self.maze.dump_records()
|
||||||
|
if self.actx is not None:
|
||||||
|
free(SFX)
|
||||||
|
self._source.stop()
|
||||||
|
self.actx.update()
|
||||||
|
use_context(None)
|
||||||
|
self.actx.destroy()
|
||||||
|
self.actx.device.close()
|
||||||
|
pygame.quit()
|
||||||
|
|
||||||
|
@property
|
||||||
|
def mute(self):
|
||||||
|
"""Mute state."""
|
||||||
|
return getattr(self, '_mute', 1)
|
||||||
|
|
||||||
|
@mute.setter
|
||||||
|
def mute(self, value):
|
||||||
|
"""Mute state."""
|
||||||
|
self._mute = int(bool(value))
|
||||||
|
self.actx.listener.gain = not self._mute
|
||||||
|
|
||||||
def export_txt(self):
|
def export_txt(self):
|
||||||
"""Export maze data to string."""
|
"""Export maze data to string."""
|
||||||
|
@ -163,13 +186,7 @@ class Game:
|
||||||
self.maze.resize((event.w, event.h))
|
self.maze.resize((event.w, event.h))
|
||||||
elif event.type == KEYDOWN:
|
elif event.type == KEYDOWN:
|
||||||
if event.key == self.key['mute']:
|
if event.key == self.key['mute']:
|
||||||
if pygame.mixer.get_init() is None:
|
self.mute ^= 1
|
||||||
pygame.mixer.init(frequency=44100)
|
|
||||||
pygame.mixer.music.load(MUSIC)
|
|
||||||
pygame.mixer.music.set_volume(self.musicvol)
|
|
||||||
pygame.mixer.music.play(-1)
|
|
||||||
else:
|
|
||||||
pygame.mixer.quit()
|
|
||||||
elif not self.server:
|
elif not self.server:
|
||||||
if event.key == self.key['new']:
|
if event.key == self.key['new']:
|
||||||
self.maze.reinit()
|
self.maze.reinit()
|
||||||
|
@ -198,6 +215,7 @@ class Game:
|
||||||
if not self.paused: self.maze.update(self.fps)
|
if not self.paused: self.maze.update(self.fps)
|
||||||
if not self.headless: self.maze.draw()
|
if not self.headless: self.maze.draw()
|
||||||
self.clock.tick(self.fps)
|
self.clock.tick(self.fps)
|
||||||
|
self.actx.update()
|
||||||
return True
|
return True
|
||||||
|
|
||||||
def move(self, x=0, y=0):
|
def move(self, x=0, y=0):
|
||||||
|
@ -259,8 +277,8 @@ class Game:
|
||||||
connection.send(data)
|
connection.send(data)
|
||||||
try:
|
try:
|
||||||
buf = connection.recv(7)
|
buf = connection.recv(7)
|
||||||
except: # client is closed or timed out
|
except: # noqa
|
||||||
break
|
break # client is closed or timed out
|
||||||
if not buf: break
|
if not buf: break
|
||||||
try:
|
try:
|
||||||
move, angle, attack = map(int, buf.decode().split())
|
move, angle, attack = map(int, buf.decode().split())
|
||||||
|
@ -310,11 +328,6 @@ class Game:
|
||||||
slashing = buttons[self.mouse['slash']]
|
slashing = buttons[self.mouse['slash']]
|
||||||
self.control(right, down, angle, firing, slashing)
|
self.control(right, down, angle, firing, slashing)
|
||||||
|
|
||||||
def __exit__(self, exc_type, exc_value, traceback):
|
|
||||||
if self.server is not None: self.server.close()
|
|
||||||
if not self.hero.dead: self.maze.dump_records()
|
|
||||||
pygame.quit()
|
|
||||||
|
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
"""Start game and main loop."""
|
"""Start game and main loop."""
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
# maze.py - module for the maze class
|
# maze.py - module for the maze class
|
||||||
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -19,23 +18,23 @@
|
||||||
|
|
||||||
__doc__ = 'Brutal Maze module for the maze class'
|
__doc__ = 'Brutal Maze module for the maze class'
|
||||||
|
|
||||||
from collections import defaultdict, deque
|
|
||||||
import json
|
import json
|
||||||
from math import pi, log
|
from collections import defaultdict, deque
|
||||||
|
from math import log, pi
|
||||||
from os import path
|
from os import path
|
||||||
from random import choice, sample, uniform
|
from random import choice, sample
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
|
|
||||||
from .characters import Hero, new_enemy
|
from .characters import Hero, new_enemy
|
||||||
from .constants import (
|
from .constants import (ADJACENTS, ATTACK_SPEED, BG_COLOR,
|
||||||
EMPTY, WALL, HERO, ENEMY, ROAD_WIDTH, WALL_WIDTH, CELL_WIDTH, CELL_NODES,
|
BULLET_LIFETIME, CELL_NODES, CELL_WIDTH, COLORS,
|
||||||
MAZE_SIZE, MIDDLE, INIT_SCORE, ENEMIES, MINW, MAXW, SQRT2, SFX_SPAWN,
|
EMPTY, ENEMIES, ENEMY, ENEMY_HP, FG_COLOR, HERO,
|
||||||
SFX_SLASH_ENEMY, SFX_LOSE, ADJACENTS, TANGO_VALUES, BG_COLOR, FG_COLOR,
|
HERO_HP, HERO_SPEED, INIT_SCORE, JSON_SEPARATORS,
|
||||||
COLORS, HERO_HP, ENEMY_HP, ATTACK_SPEED, MAX_WOUND, HERO_SPEED,
|
MAX_WOUND, MAZE_SIZE, MIDDLE, ROAD_WIDTH,
|
||||||
BULLET_LIFETIME, JSON_SEPARATORS)
|
SFX_LOSE, SFX_MISSED, SFX_SLASH_ENEMY, SFX_SPAWN,
|
||||||
from .misc import (
|
SQRT2, TANGO_VALUES, WALL, WALL_WIDTH)
|
||||||
round2, sign, deg, around, regpoly, fill_aapolygon, play, json_rec)
|
from .misc import around, deg, fill_aapolygon, json_rec, play, regpoly, sign
|
||||||
from .weapons import LockOn
|
from .weapons import LockOn
|
||||||
|
|
||||||
|
|
||||||
|
@ -55,7 +54,6 @@ class Maze:
|
||||||
vx, vy (float): velocity of the maze movement (in pixels per frame)
|
vx, vy (float): velocity of the maze movement (in pixels per frame)
|
||||||
rotatex, rotatey (int): grids rotated
|
rotatex, rotatey (int): grids rotated
|
||||||
bullets (list of .weapons.Bullet): flying bullets
|
bullets (list of .weapons.Bullet): flying bullets
|
||||||
enemy_weights (dict): probabilities of enemies to be created
|
|
||||||
enemies (list of Enemy): alive enemies
|
enemies (list of Enemy): alive enemies
|
||||||
hero (Hero): the hero
|
hero (Hero): the hero
|
||||||
destx, desty (int): the grid the hero is moving to
|
destx, desty (int): the grid the hero is moving to
|
||||||
|
@ -65,8 +63,6 @@ class Maze:
|
||||||
glitch (float): time that the maze remain flashing colors (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)
|
next_slashfx (float): time until next slash effect of the hero (in ms)
|
||||||
slashd (float): minimum distance for slashes to be effective
|
slashd (float): minimum distance for slashes to be effective
|
||||||
sfx_slash (pygame.mixer.Sound): sound effect of slashed enemy
|
|
||||||
sfx_lose (pygame.mixer.Sound): sound effect to be played when you lose
|
|
||||||
export (list of defaultdict): records of game states
|
export (list of defaultdict): records of game states
|
||||||
export_dir (str): directory containing records of game states
|
export_dir (str): directory containing records of game states
|
||||||
export_rate (float): milliseconds per snapshot
|
export_rate (float): milliseconds per snapshot
|
||||||
|
@ -85,25 +81,18 @@ class Maze:
|
||||||
|
|
||||||
self.distance = (self.w * self.h / 416) ** 0.5
|
self.distance = (self.w * self.h / 416) ** 0.5
|
||||||
self.x, self.y = self.w // 2, self.h // 2
|
self.x, self.y = self.w // 2, self.h // 2
|
||||||
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
|
self.centerx, self.centery = self.w / 2, self.h / 2
|
||||||
w, h = (int(i/self.distance/2 + 1) for i in size)
|
w, h = (int(i/self.distance/2 + 1) for i in size)
|
||||||
self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
|
self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
|
||||||
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
|
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
|
||||||
self.score = INIT_SCORE
|
self.score = INIT_SCORE
|
||||||
|
self.new_map()
|
||||||
|
|
||||||
self.map = deque(deque(EMPTY for _ in range(MAZE_SIZE * CELL_WIDTH))
|
|
||||||
for _ in range(MAZE_SIZE * CELL_WIDTH))
|
|
||||||
for x in range(MAZE_SIZE):
|
|
||||||
for y in range(MAZE_SIZE): self.new_cell(x, y)
|
|
||||||
self.vx = self.vy = 0.0
|
self.vx = self.vy = 0.0
|
||||||
self.rotatex = self.rotatey = 0
|
self.rotatex = self.rotatey = 0
|
||||||
self.bullets, self.enemies = [], []
|
self.bullets, self.enemies = [], []
|
||||||
self.enemy_weights = {color: MINW for color in ENEMIES}
|
|
||||||
self.add_enemy()
|
self.add_enemy()
|
||||||
self.hero = Hero(self.surface, fps, size)
|
self.hero = Hero(self.surface, fps, size)
|
||||||
self.map[MIDDLE][MIDDLE] = HERO
|
|
||||||
self.destx = self.desty = MIDDLE
|
|
||||||
self.stepx = self.stepy = 0
|
|
||||||
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
|
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
|
||||||
self.next_move = self.glitch = self.next_slashfx = 0.0
|
self.next_move = self.glitch = self.next_slashfx = 0.0
|
||||||
self.slashd = self.hero.R + self.distance/SQRT2
|
self.slashd = self.hero.R + self.distance/SQRT2
|
||||||
|
@ -113,9 +102,8 @@ class Maze:
|
||||||
self.sfx_lose = SFX_LOSE
|
self.sfx_lose = SFX_LOSE
|
||||||
|
|
||||||
def new_cell(self, x, y):
|
def new_cell(self, x, y):
|
||||||
"""Draw on the map a new cell whose coordinates are given.
|
"""Draw on the map a newly created cell
|
||||||
|
whose coordinates are given.
|
||||||
For the sake of performance, cell corners are NOT redrawn.
|
|
||||||
"""
|
"""
|
||||||
def draw_bit(bit, dx=0, dy=0):
|
def draw_bit(bit, dx=0, dy=0):
|
||||||
startx, starty = x + CELL_NODES[dx], y + CELL_NODES[dy]
|
startx, starty = x + CELL_NODES[dx], y + CELL_NODES[dy]
|
||||||
|
@ -130,6 +118,35 @@ class Maze:
|
||||||
for i, j in ADJACENTS:
|
for i, j in ADJACENTS:
|
||||||
draw_bit((WALL if (i, j) in walls else EMPTY), i, j)
|
draw_bit((WALL if (i, j) in walls else EMPTY), i, j)
|
||||||
|
|
||||||
|
def isdisplayed(self, x, y):
|
||||||
|
"""Return True if the grid (x, y) is in the displayable part
|
||||||
|
of the map, False otherwise.
|
||||||
|
"""
|
||||||
|
return (self.rangex[0] <= x <= self.rangex[-1]
|
||||||
|
and self.rangey[0] <= y <= self.rangey[-1])
|
||||||
|
|
||||||
|
def new_map(self):
|
||||||
|
"""Generate a new map."""
|
||||||
|
self.map = deque(deque(EMPTY for _ in range(MAZE_SIZE * CELL_WIDTH))
|
||||||
|
for _ in range(MAZE_SIZE * CELL_WIDTH))
|
||||||
|
for x in range(MAZE_SIZE):
|
||||||
|
for y in range(MAZE_SIZE): self.new_cell(x, y)
|
||||||
|
# Regenerate if the hero is trapped. This can only reach
|
||||||
|
# maximum recursion depth is there's a flaw with the system's entropy.
|
||||||
|
room, visited = [(MIDDLE, MIDDLE)], set()
|
||||||
|
while room:
|
||||||
|
bit = room.pop()
|
||||||
|
if bit not in visited:
|
||||||
|
if not self.isdisplayed(*bit): break
|
||||||
|
visited.add(bit)
|
||||||
|
for x, y in around(*bit):
|
||||||
|
if self.map[x][y] == EMPTY: room.append((x, y))
|
||||||
|
else:
|
||||||
|
self.new_map()
|
||||||
|
self.map[MIDDLE][MIDDLE] = HERO
|
||||||
|
self.destx = self.desty = MIDDLE
|
||||||
|
self.stepx = self.stepy = 0
|
||||||
|
|
||||||
def add_enemy(self):
|
def add_enemy(self):
|
||||||
"""Add enough enemies."""
|
"""Add enough enemies."""
|
||||||
self.enemies = [e for e in self.enemies if e.alive]
|
self.enemies = [e for e in self.enemies if e.alive]
|
||||||
|
@ -153,8 +170,8 @@ class Maze:
|
||||||
|
|
||||||
def get_grid(self, x, y):
|
def get_grid(self, x, y):
|
||||||
"""Return the grid containing the point (x, y)."""
|
"""Return the grid containing the point (x, y)."""
|
||||||
return (MIDDLE + round2((x-self.centerx) / self.distance),
|
return (MIDDLE + round((x-self.centerx) / self.distance),
|
||||||
MIDDLE + round2((y-self.centery) / self.distance))
|
MIDDLE + round((y-self.centery) / self.distance))
|
||||||
|
|
||||||
def get_target(self, x, y):
|
def get_target(self, x, y):
|
||||||
"""Return shooting target the grid containing the point (x, y).
|
"""Return shooting target the grid containing the point (x, y).
|
||||||
|
@ -194,13 +211,6 @@ class Maze:
|
||||||
pygame.display.set_caption(
|
pygame.display.set_caption(
|
||||||
'Brutal Maze - Score: {}'.format(self.get_score()))
|
'Brutal Maze - Score: {}'.format(self.get_score()))
|
||||||
|
|
||||||
def isdisplayed(self, x, y):
|
|
||||||
"""Return True if the grid (x, y) is in the displayable part
|
|
||||||
of the map, False otherwise.
|
|
||||||
"""
|
|
||||||
return (self.rangex[0] <= x <= self.rangex[-1]
|
|
||||||
and self.rangey[0] <= y <= self.rangey[-1])
|
|
||||||
|
|
||||||
def rotate(self):
|
def rotate(self):
|
||||||
"""Rotate the maze if needed."""
|
"""Rotate the maze if needed."""
|
||||||
x = int((self.centerx-self.x) * 2 / self.distance)
|
x = int((self.centerx-self.x) * 2 / self.distance)
|
||||||
|
@ -255,14 +265,11 @@ class Maze:
|
||||||
|
|
||||||
def hit_hero(self, wound, color):
|
def hit_hero(self, wound, color):
|
||||||
"""Handle the hero when he loses HP."""
|
"""Handle the hero when he loses HP."""
|
||||||
if self.enemy_weights[color] + wound < MAXW:
|
|
||||||
self.enemy_weights[color] += wound
|
|
||||||
if color == 'Orange':
|
if color == 'Orange':
|
||||||
# If called by close-range attack, this is FPS-dependant, although
|
# If called by close-range attack, this is FPS-dependant, although
|
||||||
# in playable FPS (24 to infinity), the difference within 2%.
|
# in playable FPS (24 to infinity), the difference within 2%.
|
||||||
self.hero.next_heal = abs(self.hero.next_heal * (1 - wound))
|
self.hero.next_heal = abs(self.hero.next_heal * (1 - wound))
|
||||||
elif (uniform(0, sum(self.enemy_weights.values()))
|
elif choice(ENEMIES) == color:
|
||||||
< self.enemy_weights[color]):
|
|
||||||
self.hero.next_heal = -1.0 # what doesn't kill you heals you
|
self.hero.next_heal = -1.0 # what doesn't kill you heals you
|
||||||
if color == 'Butter' or color == 'ScarletRed':
|
if color == 'Butter' or color == 'ScarletRed':
|
||||||
wound *= ENEMY_HP
|
wound *= ENEMY_HP
|
||||||
|
@ -284,7 +291,7 @@ class Maze:
|
||||||
if d > 0:
|
if d > 0:
|
||||||
wound = d * SQRT2 / self.distance
|
wound = d * SQRT2 / self.distance
|
||||||
if self.next_slashfx <= 0:
|
if self.next_slashfx <= 0:
|
||||||
play(self.sfx_slash, wound, enemy.get_angle())
|
play(SFX_SLASH_ENEMY, enemy.x, enemy.y, wound)
|
||||||
self.next_slashfx = ATTACK_SPEED
|
self.next_slashfx = ATTACK_SPEED
|
||||||
enemy.hit(wound / self.hero.spin_speed)
|
enemy.hit(wound / self.hero.spin_speed)
|
||||||
if enemy.wound >= ENEMY_HP:
|
if enemy.wound >= ENEMY_HP:
|
||||||
|
@ -314,7 +321,7 @@ class Maze:
|
||||||
enemy = new_enemy(self, gridx, gridy)
|
enemy = new_enemy(self, gridx, gridy)
|
||||||
enemy.awake = True
|
enemy.awake = True
|
||||||
self.map[gridx][gridy] = ENEMY
|
self.map[gridx][gridy] = ENEMY
|
||||||
play(self.sfx_spawn, enemy.spawn_volumn, enemy.get_angle())
|
play(SFX_SPAWN, enemy.x, enemy.y)
|
||||||
enemy.hit(wound)
|
enemy.hit(wound)
|
||||||
self.enemies.append(enemy)
|
self.enemies.append(enemy)
|
||||||
continue
|
continue
|
||||||
|
@ -325,17 +332,17 @@ class Maze:
|
||||||
self.score += enemy.wound
|
self.score += enemy.wound
|
||||||
enemy.die()
|
enemy.die()
|
||||||
self.add_enemy()
|
self.add_enemy()
|
||||||
play(bullet.sfx_hit, wound, bullet.angle)
|
play(bullet.sfx_hit, gridx, gridy, wound)
|
||||||
fallen.append(i)
|
fallen.append(i)
|
||||||
break
|
break
|
||||||
elif bullet.get_distance(self.x, self.y) < self.distance:
|
elif bullet.get_distance(self.x, self.y) < self.distance:
|
||||||
if block:
|
if block:
|
||||||
self.hero.next_strike = (abs(self.hero.spin_queue/self.fps)
|
self.hero.next_strike = (abs(self.hero.spin_queue/self.fps)
|
||||||
+ ATTACK_SPEED)
|
+ ATTACK_SPEED)
|
||||||
play(bullet.sfx_missed, wound, bullet.angle + pi)
|
play(SFX_MISSED, gain=wound)
|
||||||
else:
|
else:
|
||||||
self.hit_hero(wound, bullet.color)
|
self.hit_hero(wound, bullet.color)
|
||||||
play(bullet.sfx_hit, wound, bullet.angle + pi)
|
play(bullet.sfx_hit, gain=wound)
|
||||||
fallen.append(i)
|
fallen.append(i)
|
||||||
for i in reversed(fallen): self.bullets.pop(i)
|
for i in reversed(fallen): self.bullets.pop(i)
|
||||||
|
|
||||||
|
@ -361,7 +368,7 @@ class Maze:
|
||||||
"""Return position of the given coordinates in rounded percent."""
|
"""Return position of the given coordinates in rounded percent."""
|
||||||
cx = len(self.rangex)*50 + (x - self.centerx)/self.distance*100
|
cx = len(self.rangex)*50 + (x - self.centerx)/self.distance*100
|
||||||
cy = len(self.rangey)*50 + (y - self.centery)/self.distance*100
|
cy = len(self.rangey)*50 + (y - self.centery)/self.distance*100
|
||||||
return round2(cx), round2(cy)
|
return round(cx), round(cy)
|
||||||
|
|
||||||
def update_export(self, forced=False):
|
def update_export(self, forced=False):
|
||||||
"""Update the maze's data export and return the last record."""
|
"""Update the maze's data export and return the last record."""
|
||||||
|
@ -392,7 +399,7 @@ class Maze:
|
||||||
if color != '0': export['b'].append([color, x, y, angle])
|
if color != '0': export['b'].append([color, x, y, angle])
|
||||||
|
|
||||||
if self.next_export <= 0:
|
if self.next_export <= 0:
|
||||||
export['t'] = round2(self.export_rate - self.next_export)
|
export['t'] = round(self.export_rate - self.next_export)
|
||||||
self.export.append(export)
|
self.export.append(export)
|
||||||
self.next_export = self.export_rate
|
self.next_export = self.export_rate
|
||||||
return export
|
return export
|
||||||
|
@ -405,10 +412,10 @@ class Maze:
|
||||||
self.vy = self.is_valid_move(vy=self.vy)
|
self.vy = self.is_valid_move(vy=self.vy)
|
||||||
self.centery += self.vy
|
self.centery += self.vy
|
||||||
|
|
||||||
self.next_move -= 1000.0 / fps
|
self.next_move -= 1000 / fps
|
||||||
self.glitch -= 1000.0 / fps
|
self.glitch -= 1000 / fps
|
||||||
self.next_slashfx -= 1000.0 / fps
|
self.next_slashfx -= 1000 / fps
|
||||||
self.next_export -= 1000.0 / fps
|
self.next_export -= 1000 / fps
|
||||||
|
|
||||||
self.rotate()
|
self.rotate()
|
||||||
if self.vx or self.vy or self.hero.firing or self.hero.slashing:
|
if self.vx or self.vy or self.hero.firing or self.hero.slashing:
|
||||||
|
@ -465,27 +472,20 @@ class Maze:
|
||||||
self.stepx = self.stepy = 0
|
self.stepx = self.stepy = 0
|
||||||
return True
|
return True
|
||||||
|
|
||||||
# Forest Fire algorithm with step count
|
# Forest Fire algorithm
|
||||||
queue = defaultdict(list, {0: [(self.destx, self.desty)]})
|
queue, visited = deque([(self.destx, self.desty)]), set()
|
||||||
visited, count, distance = set(), 1, 0
|
while queue:
|
||||||
while count:
|
x, y = queue.pop()
|
||||||
if not queue[distance]: distance += 1
|
if (x, y) in visited: continue
|
||||||
x, y = queue[distance].pop()
|
visited.add((x, y))
|
||||||
count -= 1
|
|
||||||
if (x, y) not in visited:
|
|
||||||
visited.add((x, y))
|
|
||||||
else:
|
|
||||||
continue
|
|
||||||
|
|
||||||
dx, dy = MIDDLE - x, MIDDLE - y
|
dx, dy = MIDDLE - x, MIDDLE - y
|
||||||
if dx**2 + dy**2 <= 2:
|
if dx**2 + dy**2 <= 2:
|
||||||
|
# Succeeded on finding a path
|
||||||
self.stepx, self.stepy = dx, dy
|
self.stepx, self.stepy = dx, dy
|
||||||
return False
|
return False
|
||||||
for i, j in around(x, y):
|
for i, j in around(x, y):
|
||||||
if self.map[i][j] == EMPTY and check(i, j):
|
if self.map[i][j] == EMPTY and check(i, j):
|
||||||
queue[distance + 1].append((i, j))
|
queue.appendleft((i, j))
|
||||||
count += 1
|
|
||||||
|
|
||||||
# Failed to find way to move to target
|
# Failed to find way to move to target
|
||||||
self.stepx = self.stepy = 0
|
self.stepx = self.stepy = 0
|
||||||
return True
|
return True
|
||||||
|
@ -508,24 +508,17 @@ class Maze:
|
||||||
self.destx = self.desty = MIDDLE
|
self.destx = self.desty = MIDDLE
|
||||||
self.stepx = self.stepy = 0
|
self.stepx = self.stepy = 0
|
||||||
self.vx = self.vy = 0.0
|
self.vx = self.vy = 0.0
|
||||||
play(self.sfx_lose)
|
play(SFX_LOSE)
|
||||||
self.dump_records()
|
self.dump_records()
|
||||||
|
|
||||||
def reinit(self):
|
def reinit(self):
|
||||||
"""Open new game."""
|
"""Open new game."""
|
||||||
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
|
self.centerx, self.centery = self.w / 2, self.h / 2
|
||||||
self.score, self.export = INIT_SCORE, []
|
self.score, self.export = INIT_SCORE, []
|
||||||
self.map = deque(deque(EMPTY for _ in range(MAZE_SIZE * CELL_WIDTH))
|
self.new_map()
|
||||||
for _ in range(MAZE_SIZE * CELL_WIDTH))
|
|
||||||
for x in range(MAZE_SIZE):
|
|
||||||
for y in range(MAZE_SIZE): self.new_cell(x, y)
|
|
||||||
self.map[MIDDLE][MIDDLE] = HERO
|
|
||||||
self.destx = self.desty = MIDDLE
|
|
||||||
self.stepx = self.stepy = 0
|
|
||||||
self.vx = self.vy = 0.0
|
self.vx = self.vy = 0.0
|
||||||
self.rotatex = self.rotatey = 0
|
self.rotatex = self.rotatey = 0
|
||||||
self.bullets, self.enemies = [], []
|
self.bullets, self.enemies = [], []
|
||||||
self.enemy_weights = {color: MINW for color in ENEMIES}
|
|
||||||
self.add_enemy()
|
self.add_enemy()
|
||||||
|
|
||||||
self.next_move = self.next_slashfx = self.hero.next_strike = 0.0
|
self.next_move = self.next_slashfx = self.hero.next_strike = 0.0
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
# misc.py - module for miscellaneous functions
|
# misc.py - module for miscellaneous functions
|
||||||
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -21,19 +20,15 @@ __doc__ = 'Brutal Maze module for miscellaneous functions'
|
||||||
|
|
||||||
from datetime import datetime
|
from datetime import datetime
|
||||||
from itertools import chain
|
from itertools import chain
|
||||||
from math import degrees, cos, sin, pi
|
from math import cos, degrees, pi, sin
|
||||||
from os import path
|
from os import path
|
||||||
from random import shuffle, uniform
|
from random import shuffle
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
from pygame.gfxdraw import filled_polygon, aapolygon
|
from palace import Buffer, Source
|
||||||
|
from pygame.gfxdraw import aapolygon, filled_polygon
|
||||||
|
|
||||||
from .constants import ADJACENTS, CORNERS
|
from .constants import ADJACENTS, CORNERS, MIDDLE
|
||||||
|
|
||||||
|
|
||||||
def round2(number):
|
|
||||||
"""Round a number to an int."""
|
|
||||||
return int(round(number))
|
|
||||||
|
|
||||||
|
|
||||||
def randsign():
|
def randsign():
|
||||||
|
@ -63,15 +58,10 @@ def sign(n):
|
||||||
|
|
||||||
|
|
||||||
def deg(x):
|
def deg(x):
|
||||||
"""Convert angle x from radians to degrees casted to a nonnegative
|
"""Convert angle x from radians to degrees,
|
||||||
integer.
|
casted to a nonnegative integer.
|
||||||
"""
|
"""
|
||||||
return round2((lambda a: a if a > 0 else a + 360)(degrees(x)))
|
return round((lambda a: a if a > 0 else a + 360)(degrees(x)))
|
||||||
|
|
||||||
|
|
||||||
def cosin(x):
|
|
||||||
"""Return the sum of cosine and sine of x (measured in radians)."""
|
|
||||||
return cos(x) + sin(x)
|
|
||||||
|
|
||||||
|
|
||||||
def join(iterable, sep=' ', end='\n'):
|
def join(iterable, sep=' ', end='\n'):
|
||||||
|
@ -92,41 +82,19 @@ def around(x, y):
|
||||||
return chain(a, c)
|
return chain(a, c)
|
||||||
|
|
||||||
|
|
||||||
def choices(d):
|
|
||||||
"""Choose a random key from a dict which has values being relative
|
|
||||||
weights of the coresponding keys.
|
|
||||||
"""
|
|
||||||
population, weights = tuple(d.keys()), tuple(d.values())
|
|
||||||
cum_weights = [weights[0]]
|
|
||||||
for weight in weights[1:]: cum_weights.append(cum_weights[-1] + weight)
|
|
||||||
num = uniform(0, cum_weights[-1])
|
|
||||||
for i, w in enumerate(cum_weights):
|
|
||||||
if num <= w: return population[i]
|
|
||||||
|
|
||||||
|
|
||||||
def play(sound, volume=1.0, angle=None):
|
|
||||||
"""Play a pygame.mixer.Sound at the given volume."""
|
|
||||||
if pygame.mixer.get_init() is None: return
|
|
||||||
if pygame.mixer.find_channel() is None:
|
|
||||||
pygame.mixer.set_num_channels(pygame.mixer.get_num_channels() + 1)
|
|
||||||
|
|
||||||
channel = sound.play()
|
|
||||||
if angle is None:
|
|
||||||
channel.set_volume(volume)
|
|
||||||
else:
|
|
||||||
delta = cos(angle)
|
|
||||||
volumes = [volume * (1-delta), volume * (1+delta)]
|
|
||||||
for i, v in enumerate(volumes):
|
|
||||||
if v > 1:
|
|
||||||
volumes[i - 1] += v - 1
|
|
||||||
volumes[i] = 1.0
|
|
||||||
sound.set_volume(1.0)
|
|
||||||
channel.set_volume(*volumes)
|
|
||||||
|
|
||||||
|
|
||||||
def json_rec(directory):
|
def json_rec(directory):
|
||||||
"""Return path to JSON file to be created inside the given directory
|
"""Return path to JSON file to be created inside the given directory
|
||||||
based on current time local to timezone in ISO 8601 format.
|
based on current time local to timezone in ISO 8601 format.
|
||||||
"""
|
"""
|
||||||
return path.join(
|
return path.join(
|
||||||
directory, '{}.json'.format(datetime.now().isoformat()[:19]))
|
directory, '{}.json'.format(datetime.now().isoformat()[:19]))
|
||||||
|
|
||||||
|
|
||||||
|
def play(sound: str, x: float = MIDDLE, y: float = MIDDLE,
|
||||||
|
gain: float = 1.0) -> Source:
|
||||||
|
"""Play a sound at the given position."""
|
||||||
|
source = Buffer(sound).play()
|
||||||
|
source.spatialize = True
|
||||||
|
source.position = x, -y, 0
|
||||||
|
source.gain = gain
|
||||||
|
return source
|
||||||
|
|
|
@ -37,7 +37,7 @@ Frequency: 30
|
||||||
# Enabling remote control will disable control via keyboard and mouse.
|
# Enabling remote control will disable control via keyboard and mouse.
|
||||||
Enable: no
|
Enable: no
|
||||||
Host: localhost
|
Host: localhost
|
||||||
Port: 8089
|
Port: 42069
|
||||||
# Timeout on blocking socket operations, in seconds.
|
# Timeout on blocking socket operations, in seconds.
|
||||||
Timeout: 1.0
|
Timeout: 1.0
|
||||||
# Disable graphics and sound (only if socket server is enabled).
|
# Disable graphics and sound (only if socket server is enabled).
|
||||||
|
|
|
@ -1,6 +1,5 @@
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
# characters.py - module for weapon classes
|
# characters.py - module for weapon classes
|
||||||
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -21,9 +20,9 @@ __doc__ = 'Brutal Maze module for weapon classes'
|
||||||
|
|
||||||
from math import cos, sin
|
from math import cos, sin
|
||||||
|
|
||||||
from .constants import (BULLET_LIFETIME, SFX_SHOT_ENEMY, SFX_SHOT_HERO,
|
from .constants import (BG_COLOR, BULLET_LIFETIME, BULLET_SPEED,
|
||||||
SFX_MISSED, BULLET_SPEED, ENEMY_HP, TANGO, BG_COLOR)
|
ENEMY_HP, SFX_SHOT_ENEMY, SFX_SHOT_HERO, TANGO)
|
||||||
from .misc import regpoly, fill_aapolygon
|
from .misc import fill_aapolygon, regpoly
|
||||||
|
|
||||||
|
|
||||||
class Bullet:
|
class Bullet:
|
||||||
|
@ -35,8 +34,7 @@ class Bullet:
|
||||||
angle (float): angle of the direction the bullet pointing (in radians)
|
angle (float): angle of the direction the bullet pointing (in radians)
|
||||||
color (str): bullet's color name
|
color (str): bullet's color name
|
||||||
fall_time (int): time until the bullet fall down
|
fall_time (int): time until the bullet fall down
|
||||||
sfx_hit (pygame.mixer.Sound): sound effect indicating target was hit
|
sfx_hit (str): sound effect indicating target was hit
|
||||||
sfx_missed (pygame.mixer.Sound): sound effect indicating a miss shot
|
|
||||||
"""
|
"""
|
||||||
def __init__(self, surface, x, y, angle, color):
|
def __init__(self, surface, x, y, angle, color):
|
||||||
self.surface = surface
|
self.surface = surface
|
||||||
|
@ -46,14 +44,13 @@ class Bullet:
|
||||||
self.sfx_hit = SFX_SHOT_ENEMY
|
self.sfx_hit = SFX_SHOT_ENEMY
|
||||||
else:
|
else:
|
||||||
self.sfx_hit = SFX_SHOT_HERO
|
self.sfx_hit = SFX_SHOT_HERO
|
||||||
self.sfx_missed = SFX_MISSED
|
|
||||||
|
|
||||||
def update(self, fps, distance):
|
def update(self, fps, distance):
|
||||||
"""Update the bullet."""
|
"""Update the bullet."""
|
||||||
s = distance * BULLET_SPEED / fps
|
s = distance * BULLET_SPEED / fps
|
||||||
self.x += s * cos(self.angle)
|
self.x += s * cos(self.angle)
|
||||||
self.y += s * sin(self.angle)
|
self.y += s * sin(self.angle)
|
||||||
self.fall_time -= 1000.0 / fps
|
self.fall_time -= 1000 / fps
|
||||||
|
|
||||||
def get_color(self):
|
def get_color(self):
|
||||||
"""Return current color of the enemy."""
|
"""Return current color of the enemy."""
|
||||||
|
|
|
@ -9,7 +9,7 @@ namespace BrutalmazeClient
|
||||||
static void Main(string[] args)
|
static void Main(string[] args)
|
||||||
{
|
{
|
||||||
const string host = "localhost";
|
const string host = "localhost";
|
||||||
const int port = 8089;
|
const int port = 42069;
|
||||||
Socket client_socket = new Socket(SocketType.Stream, ProtocolType.Tcp);
|
Socket client_socket = new Socket(SocketType.Stream, ProtocolType.Tcp);
|
||||||
client_socket.Connect(host, port);
|
client_socket.Connect(host, port);
|
||||||
Random rnd = new Random();
|
Random rnd = new Random();
|
||||||
|
@ -101,4 +101,4 @@ namespace BrutalmazeClient
|
||||||
client_socket.Close();
|
client_socket.Close();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
#!/usr/bin/env python3
|
#!/usr/bin/env python3
|
||||||
from math import inf, atan2, degrees
|
from contextlib import closing, suppress
|
||||||
|
from math import atan2, degrees, inf
|
||||||
from random import randrange, shuffle
|
from random import randrange, shuffle
|
||||||
from socket import socket
|
from socket import socket
|
||||||
|
|
||||||
|
@ -8,9 +9,9 @@ AROUND = [5, 2, 1, 0, 3, 6, 7, 8]
|
||||||
|
|
||||||
def get_moves(y, x):
|
def get_moves(y, x):
|
||||||
"""Return tuple of encoded moves."""
|
"""Return tuple of encoded moves."""
|
||||||
return ((y - 1, x - 1), (y - 1, x), (y - 1, x + 1),
|
return ((y - 1, x - 1), (y - 1, x), (y - 1, x + 1), # noqa
|
||||||
(y, x - 1), (y, x), (y, x + 1),
|
(y, x - 1), (y, x), (y, x + 1), # noqa
|
||||||
(y + 1, x - 1), (y + 1, x), (y + 1, x + 1))
|
(y + 1, x - 1), (y + 1, x), (y + 1, x + 1)) # noqa
|
||||||
|
|
||||||
|
|
||||||
def is_wall(maze, y, x):
|
def is_wall(maze, y, x):
|
||||||
|
@ -18,57 +19,54 @@ def is_wall(maze, y, x):
|
||||||
return maze[y][x] != '0'
|
return maze[y][x] != '0'
|
||||||
|
|
||||||
|
|
||||||
clientsocket = socket()
|
def get_move(maze, move):
|
||||||
clientsocket.connect(('localhost', 8089))
|
"""Return an outstanding move."""
|
||||||
corners, sides = [0, 2, 6, 8], [1, 3, 5, 7]
|
moves, around = get_moves(len(maze) // 2, len(maze[0]) // 2), AROUND[:]
|
||||||
around, move = [0, 1, 2, 3, 5, 6, 7, 8], 4
|
if move != 4 and not is_wall(maze, *moves[move]): return move
|
||||||
while True:
|
if move == 4:
|
||||||
length = clientsocket.recv(7).decode()
|
shuffle(around)
|
||||||
if length in ('', '0000000'): break # connection closed or game over
|
|
||||||
l = clientsocket.recv(int(length)).decode().split()
|
|
||||||
data = iter(l)
|
|
||||||
nh, ne, nb, score = (int(next(data)) for _ in range(4))
|
|
||||||
maze = [list(next(data)) for _ in range(nh)]
|
|
||||||
hp = (lambda c: 0 if c == 48 else 123 - c)(ord(next(data)))
|
|
||||||
hx, hy, ha = (int(next(data)) for _ in range(3))
|
|
||||||
attackable, heal = (bool(int(next(data))) for _ in range(2))
|
|
||||||
|
|
||||||
if nh:
|
|
||||||
moves = get_moves(len(maze) // 2, len(maze[0]) // 2)
|
|
||||||
if move == 4 or is_wall(maze, *moves[move]):
|
|
||||||
try:
|
|
||||||
idx = AROUND.index(move)
|
|
||||||
except ValueError:
|
|
||||||
pass
|
|
||||||
else:
|
|
||||||
around.sort(key=(lambda i: (lambda x: min(x, 8 - x))(
|
|
||||||
abs(AROUND.index(i) - idx))))
|
|
||||||
for move in around:
|
|
||||||
idx = AROUND.index(move)
|
|
||||||
if all(map(
|
|
||||||
(lambda i: not is_wall(maze, *moves[i])),
|
|
||||||
(move, AROUND[idx - 1], AROUND[idx - 7]))):
|
|
||||||
break
|
|
||||||
else:
|
|
||||||
move = 4
|
|
||||||
|
|
||||||
angle, shortest = ha, inf
|
|
||||||
for _ in range(ne):
|
|
||||||
p = 3 - (ord(next(data)) - 97)%3
|
|
||||||
x, y, a = (int(next(data)) for _ in range(3))
|
|
||||||
d = ((x - hx)**2 + (y - hy)**2)**0.5
|
|
||||||
if d < shortest:
|
|
||||||
shortest = d
|
|
||||||
b = degrees(atan2(y - hy, x - hx))
|
|
||||||
angle = round(b + 360 if b < 0 else b)
|
|
||||||
|
|
||||||
if hp <= 2 and heal:
|
|
||||||
move, attack = 4, 2
|
|
||||||
elif not ne:
|
|
||||||
attack = randrange(3) * (attackable and hp > 2)
|
|
||||||
elif shortest < 160:
|
|
||||||
move, angle, attack = AROUND[round(angle/45 - 0.5) - 4], ha, 2
|
|
||||||
else:
|
else:
|
||||||
attack = 1
|
idx = AROUND.index(move)
|
||||||
clientsocket.send('{} {} {}'.format(move, angle, attack).encode())
|
around.sort(key=lambda i: abs(abs(abs(AROUND.index(i)-idx)-4)-4))
|
||||||
clientsocket.close()
|
for move in around:
|
||||||
|
idx = AROUND.index(move)
|
||||||
|
if all(not is_wall(maze, *moves[i])
|
||||||
|
for i in (move, AROUND[idx - 1], AROUND[idx - 7])):
|
||||||
|
return move
|
||||||
|
return 4
|
||||||
|
|
||||||
|
|
||||||
|
with suppress(KeyboardInterrupt), closing(socket()) as sock:
|
||||||
|
sock.connect(('localhost', 42069))
|
||||||
|
move = 4
|
||||||
|
while True:
|
||||||
|
length = sock.recv(7).decode()
|
||||||
|
# connection closed or game over
|
||||||
|
if length in ('', '0000000'): break
|
||||||
|
data = iter(sock.recv(int(length)).decode().split())
|
||||||
|
nh, ne, nb, score = (int(next(data)) for i in range(4))
|
||||||
|
maze = [list(next(data)) for i in range(nh)]
|
||||||
|
hp = (lambda c: 0 if c == 48 else 123 - c)(ord(next(data)))
|
||||||
|
hx, hy, ha = (int(next(data)) for i in range(3))
|
||||||
|
attackable, heal = (bool(int(next(data))) for i in range(2))
|
||||||
|
|
||||||
|
if nh: move = get_move(maze, move)
|
||||||
|
angle, shortest = ha, inf
|
||||||
|
for i in range(ne):
|
||||||
|
p = 3 - (ord(next(data)) - 97)%3
|
||||||
|
x, y, a = (int(next(data)) for j in range(3))
|
||||||
|
d = ((x - hx)**2 + (y - hy)**2)**0.5
|
||||||
|
if d < shortest:
|
||||||
|
shortest = d
|
||||||
|
b = degrees(atan2(y - hy, x - hx))
|
||||||
|
angle = round(b + 360 if b < 0 else b)
|
||||||
|
|
||||||
|
if hp <= 2 and heal:
|
||||||
|
move, attack = 4, 2
|
||||||
|
elif not ne:
|
||||||
|
attack = randrange(3) * (attackable and hp > 2)
|
||||||
|
elif shortest < 160:
|
||||||
|
move, angle, attack = AROUND[round(angle/45 - 0.5) - 4], ha, 2
|
||||||
|
else:
|
||||||
|
attack = 1
|
||||||
|
sock.send(f'{move} {angle} {attack}'.encode())
|
||||||
|
|
661
docs/LICENSE
|
@ -1,661 +0,0 @@
|
||||||
GNU AFFERO GENERAL PUBLIC LICENSE
|
|
||||||
Version 3, 19 November 2007
|
|
||||||
|
|
||||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
|
||||||
Everyone is permitted to copy and distribute verbatim copies
|
|
||||||
of this license document, but changing it is not allowed.
|
|
||||||
|
|
||||||
Preamble
|
|
||||||
|
|
||||||
The GNU Affero General Public License is a free, copyleft license for
|
|
||||||
software and other kinds of works, specifically designed to ensure
|
|
||||||
cooperation with the community in the case of network server software.
|
|
||||||
|
|
||||||
The licenses for most software and other practical works are designed
|
|
||||||
to take away your freedom to share and change the works. By contrast,
|
|
||||||
our General Public Licenses are intended to guarantee your freedom to
|
|
||||||
share and change all versions of a program--to make sure it remains free
|
|
||||||
software for all its users.
|
|
||||||
|
|
||||||
When we speak of free software, we are referring to freedom, not
|
|
||||||
price. Our General Public Licenses are designed to make sure that you
|
|
||||||
have the freedom to distribute copies of free software (and charge for
|
|
||||||
them if you wish), that you receive source code or can get it if you
|
|
||||||
want it, that you can change the software or use pieces of it in new
|
|
||||||
free programs, and that you know you can do these things.
|
|
||||||
|
|
||||||
Developers that use our General Public Licenses protect your rights
|
|
||||||
with two steps: (1) assert copyright on the software, and (2) offer
|
|
||||||
you this License which gives you legal permission to copy, distribute
|
|
||||||
and/or modify the software.
|
|
||||||
|
|
||||||
A secondary benefit of defending all users' freedom is that
|
|
||||||
improvements made in alternate versions of the program, if they
|
|
||||||
receive widespread use, become available for other developers to
|
|
||||||
incorporate. Many developers of free software are heartened and
|
|
||||||
encouraged by the resulting cooperation. However, in the case of
|
|
||||||
software used on network servers, this result may fail to come about.
|
|
||||||
The GNU General Public License permits making a modified version and
|
|
||||||
letting the public access it on a server without ever releasing its
|
|
||||||
source code to the public.
|
|
||||||
|
|
||||||
The GNU Affero General Public License is designed specifically to
|
|
||||||
ensure that, in such cases, the modified source code becomes available
|
|
||||||
to the community. It requires the operator of a network server to
|
|
||||||
provide the source code of the modified version running there to the
|
|
||||||
users of that server. Therefore, public use of a modified version, on
|
|
||||||
a publicly accessible server, gives the public access to the source
|
|
||||||
code of the modified version.
|
|
||||||
|
|
||||||
An older license, called the Affero General Public License and
|
|
||||||
published by Affero, was designed to accomplish similar goals. This is
|
|
||||||
a different license, not a version of the Affero GPL, but Affero has
|
|
||||||
released a new version of the Affero GPL which permits relicensing under
|
|
||||||
this license.
|
|
||||||
|
|
||||||
The precise terms and conditions for copying, distribution and
|
|
||||||
modification follow.
|
|
||||||
|
|
||||||
TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
0. Definitions.
|
|
||||||
|
|
||||||
"This License" refers to version 3 of the GNU Affero General Public License.
|
|
||||||
|
|
||||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
|
||||||
works, such as semiconductor masks.
|
|
||||||
|
|
||||||
"The Program" refers to any copyrightable work licensed under this
|
|
||||||
License. Each licensee is addressed as "you". "Licensees" and
|
|
||||||
"recipients" may be individuals or organizations.
|
|
||||||
|
|
||||||
To "modify" a work means to copy from or adapt all or part of the work
|
|
||||||
in a fashion requiring copyright permission, other than the making of an
|
|
||||||
exact copy. The resulting work is called a "modified version" of the
|
|
||||||
earlier work or a work "based on" the earlier work.
|
|
||||||
|
|
||||||
A "covered work" means either the unmodified Program or a work based
|
|
||||||
on the Program.
|
|
||||||
|
|
||||||
To "propagate" a work means to do anything with it that, without
|
|
||||||
permission, would make you directly or secondarily liable for
|
|
||||||
infringement under applicable copyright law, except executing it on a
|
|
||||||
computer or modifying a private copy. Propagation includes copying,
|
|
||||||
distribution (with or without modification), making available to the
|
|
||||||
public, and in some countries other activities as well.
|
|
||||||
|
|
||||||
To "convey" a work means any kind of propagation that enables other
|
|
||||||
parties to make or receive copies. Mere interaction with a user through
|
|
||||||
a computer network, with no transfer of a copy, is not conveying.
|
|
||||||
|
|
||||||
An interactive user interface displays "Appropriate Legal Notices"
|
|
||||||
to the extent that it includes a convenient and prominently visible
|
|
||||||
feature that (1) displays an appropriate copyright notice, and (2)
|
|
||||||
tells the user that there is no warranty for the work (except to the
|
|
||||||
extent that warranties are provided), that licensees may convey the
|
|
||||||
work under this License, and how to view a copy of this License. If
|
|
||||||
the interface presents a list of user commands or options, such as a
|
|
||||||
menu, a prominent item in the list meets this criterion.
|
|
||||||
|
|
||||||
1. Source Code.
|
|
||||||
|
|
||||||
The "source code" for a work means the preferred form of the work
|
|
||||||
for making modifications to it. "Object code" means any non-source
|
|
||||||
form of a work.
|
|
||||||
|
|
||||||
A "Standard Interface" means an interface that either is an official
|
|
||||||
standard defined by a recognized standards body, or, in the case of
|
|
||||||
interfaces specified for a particular programming language, one that
|
|
||||||
is widely used among developers working in that language.
|
|
||||||
|
|
||||||
The "System Libraries" of an executable work include anything, other
|
|
||||||
than the work as a whole, that (a) is included in the normal form of
|
|
||||||
packaging a Major Component, but which is not part of that Major
|
|
||||||
Component, and (b) serves only to enable use of the work with that
|
|
||||||
Major Component, or to implement a Standard Interface for which an
|
|
||||||
implementation is available to the public in source code form. A
|
|
||||||
"Major Component", in this context, means a major essential component
|
|
||||||
(kernel, window system, and so on) of the specific operating system
|
|
||||||
(if any) on which the executable work runs, or a compiler used to
|
|
||||||
produce the work, or an object code interpreter used to run it.
|
|
||||||
|
|
||||||
The "Corresponding Source" for a work in object code form means all
|
|
||||||
the source code needed to generate, install, and (for an executable
|
|
||||||
work) run the object code and to modify the work, including scripts to
|
|
||||||
control those activities. However, it does not include the work's
|
|
||||||
System Libraries, or general-purpose tools or generally available free
|
|
||||||
programs which are used unmodified in performing those activities but
|
|
||||||
which are not part of the work. For example, Corresponding Source
|
|
||||||
includes interface definition files associated with source files for
|
|
||||||
the work, and the source code for shared libraries and dynamically
|
|
||||||
linked subprograms that the work is specifically designed to require,
|
|
||||||
such as by intimate data communication or control flow between those
|
|
||||||
subprograms and other parts of the work.
|
|
||||||
|
|
||||||
The Corresponding Source need not include anything that users
|
|
||||||
can regenerate automatically from other parts of the Corresponding
|
|
||||||
Source.
|
|
||||||
|
|
||||||
The Corresponding Source for a work in source code form is that
|
|
||||||
same work.
|
|
||||||
|
|
||||||
2. Basic Permissions.
|
|
||||||
|
|
||||||
All rights granted under this License are granted for the term of
|
|
||||||
copyright on the Program, and are irrevocable provided the stated
|
|
||||||
conditions are met. This License explicitly affirms your unlimited
|
|
||||||
permission to run the unmodified Program. The output from running a
|
|
||||||
covered work is covered by this License only if the output, given its
|
|
||||||
content, constitutes a covered work. This License acknowledges your
|
|
||||||
rights of fair use or other equivalent, as provided by copyright law.
|
|
||||||
|
|
||||||
You may make, run and propagate covered works that you do not
|
|
||||||
convey, without conditions so long as your license otherwise remains
|
|
||||||
in force. You may convey covered works to others for the sole purpose
|
|
||||||
of having them make modifications exclusively for you, or provide you
|
|
||||||
with facilities for running those works, provided that you comply with
|
|
||||||
the terms of this License in conveying all material for which you do
|
|
||||||
not control copyright. Those thus making or running the covered works
|
|
||||||
for you must do so exclusively on your behalf, under your direction
|
|
||||||
and control, on terms that prohibit them from making any copies of
|
|
||||||
your copyrighted material outside their relationship with you.
|
|
||||||
|
|
||||||
Conveying under any other circumstances is permitted solely under
|
|
||||||
the conditions stated below. Sublicensing is not allowed; section 10
|
|
||||||
makes it unnecessary.
|
|
||||||
|
|
||||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
|
||||||
|
|
||||||
No covered work shall be deemed part of an effective technological
|
|
||||||
measure under any applicable law fulfilling obligations under article
|
|
||||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
|
||||||
similar laws prohibiting or restricting circumvention of such
|
|
||||||
measures.
|
|
||||||
|
|
||||||
When you convey a covered work, you waive any legal power to forbid
|
|
||||||
circumvention of technological measures to the extent such circumvention
|
|
||||||
is effected by exercising rights under this License with respect to
|
|
||||||
the covered work, and you disclaim any intention to limit operation or
|
|
||||||
modification of the work as a means of enforcing, against the work's
|
|
||||||
users, your or third parties' legal rights to forbid circumvention of
|
|
||||||
technological measures.
|
|
||||||
|
|
||||||
4. Conveying Verbatim Copies.
|
|
||||||
|
|
||||||
You may convey verbatim copies of the Program's source code as you
|
|
||||||
receive it, in any medium, provided that you conspicuously and
|
|
||||||
appropriately publish on each copy an appropriate copyright notice;
|
|
||||||
keep intact all notices stating that this License and any
|
|
||||||
non-permissive terms added in accord with section 7 apply to the code;
|
|
||||||
keep intact all notices of the absence of any warranty; and give all
|
|
||||||
recipients a copy of this License along with the Program.
|
|
||||||
|
|
||||||
You may charge any price or no price for each copy that you convey,
|
|
||||||
and you may offer support or warranty protection for a fee.
|
|
||||||
|
|
||||||
5. Conveying Modified Source Versions.
|
|
||||||
|
|
||||||
You may convey a work based on the Program, or the modifications to
|
|
||||||
produce it from the Program, in the form of source code under the
|
|
||||||
terms of section 4, provided that you also meet all of these conditions:
|
|
||||||
|
|
||||||
a) The work must carry prominent notices stating that you modified
|
|
||||||
it, and giving a relevant date.
|
|
||||||
|
|
||||||
b) The work must carry prominent notices stating that it is
|
|
||||||
released under this License and any conditions added under section
|
|
||||||
7. This requirement modifies the requirement in section 4 to
|
|
||||||
"keep intact all notices".
|
|
||||||
|
|
||||||
c) You must license the entire work, as a whole, under this
|
|
||||||
License to anyone who comes into possession of a copy. This
|
|
||||||
License will therefore apply, along with any applicable section 7
|
|
||||||
additional terms, to the whole of the work, and all its parts,
|
|
||||||
regardless of how they are packaged. This License gives no
|
|
||||||
permission to license the work in any other way, but it does not
|
|
||||||
invalidate such permission if you have separately received it.
|
|
||||||
|
|
||||||
d) If the work has interactive user interfaces, each must display
|
|
||||||
Appropriate Legal Notices; however, if the Program has interactive
|
|
||||||
interfaces that do not display Appropriate Legal Notices, your
|
|
||||||
work need not make them do so.
|
|
||||||
|
|
||||||
A compilation of a covered work with other separate and independent
|
|
||||||
works, which are not by their nature extensions of the covered work,
|
|
||||||
and which are not combined with it such as to form a larger program,
|
|
||||||
in or on a volume of a storage or distribution medium, is called an
|
|
||||||
"aggregate" if the compilation and its resulting copyright are not
|
|
||||||
used to limit the access or legal rights of the compilation's users
|
|
||||||
beyond what the individual works permit. Inclusion of a covered work
|
|
||||||
in an aggregate does not cause this License to apply to the other
|
|
||||||
parts of the aggregate.
|
|
||||||
|
|
||||||
6. Conveying Non-Source Forms.
|
|
||||||
|
|
||||||
You may convey a covered work in object code form under the terms
|
|
||||||
of sections 4 and 5, provided that you also convey the
|
|
||||||
machine-readable Corresponding Source under the terms of this License,
|
|
||||||
in one of these ways:
|
|
||||||
|
|
||||||
a) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by the
|
|
||||||
Corresponding Source fixed on a durable physical medium
|
|
||||||
customarily used for software interchange.
|
|
||||||
|
|
||||||
b) Convey the object code in, or embodied in, a physical product
|
|
||||||
(including a physical distribution medium), accompanied by a
|
|
||||||
written offer, valid for at least three years and valid for as
|
|
||||||
long as you offer spare parts or customer support for that product
|
|
||||||
model, to give anyone who possesses the object code either (1) a
|
|
||||||
copy of the Corresponding Source for all the software in the
|
|
||||||
product that is covered by this License, on a durable physical
|
|
||||||
medium customarily used for software interchange, for a price no
|
|
||||||
more than your reasonable cost of physically performing this
|
|
||||||
conveying of source, or (2) access to copy the
|
|
||||||
Corresponding Source from a network server at no charge.
|
|
||||||
|
|
||||||
c) Convey individual copies of the object code with a copy of the
|
|
||||||
written offer to provide the Corresponding Source. This
|
|
||||||
alternative is allowed only occasionally and noncommercially, and
|
|
||||||
only if you received the object code with such an offer, in accord
|
|
||||||
with subsection 6b.
|
|
||||||
|
|
||||||
d) Convey the object code by offering access from a designated
|
|
||||||
place (gratis or for a charge), and offer equivalent access to the
|
|
||||||
Corresponding Source in the same way through the same place at no
|
|
||||||
further charge. You need not require recipients to copy the
|
|
||||||
Corresponding Source along with the object code. If the place to
|
|
||||||
copy the object code is a network server, the Corresponding Source
|
|
||||||
may be on a different server (operated by you or a third party)
|
|
||||||
that supports equivalent copying facilities, provided you maintain
|
|
||||||
clear directions next to the object code saying where to find the
|
|
||||||
Corresponding Source. Regardless of what server hosts the
|
|
||||||
Corresponding Source, you remain obligated to ensure that it is
|
|
||||||
available for as long as needed to satisfy these requirements.
|
|
||||||
|
|
||||||
e) Convey the object code using peer-to-peer transmission, provided
|
|
||||||
you inform other peers where the object code and Corresponding
|
|
||||||
Source of the work are being offered to the general public at no
|
|
||||||
charge under subsection 6d.
|
|
||||||
|
|
||||||
A separable portion of the object code, whose source code is excluded
|
|
||||||
from the Corresponding Source as a System Library, need not be
|
|
||||||
included in conveying the object code work.
|
|
||||||
|
|
||||||
A "User Product" is either (1) a "consumer product", which means any
|
|
||||||
tangible personal property which is normally used for personal, family,
|
|
||||||
or household purposes, or (2) anything designed or sold for incorporation
|
|
||||||
into a dwelling. In determining whether a product is a consumer product,
|
|
||||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
|
||||||
product received by a particular user, "normally used" refers to a
|
|
||||||
typical or common use of that class of product, regardless of the status
|
|
||||||
of the particular user or of the way in which the particular user
|
|
||||||
actually uses, or expects or is expected to use, the product. A product
|
|
||||||
is a consumer product regardless of whether the product has substantial
|
|
||||||
commercial, industrial or non-consumer uses, unless such uses represent
|
|
||||||
the only significant mode of use of the product.
|
|
||||||
|
|
||||||
"Installation Information" for a User Product means any methods,
|
|
||||||
procedures, authorization keys, or other information required to install
|
|
||||||
and execute modified versions of a covered work in that User Product from
|
|
||||||
a modified version of its Corresponding Source. The information must
|
|
||||||
suffice to ensure that the continued functioning of the modified object
|
|
||||||
code is in no case prevented or interfered with solely because
|
|
||||||
modification has been made.
|
|
||||||
|
|
||||||
If you convey an object code work under this section in, or with, or
|
|
||||||
specifically for use in, a User Product, and the conveying occurs as
|
|
||||||
part of a transaction in which the right of possession and use of the
|
|
||||||
User Product is transferred to the recipient in perpetuity or for a
|
|
||||||
fixed term (regardless of how the transaction is characterized), the
|
|
||||||
Corresponding Source conveyed under this section must be accompanied
|
|
||||||
by the Installation Information. But this requirement does not apply
|
|
||||||
if neither you nor any third party retains the ability to install
|
|
||||||
modified object code on the User Product (for example, the work has
|
|
||||||
been installed in ROM).
|
|
||||||
|
|
||||||
The requirement to provide Installation Information does not include a
|
|
||||||
requirement to continue to provide support service, warranty, or updates
|
|
||||||
for a work that has been modified or installed by the recipient, or for
|
|
||||||
the User Product in which it has been modified or installed. Access to a
|
|
||||||
network may be denied when the modification itself materially and
|
|
||||||
adversely affects the operation of the network or violates the rules and
|
|
||||||
protocols for communication across the network.
|
|
||||||
|
|
||||||
Corresponding Source conveyed, and Installation Information provided,
|
|
||||||
in accord with this section must be in a format that is publicly
|
|
||||||
documented (and with an implementation available to the public in
|
|
||||||
source code form), and must require no special password or key for
|
|
||||||
unpacking, reading or copying.
|
|
||||||
|
|
||||||
7. Additional Terms.
|
|
||||||
|
|
||||||
"Additional permissions" are terms that supplement the terms of this
|
|
||||||
License by making exceptions from one or more of its conditions.
|
|
||||||
Additional permissions that are applicable to the entire Program shall
|
|
||||||
be treated as though they were included in this License, to the extent
|
|
||||||
that they are valid under applicable law. If additional permissions
|
|
||||||
apply only to part of the Program, that part may be used separately
|
|
||||||
under those permissions, but the entire Program remains governed by
|
|
||||||
this License without regard to the additional permissions.
|
|
||||||
|
|
||||||
When you convey a copy of a covered work, you may at your option
|
|
||||||
remove any additional permissions from that copy, or from any part of
|
|
||||||
it. (Additional permissions may be written to require their own
|
|
||||||
removal in certain cases when you modify the work.) You may place
|
|
||||||
additional permissions on material, added by you to a covered work,
|
|
||||||
for which you have or can give appropriate copyright permission.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, for material you
|
|
||||||
add to a covered work, you may (if authorized by the copyright holders of
|
|
||||||
that material) supplement the terms of this License with terms:
|
|
||||||
|
|
||||||
a) Disclaiming warranty or limiting liability differently from the
|
|
||||||
terms of sections 15 and 16 of this License; or
|
|
||||||
|
|
||||||
b) Requiring preservation of specified reasonable legal notices or
|
|
||||||
author attributions in that material or in the Appropriate Legal
|
|
||||||
Notices displayed by works containing it; or
|
|
||||||
|
|
||||||
c) Prohibiting misrepresentation of the origin of that material, or
|
|
||||||
requiring that modified versions of such material be marked in
|
|
||||||
reasonable ways as different from the original version; or
|
|
||||||
|
|
||||||
d) Limiting the use for publicity purposes of names of licensors or
|
|
||||||
authors of the material; or
|
|
||||||
|
|
||||||
e) Declining to grant rights under trademark law for use of some
|
|
||||||
trade names, trademarks, or service marks; or
|
|
||||||
|
|
||||||
f) Requiring indemnification of licensors and authors of that
|
|
||||||
material by anyone who conveys the material (or modified versions of
|
|
||||||
it) with contractual assumptions of liability to the recipient, for
|
|
||||||
any liability that these contractual assumptions directly impose on
|
|
||||||
those licensors and authors.
|
|
||||||
|
|
||||||
All other non-permissive additional terms are considered "further
|
|
||||||
restrictions" within the meaning of section 10. If the Program as you
|
|
||||||
received it, or any part of it, contains a notice stating that it is
|
|
||||||
governed by this License along with a term that is a further
|
|
||||||
restriction, you may remove that term. If a license document contains
|
|
||||||
a further restriction but permits relicensing or conveying under this
|
|
||||||
License, you may add to a covered work material governed by the terms
|
|
||||||
of that license document, provided that the further restriction does
|
|
||||||
not survive such relicensing or conveying.
|
|
||||||
|
|
||||||
If you add terms to a covered work in accord with this section, you
|
|
||||||
must place, in the relevant source files, a statement of the
|
|
||||||
additional terms that apply to those files, or a notice indicating
|
|
||||||
where to find the applicable terms.
|
|
||||||
|
|
||||||
Additional terms, permissive or non-permissive, may be stated in the
|
|
||||||
form of a separately written license, or stated as exceptions;
|
|
||||||
the above requirements apply either way.
|
|
||||||
|
|
||||||
8. Termination.
|
|
||||||
|
|
||||||
You may not propagate or modify a covered work except as expressly
|
|
||||||
provided under this License. Any attempt otherwise to propagate or
|
|
||||||
modify it is void, and will automatically terminate your rights under
|
|
||||||
this License (including any patent licenses granted under the third
|
|
||||||
paragraph of section 11).
|
|
||||||
|
|
||||||
However, if you cease all violation of this License, then your
|
|
||||||
license from a particular copyright holder is reinstated (a)
|
|
||||||
provisionally, unless and until the copyright holder explicitly and
|
|
||||||
finally terminates your license, and (b) permanently, if the copyright
|
|
||||||
holder fails to notify you of the violation by some reasonable means
|
|
||||||
prior to 60 days after the cessation.
|
|
||||||
|
|
||||||
Moreover, your license from a particular copyright holder is
|
|
||||||
reinstated permanently if the copyright holder notifies you of the
|
|
||||||
violation by some reasonable means, this is the first time you have
|
|
||||||
received notice of violation of this License (for any work) from that
|
|
||||||
copyright holder, and you cure the violation prior to 30 days after
|
|
||||||
your receipt of the notice.
|
|
||||||
|
|
||||||
Termination of your rights under this section does not terminate the
|
|
||||||
licenses of parties who have received copies or rights from you under
|
|
||||||
this License. If your rights have been terminated and not permanently
|
|
||||||
reinstated, you do not qualify to receive new licenses for the same
|
|
||||||
material under section 10.
|
|
||||||
|
|
||||||
9. Acceptance Not Required for Having Copies.
|
|
||||||
|
|
||||||
You are not required to accept this License in order to receive or
|
|
||||||
run a copy of the Program. Ancillary propagation of a covered work
|
|
||||||
occurring solely as a consequence of using peer-to-peer transmission
|
|
||||||
to receive a copy likewise does not require acceptance. However,
|
|
||||||
nothing other than this License grants you permission to propagate or
|
|
||||||
modify any covered work. These actions infringe copyright if you do
|
|
||||||
not accept this License. Therefore, by modifying or propagating a
|
|
||||||
covered work, you indicate your acceptance of this License to do so.
|
|
||||||
|
|
||||||
10. Automatic Licensing of Downstream Recipients.
|
|
||||||
|
|
||||||
Each time you convey a covered work, the recipient automatically
|
|
||||||
receives a license from the original licensors, to run, modify and
|
|
||||||
propagate that work, subject to this License. You are not responsible
|
|
||||||
for enforcing compliance by third parties with this License.
|
|
||||||
|
|
||||||
An "entity transaction" is a transaction transferring control of an
|
|
||||||
organization, or substantially all assets of one, or subdividing an
|
|
||||||
organization, or merging organizations. If propagation of a covered
|
|
||||||
work results from an entity transaction, each party to that
|
|
||||||
transaction who receives a copy of the work also receives whatever
|
|
||||||
licenses to the work the party's predecessor in interest had or could
|
|
||||||
give under the previous paragraph, plus a right to possession of the
|
|
||||||
Corresponding Source of the work from the predecessor in interest, if
|
|
||||||
the predecessor has it or can get it with reasonable efforts.
|
|
||||||
|
|
||||||
You may not impose any further restrictions on the exercise of the
|
|
||||||
rights granted or affirmed under this License. For example, you may
|
|
||||||
not impose a license fee, royalty, or other charge for exercise of
|
|
||||||
rights granted under this License, and you may not initiate litigation
|
|
||||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
|
||||||
any patent claim is infringed by making, using, selling, offering for
|
|
||||||
sale, or importing the Program or any portion of it.
|
|
||||||
|
|
||||||
11. Patents.
|
|
||||||
|
|
||||||
A "contributor" is a copyright holder who authorizes use under this
|
|
||||||
License of the Program or a work on which the Program is based. The
|
|
||||||
work thus licensed is called the contributor's "contributor version".
|
|
||||||
|
|
||||||
A contributor's "essential patent claims" are all patent claims
|
|
||||||
owned or controlled by the contributor, whether already acquired or
|
|
||||||
hereafter acquired, that would be infringed by some manner, permitted
|
|
||||||
by this License, of making, using, or selling its contributor version,
|
|
||||||
but do not include claims that would be infringed only as a
|
|
||||||
consequence of further modification of the contributor version. For
|
|
||||||
purposes of this definition, "control" includes the right to grant
|
|
||||||
patent sublicenses in a manner consistent with the requirements of
|
|
||||||
this License.
|
|
||||||
|
|
||||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
|
||||||
patent license under the contributor's essential patent claims, to
|
|
||||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
|
||||||
propagate the contents of its contributor version.
|
|
||||||
|
|
||||||
In the following three paragraphs, a "patent license" is any express
|
|
||||||
agreement or commitment, however denominated, not to enforce a patent
|
|
||||||
(such as an express permission to practice a patent or covenant not to
|
|
||||||
sue for patent infringement). To "grant" such a patent license to a
|
|
||||||
party means to make such an agreement or commitment not to enforce a
|
|
||||||
patent against the party.
|
|
||||||
|
|
||||||
If you convey a covered work, knowingly relying on a patent license,
|
|
||||||
and the Corresponding Source of the work is not available for anyone
|
|
||||||
to copy, free of charge and under the terms of this License, through a
|
|
||||||
publicly available network server or other readily accessible means,
|
|
||||||
then you must either (1) cause the Corresponding Source to be so
|
|
||||||
available, or (2) arrange to deprive yourself of the benefit of the
|
|
||||||
patent license for this particular work, or (3) arrange, in a manner
|
|
||||||
consistent with the requirements of this License, to extend the patent
|
|
||||||
license to downstream recipients. "Knowingly relying" means you have
|
|
||||||
actual knowledge that, but for the patent license, your conveying the
|
|
||||||
covered work in a country, or your recipient's use of the covered work
|
|
||||||
in a country, would infringe one or more identifiable patents in that
|
|
||||||
country that you have reason to believe are valid.
|
|
||||||
|
|
||||||
If, pursuant to or in connection with a single transaction or
|
|
||||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
|
||||||
covered work, and grant a patent license to some of the parties
|
|
||||||
receiving the covered work authorizing them to use, propagate, modify
|
|
||||||
or convey a specific copy of the covered work, then the patent license
|
|
||||||
you grant is automatically extended to all recipients of the covered
|
|
||||||
work and works based on it.
|
|
||||||
|
|
||||||
A patent license is "discriminatory" if it does not include within
|
|
||||||
the scope of its coverage, prohibits the exercise of, or is
|
|
||||||
conditioned on the non-exercise of one or more of the rights that are
|
|
||||||
specifically granted under this License. You may not convey a covered
|
|
||||||
work if you are a party to an arrangement with a third party that is
|
|
||||||
in the business of distributing software, under which you make payment
|
|
||||||
to the third party based on the extent of your activity of conveying
|
|
||||||
the work, and under which the third party grants, to any of the
|
|
||||||
parties who would receive the covered work from you, a discriminatory
|
|
||||||
patent license (a) in connection with copies of the covered work
|
|
||||||
conveyed by you (or copies made from those copies), or (b) primarily
|
|
||||||
for and in connection with specific products or compilations that
|
|
||||||
contain the covered work, unless you entered into that arrangement,
|
|
||||||
or that patent license was granted, prior to 28 March 2007.
|
|
||||||
|
|
||||||
Nothing in this License shall be construed as excluding or limiting
|
|
||||||
any implied license or other defenses to infringement that may
|
|
||||||
otherwise be available to you under applicable patent law.
|
|
||||||
|
|
||||||
12. No Surrender of Others' Freedom.
|
|
||||||
|
|
||||||
If conditions are imposed on you (whether by court order, agreement or
|
|
||||||
otherwise) that contradict the conditions of this License, they do not
|
|
||||||
excuse you from the conditions of this License. If you cannot convey a
|
|
||||||
covered work so as to satisfy simultaneously your obligations under this
|
|
||||||
License and any other pertinent obligations, then as a consequence you may
|
|
||||||
not convey it at all. For example, if you agree to terms that obligate you
|
|
||||||
to collect a royalty for further conveying from those to whom you convey
|
|
||||||
the Program, the only way you could satisfy both those terms and this
|
|
||||||
License would be to refrain entirely from conveying the Program.
|
|
||||||
|
|
||||||
13. Remote Network Interaction; Use with the GNU General Public License.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, if you modify the
|
|
||||||
Program, your modified version must prominently offer all users
|
|
||||||
interacting with it remotely through a computer network (if your version
|
|
||||||
supports such interaction) an opportunity to receive the Corresponding
|
|
||||||
Source of your version by providing access to the Corresponding Source
|
|
||||||
from a network server at no charge, through some standard or customary
|
|
||||||
means of facilitating copying of software. This Corresponding Source
|
|
||||||
shall include the Corresponding Source for any work covered by version 3
|
|
||||||
of the GNU General Public License that is incorporated pursuant to the
|
|
||||||
following paragraph.
|
|
||||||
|
|
||||||
Notwithstanding any other provision of this License, you have
|
|
||||||
permission to link or combine any covered work with a work licensed
|
|
||||||
under version 3 of the GNU General Public License into a single
|
|
||||||
combined work, and to convey the resulting work. The terms of this
|
|
||||||
License will continue to apply to the part which is the covered work,
|
|
||||||
but the work with which it is combined will remain governed by version
|
|
||||||
3 of the GNU General Public License.
|
|
||||||
|
|
||||||
14. Revised Versions of this License.
|
|
||||||
|
|
||||||
The Free Software Foundation may publish revised and/or new versions of
|
|
||||||
the GNU Affero General Public License from time to time. Such new versions
|
|
||||||
will be similar in spirit to the present version, but may differ in detail to
|
|
||||||
address new problems or concerns.
|
|
||||||
|
|
||||||
Each version is given a distinguishing version number. If the
|
|
||||||
Program specifies that a certain numbered version of the GNU Affero General
|
|
||||||
Public License "or any later version" applies to it, you have the
|
|
||||||
option of following the terms and conditions either of that numbered
|
|
||||||
version or of any later version published by the Free Software
|
|
||||||
Foundation. If the Program does not specify a version number of the
|
|
||||||
GNU Affero General Public License, you may choose any version ever published
|
|
||||||
by the Free Software Foundation.
|
|
||||||
|
|
||||||
If the Program specifies that a proxy can decide which future
|
|
||||||
versions of the GNU Affero General Public License can be used, that proxy's
|
|
||||||
public statement of acceptance of a version permanently authorizes you
|
|
||||||
to choose that version for the Program.
|
|
||||||
|
|
||||||
Later license versions may give you additional or different
|
|
||||||
permissions. However, no additional obligations are imposed on any
|
|
||||||
author or copyright holder as a result of your choosing to follow a
|
|
||||||
later version.
|
|
||||||
|
|
||||||
15. Disclaimer of Warranty.
|
|
||||||
|
|
||||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
|
||||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
|
||||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
|
||||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
|
||||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
||||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
|
||||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
|
||||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
|
||||||
|
|
||||||
16. Limitation of Liability.
|
|
||||||
|
|
||||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
|
||||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
|
||||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
|
||||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
|
||||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
|
||||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
|
||||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
|
||||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
|
||||||
SUCH DAMAGES.
|
|
||||||
|
|
||||||
17. Interpretation of Sections 15 and 16.
|
|
||||||
|
|
||||||
If the disclaimer of warranty and limitation of liability provided
|
|
||||||
above cannot be given local legal effect according to their terms,
|
|
||||||
reviewing courts shall apply local law that most closely approximates
|
|
||||||
an absolute waiver of all civil liability in connection with the
|
|
||||||
Program, unless a warranty or assumption of liability accompanies a
|
|
||||||
copy of the Program in return for a fee.
|
|
||||||
|
|
||||||
END OF TERMS AND CONDITIONS
|
|
||||||
|
|
||||||
How to Apply These Terms to Your New Programs
|
|
||||||
|
|
||||||
If you develop a new program, and you want it to be of the greatest
|
|
||||||
possible use to the public, the best way to achieve this is to make it
|
|
||||||
free software which everyone can redistribute and change under these terms.
|
|
||||||
|
|
||||||
To do so, attach the following notices to the program. It is safest
|
|
||||||
to attach them to the start of each source file to most effectively
|
|
||||||
state the exclusion of warranty; and each file should have at least
|
|
||||||
the "copyright" line and a pointer to where the full notice is found.
|
|
||||||
|
|
||||||
<one line to give the program's name and a brief idea of what it does.>
|
|
||||||
Copyright (C) <year> <name of author>
|
|
||||||
|
|
||||||
This program is free software: you can redistribute it and/or modify
|
|
||||||
it under the terms of the GNU Affero General Public License as published
|
|
||||||
by the Free Software Foundation, either version 3 of the License, or
|
|
||||||
(at your option) any later version.
|
|
||||||
|
|
||||||
This program is distributed in the hope that it will be useful,
|
|
||||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
||||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
||||||
GNU Affero General Public License for more details.
|
|
||||||
|
|
||||||
You should have received a copy of the GNU Affero General Public License
|
|
||||||
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
||||||
|
|
||||||
Also add information on how to contact you by electronic and paper mail.
|
|
||||||
|
|
||||||
If your software can interact with users remotely through a computer
|
|
||||||
network, you should also make sure that it provides a way for users to
|
|
||||||
get its source. For example, if your program is a web application, its
|
|
||||||
interface could display a "Source" link that leads users to an archive
|
|
||||||
of the code. There are many ways you could offer source, and different
|
|
||||||
solutions will be better for different programs; see section 13 for the
|
|
||||||
specific requirements.
|
|
||||||
|
|
||||||
You should also get your employer (if you work as a programmer) or school,
|
|
||||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
|
||||||
For more information on this, and how to apply and follow the GNU AGPL, see
|
|
||||||
<http://www.gnu.org/licenses/>.
|
|
|
@ -0,0 +1,20 @@
|
||||||
|
# Minimal makefile for Sphinx documentation
|
||||||
|
#
|
||||||
|
|
||||||
|
# You can set these variables from the command line, and also
|
||||||
|
# from the environment for the first two.
|
||||||
|
SPHINXOPTS ?=
|
||||||
|
SPHINXBUILD ?= sphinx-build
|
||||||
|
SOURCEDIR = source
|
||||||
|
BUILDDIR = build
|
||||||
|
|
||||||
|
# Put it first so that "make" without argument is like "make help".
|
||||||
|
help:
|
||||||
|
@$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
|
||||||
|
|
||||||
|
.PHONY: help Makefile
|
||||||
|
|
||||||
|
# Catch-all target: route all unknown targets to Sphinx using the new
|
||||||
|
# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS).
|
||||||
|
%: Makefile
|
||||||
|
@$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
|
|
@ -1,7 +0,0 @@
|
||||||
# Brutal Maze record player
|
|
||||||
|
|
||||||
Either game played by human or client script can be recorded to JSON format.
|
|
||||||
This can be enabled by setting the output directory to a non-empty string via
|
|
||||||
command-line option `--record-dir` or `Directory` in configuration file's
|
|
||||||
`Record` section. Recordings can be played on
|
|
||||||
[the repo's Github Page](https://McSinyx.github.io/brutalmaze/).
|
|
|
@ -0,0 +1,35 @@
|
||||||
|
@ECHO OFF
|
||||||
|
|
||||||
|
pushd %~dp0
|
||||||
|
|
||||||
|
REM Command file for Sphinx documentation
|
||||||
|
|
||||||
|
if "%SPHINXBUILD%" == "" (
|
||||||
|
set SPHINXBUILD=sphinx-build
|
||||||
|
)
|
||||||
|
set SOURCEDIR=source
|
||||||
|
set BUILDDIR=build
|
||||||
|
|
||||||
|
if "%1" == "" goto help
|
||||||
|
|
||||||
|
%SPHINXBUILD% >NUL 2>NUL
|
||||||
|
if errorlevel 9009 (
|
||||||
|
echo.
|
||||||
|
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
|
||||||
|
echo.installed, then set the SPHINXBUILD environment variable to point
|
||||||
|
echo.to the full path of the 'sphinx-build' executable. Alternatively you
|
||||||
|
echo.may add the Sphinx directory to PATH.
|
||||||
|
echo.
|
||||||
|
echo.If you don't have Sphinx installed, grab it from
|
||||||
|
echo.http://sphinx-doc.org/
|
||||||
|
exit /b 1
|
||||||
|
)
|
||||||
|
|
||||||
|
%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
|
||||||
|
goto end
|
||||||
|
|
||||||
|
:help
|
||||||
|
%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
|
||||||
|
|
||||||
|
:end
|
||||||
|
popd
|
|
@ -0,0 +1 @@
|
||||||
|
sphinx >= 3.*
|
|
@ -2,12 +2,13 @@
|
||||||
<html>
|
<html>
|
||||||
<meta charset='utf-8'>
|
<meta charset='utf-8'>
|
||||||
<title>Brutal Maze record player</title>
|
<title>Brutal Maze record player</title>
|
||||||
<link rel='stylesheet' type='text/css' href='style.css'>
|
<link rel='icon' type='image/png' href='_static/favicon.ico'>
|
||||||
<script src='brutalma.js'></script>
|
<link rel='stylesheet' type='text/css' href='_static/recplayer.css'>
|
||||||
|
<script src='_static/brutalma.js'></script>
|
||||||
|
|
||||||
<body>
|
<body>
|
||||||
<div id='input'>
|
<div id='input'>
|
||||||
<input id='record' type='text' name='record' value='example.json'>
|
<input id='record' type='text' name='record' value='record.json'>
|
||||||
<input id='button' type='button' value='Play JSON record'>
|
<input id='button' type='button' value='Play JSON record'>
|
||||||
</div>
|
</div>
|
||||||
<canvas id='canvas' width='640' height='480'></canvas>
|
<canvas id='canvas' width='640' height='480'></canvas>
|
|
@ -0,0 +1,61 @@
|
||||||
|
# Configuration file for the Sphinx documentation builder.
|
||||||
|
#
|
||||||
|
# This file only contains a selection of the most common options. For a full
|
||||||
|
# list see the documentation:
|
||||||
|
# https://www.sphinx-doc.org/en/master/usage/configuration.html
|
||||||
|
|
||||||
|
# -- Path setup --------------------------------------------------------------
|
||||||
|
|
||||||
|
# If extensions (or modules to document with autodoc) are in another directory,
|
||||||
|
# add these directories to sys.path here. If the directory is relative to the
|
||||||
|
# documentation root, use os.path.abspath to make it absolute, like shown here.
|
||||||
|
#
|
||||||
|
# import os
|
||||||
|
# import sys
|
||||||
|
# sys.path.insert(0, os.path.abspath('.'))
|
||||||
|
|
||||||
|
|
||||||
|
# -- Project information -----------------------------------------------------
|
||||||
|
|
||||||
|
project = 'Brutal Maze'
|
||||||
|
copyright = '2017-2020, Nguyễn Gia Phong' # noqa
|
||||||
|
author = 'Nguyễn Gia Phong'
|
||||||
|
|
||||||
|
# The full version, including alpha/beta/rc tags
|
||||||
|
release = '0.9.4'
|
||||||
|
|
||||||
|
|
||||||
|
# -- General configuration ---------------------------------------------------
|
||||||
|
|
||||||
|
# Add any Sphinx extension module names here, as strings. They can be
|
||||||
|
# extensions coming with Sphinx (named 'sphinx.ext.*') or your custom
|
||||||
|
# ones.
|
||||||
|
extensions = []
|
||||||
|
|
||||||
|
# Add any paths that contain templates here, relative to this directory.
|
||||||
|
templates_path = ['_templates']
|
||||||
|
|
||||||
|
# List of patterns, relative to source directory, that match files and
|
||||||
|
# directories to ignore when looking for source files.
|
||||||
|
# This pattern also affects html_static_path and html_extra_path.
|
||||||
|
exclude_patterns = []
|
||||||
|
|
||||||
|
|
||||||
|
# -- Options for HTML output -------------------------------------------------
|
||||||
|
|
||||||
|
# The theme to use for HTML and HTML Help pages. See the documentation for
|
||||||
|
# a list of builtin themes.
|
||||||
|
#
|
||||||
|
html_theme = 'alabaster'
|
||||||
|
html_theme_options = {'fixed_sidebar': True, 'show_relbars': True}
|
||||||
|
|
||||||
|
html_logo = 'icon.svg'
|
||||||
|
html_favicon = 'favicon.ico'
|
||||||
|
html_extra_path = ['record.json']
|
||||||
|
html_additional_pages = {'recplayer': 'recplayer.html'}
|
||||||
|
|
||||||
|
|
||||||
|
# Add any paths that contain custom static files (such as style sheets) here,
|
||||||
|
# relative to this directory. They are copied after the builtin static files,
|
||||||
|
# so a file named "default.css" will overwrite the builtin "default.css".
|
||||||
|
html_static_path = ['_static']
|
|
@ -0,0 +1,129 @@
|
||||||
|
Configuration
|
||||||
|
=============
|
||||||
|
|
||||||
|
Configuration Files
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
At the time of writing, this is the default configuration file:
|
||||||
|
|
||||||
|
.. code-block:: ini
|
||||||
|
|
||||||
|
[Graphics]
|
||||||
|
Screen width: 640
|
||||||
|
Screen height: 480
|
||||||
|
# FPS should not be greater than refresh rate.
|
||||||
|
Maximum FPS: 60
|
||||||
|
|
||||||
|
[Sound]
|
||||||
|
Muted: no
|
||||||
|
# Volume must be between 0.0 and 1.0.
|
||||||
|
Music volume: 1.0
|
||||||
|
# Use space music background, which sounds cold and creepy.
|
||||||
|
Space theme: no
|
||||||
|
|
||||||
|
[Control]
|
||||||
|
# Touch-friendly control
|
||||||
|
Touch: no
|
||||||
|
# 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):
|
||||||
|
# http://www.pygame.org/docs/ref/key.html
|
||||||
|
# Key combinations are not supported.
|
||||||
|
New game: F2
|
||||||
|
Toggle pause: p
|
||||||
|
Toggle mute: m
|
||||||
|
Move left: a
|
||||||
|
Move right: d
|
||||||
|
Move up: w
|
||||||
|
Move down: s
|
||||||
|
Long-range attack: Mouse1
|
||||||
|
Close-range attack: Mouse3
|
||||||
|
|
||||||
|
[Record]
|
||||||
|
# Directory to write record of game states, leave blank to disable.
|
||||||
|
Directory:
|
||||||
|
# Number of snapshots per second. This is preferably from 3 to 60.
|
||||||
|
Frequency: 30
|
||||||
|
|
||||||
|
[Server]
|
||||||
|
# Enabling remote control will disable control via keyboard and mouse.
|
||||||
|
Enable: no
|
||||||
|
Host: localhost
|
||||||
|
Port: 42069
|
||||||
|
# Timeout on blocking socket operations, in seconds.
|
||||||
|
Timeout: 1.0
|
||||||
|
# Disable graphics and sound (only if socket server is enabled).
|
||||||
|
Headless: no
|
||||||
|
|
||||||
|
By default, Brutal Maze also then tries to read site (system-wide)
|
||||||
|
and user configuration.
|
||||||
|
|
||||||
|
Site Config File Location
|
||||||
|
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
* Apple macOS: ``/Library/Application Support/brutalmaze/settings.ini``
|
||||||
|
* Other Unix-like: ``$XDG_CONFIG_DIRS/brutalmaze/settings.ini`` or
|
||||||
|
``/etc/xdg/brutalmaze/settings.ini``
|
||||||
|
* Microsoft Windows:
|
||||||
|
|
||||||
|
* XP: ``C:\Documents and Settings\All Users\Application Data\brutalmaze\settings.ini``
|
||||||
|
* Vista: Fail! (``C:\ProgramData`` is a hidden *system* directory,
|
||||||
|
however if you use Windows Vista, please file an issue telling us
|
||||||
|
which error you receive)
|
||||||
|
* 7 and above: ``C:\ProgramData\brutalmaze\settings.ini``
|
||||||
|
|
||||||
|
User Config File Location
|
||||||
|
^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
* Apple macOS: ``~/Library/Application Support/brutalmaze/settings.ini``
|
||||||
|
* Other Unix-like: ``$XDG_CONFIG_HOME/brutalmaze/settings.ini`` or
|
||||||
|
``~/.config/brutalmaze/settings.ini``
|
||||||
|
* Microsoft Windows (roaming is not supported until someone requests):
|
||||||
|
|
||||||
|
* XP: ``C:\Documents and Settings\<username>\Application Data\brutalmaze\settings.ini``
|
||||||
|
* Vista and above: ``C:\Users\<username>\AppData\Local\brutalmaze\settings.ini``
|
||||||
|
|
||||||
|
Command-Line Arguments
|
||||||
|
----------------------
|
||||||
|
|
||||||
|
.. code-block:: console
|
||||||
|
|
||||||
|
$ brutalmaze --help
|
||||||
|
usage: brutalmaze [options]
|
||||||
|
|
||||||
|
optional arguments:
|
||||||
|
-h, --help show this help message and exit
|
||||||
|
-v, --version show program's version number and exit
|
||||||
|
--write-config [PATH]
|
||||||
|
write default config and exit, if PATH not specified use stdout
|
||||||
|
-c PATH, --config PATH
|
||||||
|
location of the configuration file
|
||||||
|
-s X Y, --size X Y the desired screen size
|
||||||
|
-f FPS, --max-fps FPS
|
||||||
|
the desired maximum FPS
|
||||||
|
--mute, -m mute all sounds
|
||||||
|
--unmute unmute sound
|
||||||
|
--music-volume VOL between 0.0 and 1.0
|
||||||
|
--space-music use space music background
|
||||||
|
--default-music use default music background
|
||||||
|
--touch enable touch-friendly control
|
||||||
|
--no-touch disable touch-friendly control
|
||||||
|
--record-dir DIR directory to write game records
|
||||||
|
--record-rate SPF snapshots of game state per second
|
||||||
|
--server enable server
|
||||||
|
--no-server disable server
|
||||||
|
--host HOST host to bind server to
|
||||||
|
--port PORT port for server to listen on
|
||||||
|
-t TIMEOUT, --timeout TIMEOUT
|
||||||
|
socket operations timeout in seconds
|
||||||
|
--head run server with graphics and sound
|
||||||
|
--headless run server without graphics or sound
|
||||||
|
|
||||||
|
First, Brutal Mazes read the default settings, then it try to read site and
|
||||||
|
user config whose locations are shown above. These files are listed as fallback
|
||||||
|
of the ``--config`` option and their contents are fallback for other options
|
||||||
|
(if they are absent default values are used instead). We don't support control
|
||||||
|
configuration via CLI because that is unarguably ugly.
|
||||||
|
|
||||||
|
If ``--config`` option is set, Brutal Maze parse it before other command-line
|
||||||
|
options. Later-read preferences will override previous ones.
|
|
@ -0,0 +1,109 @@
|
||||||
|
Copying
|
||||||
|
=======
|
||||||
|
|
||||||
|
This listing is our best-faith, hard-work effort at accurate attribution,
|
||||||
|
sources, and licenses for everything in Brutal Maze. If you discover
|
||||||
|
an asset/contribution that is incorrectly attributed or licensed,
|
||||||
|
please contact us immediately. We are happy to do everything we can
|
||||||
|
to fix or remove the issue.
|
||||||
|
|
||||||
|
License
|
||||||
|
-------
|
||||||
|
|
||||||
|
Brutal Maze's source code and its icon are released under GNU Affero General
|
||||||
|
Public License version 3 or later. This means if you run a modified program on
|
||||||
|
a server and let other users communicate with it there, your server must also
|
||||||
|
allow them to download the source code corresponding to the modified version
|
||||||
|
running there.
|
||||||
|
|
||||||
|
.. image:: https://www.gnu.org/graphics/agplv3-155x51.png
|
||||||
|
:target: https://www.gnu.org/licenses/agpl.html
|
||||||
|
|
||||||
|
Other creative works retain their original licenses as listed below.
|
||||||
|
|
||||||
|
Color Palette
|
||||||
|
-------------
|
||||||
|
|
||||||
|
Brutal Maze uses the Tango color palette by `the Tango desktop project`_
|
||||||
|
to draw all of its graphics. The palette is released to the Public Domain.
|
||||||
|
|
||||||
|
Sound Effects
|
||||||
|
-------------
|
||||||
|
|
||||||
|
Sound Effects Artist---Tobiasz 'unfa_' Karoń
|
||||||
|
|
||||||
|
* License: `CC BY 3.0`_
|
||||||
|
* brutalmaze/soundfx/heart.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/217456
|
||||||
|
|
||||||
|
Sound Effects Artist---HappyParakeet_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/lose.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/398068
|
||||||
|
|
||||||
|
Sound Effects Artist---jameswrowles_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/missed.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/380641
|
||||||
|
|
||||||
|
Sound Effects Artist---MrPork_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/noise.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/257449
|
||||||
|
|
||||||
|
Sound Effects Artist---suspensiondigital_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/shot-enemy.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/389704
|
||||||
|
|
||||||
|
Sound Effects Artist---gusgus26_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/shot-hero.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/121188
|
||||||
|
|
||||||
|
Sound Effects Artist---braqoon_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/slash-enemy.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/161098
|
||||||
|
|
||||||
|
Sound Effects Artist---Qat_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/slash-hero.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/108333
|
||||||
|
|
||||||
|
Sound Effects Artist---pepingrillin_
|
||||||
|
|
||||||
|
* License: `CC0 1.0`_
|
||||||
|
* brutalmaze/soundfx/spawn.ogg (original__)
|
||||||
|
|
||||||
|
__ https://freesound.org/s/252083
|
||||||
|
|
||||||
|
.. _CC BY 3.0: https://creativecommons.org/licenses/by/3.0/legalcode
|
||||||
|
.. _CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/legalcode
|
||||||
|
.. _CC BY-SA 3.0: https://creativecommons.org/licenses/by-sa/3.0/legalcode
|
||||||
|
|
||||||
|
.. _the Tango desktop project: http://tango-project.org/
|
||||||
|
.. _unfa: https://freesound.org/people/unfa/
|
||||||
|
.. _HappyParakeet: https://freesound.org/people/HappyParakeet/
|
||||||
|
.. _jameswrowles: https://freesound.org/people/jameswrowles/
|
||||||
|
.. _MrPork: https://freesound.org/people/MrPork/
|
||||||
|
.. _suspensiondigital: https://freesound.org/people/suspensiondigital/
|
||||||
|
.. _gusgus26: https://freesound.org/people/gusgus26/
|
||||||
|
.. _braqoon: https://freesound.org/people/braqoon/
|
||||||
|
.. _Qat: https://freesound.org/people/Qat/
|
||||||
|
.. _pepingrillin: https://freesound.org/people/pepingrillin/
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
@ -0,0 +1,116 @@
|
||||||
|
Gameplay
|
||||||
|
========
|
||||||
|
|
||||||
|
Brutal Maze is a fast-paced hack and slash game which aims to bring players
|
||||||
|
a frustrating, horror-like experience. It tries to mimic real-life logic in
|
||||||
|
a way that truly represents our loneliness, mortality and helplessness
|
||||||
|
in the universe.
|
||||||
|
|
||||||
|
The game features a solitary hero in a trigon shape who got lost in world of
|
||||||
|
squares. Unlucky for per, the squares have no intention to let their visitor
|
||||||
|
leave in peace. Together, they form a greater being called The Maze.
|
||||||
|
Naturally, The Maze is dynamically and infinitely generated. As our poor hero
|
||||||
|
tries to find a way out, it releases its minions (we will call them *enemies*
|
||||||
|
from here) to stop per. Since The Maze *sees it all* and *knows it all*,
|
||||||
|
it keeps creating more and more enemies for the hero to fight. It also
|
||||||
|
keeps track of which type of squares can do most damages to our trigon,
|
||||||
|
in order to send out the most effective belligerents.
|
||||||
|
|
||||||
|
Your mission is to help the hero go the furthest distance possible,
|
||||||
|
while fighting those aggressive enemies. Extra information below will
|
||||||
|
give you a better understanding of what you fight and how you fight them.
|
||||||
|
|
||||||
|
Hero
|
||||||
|
----
|
||||||
|
|
||||||
|
The hero is a regular trigon_ in Aluminium color (from `the Tango palette`_).
|
||||||
|
Perse has the ability to attack and move (both horizontally and vertically)
|
||||||
|
simultaneously. However, close- and long-range attacks can't be stricken
|
||||||
|
at the same time. When swinging per blade, our hero may also avoid getting
|
||||||
|
damages caused by per enemies' bullets.
|
||||||
|
|
||||||
|
Like heroes in other hack and slash games, the trigon can heal too, but irony,
|
||||||
|
per HP recovery rate decreases as perse gets wounded. Been warned you have,
|
||||||
|
bravery will only give you regrets.
|
||||||
|
|
||||||
|
Enemies
|
||||||
|
-------
|
||||||
|
|
||||||
|
Enemies are put into hibernation and blend into The Maze at the time of their
|
||||||
|
creation. When the hero comes across, they become awake and show their
|
||||||
|
(physical) colors. Enemy of each color has an unique power as described below:
|
||||||
|
|
||||||
|
Butter
|
||||||
|
May strike critical hits.
|
||||||
|
|
||||||
|
Orange (also known as *Agent Orange*)
|
||||||
|
May prevent the hero from healing or blocking bullets.
|
||||||
|
Poisoned hero will be drawn as a square.
|
||||||
|
|
||||||
|
Chocolate (a.k.a. *MDMA in Disguise*):
|
||||||
|
May make the hero high and shoot uncontrollably.
|
||||||
|
Still, Chocolate is good for your health (and so is MDMA).
|
||||||
|
|
||||||
|
Chameleon
|
||||||
|
Invisible, only shows itself when attacking or being attacked.
|
||||||
|
|
||||||
|
Sky Blue (a.k.a. *Lightning Sky*)
|
||||||
|
May immobilize the hero. If this happen our hero can only see the enemies,
|
||||||
|
including Chameleons, on a blank background. What a blessing in disguise!
|
||||||
|
|
||||||
|
Plum (a.k.a. *Plum Wine*)
|
||||||
|
May replicate. Very quickly.
|
||||||
|
|
||||||
|
Scarlet Red (a.k.a. *Vampire's Eye*)
|
||||||
|
Moves faster and drains hero's HP.
|
||||||
|
|
||||||
|
The possibility that an enemy attack with its special power increases when it's
|
||||||
|
able to prove its effectiveness to The Maze. In other words, the more a kind
|
||||||
|
of enemy hit the hero, the more chance they *may* use their unique abilities.
|
||||||
|
Lucky for you, squares are unitasking so they have to stop moving to perform
|
||||||
|
attacks. This slows them down a bit, however the ones which fall off the
|
||||||
|
display will respawn elsewhere in The Maze.
|
||||||
|
|
||||||
|
Attacks
|
||||||
|
-------
|
||||||
|
|
||||||
|
In this game, attack's damage is contingent on the distance between the
|
||||||
|
attacker and its target. The closer they are, the more damage is caused.
|
||||||
|
There is at least an one-third-second delay between two attacks stricken
|
||||||
|
by any character.
|
||||||
|
|
||||||
|
Long-range Attacks
|
||||||
|
^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
While projectiles are often called *bullets* in the code and the documentation,
|
||||||
|
they are more similar to stones propelled by slingshots, as they don't fly very
|
||||||
|
far (about 6 times the width of an enemy). Those fired by enemies can fly
|
||||||
|
though walls but the ones shot by the hero turn the grid into a new enemy.
|
||||||
|
A bullet is counted as hitting the target when the distance between the center
|
||||||
|
of the two object is less than the circumradius of a cell.
|
||||||
|
|
||||||
|
Close-range Attacks
|
||||||
|
^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
It is needless to explain any further on how this kind of attack works, so we
|
||||||
|
only provide the size of the characters for you to calculate when the strike
|
||||||
|
can wound the target. To do so, the attacker must *touch* its opponents, or
|
||||||
|
simplistically, the distance between the central points of the two characters
|
||||||
|
must not be any greater than the sum of their circumradiuses. Do the
|
||||||
|
calculations yourself, a square's side is a fifth of the walls', and covers the
|
||||||
|
same area as a trigon.
|
||||||
|
|
||||||
|
Specially, hero's closed-range attacks also block opponents' bullets.
|
||||||
|
If this happens, the hero won't be able to attack in the next turn.
|
||||||
|
|
||||||
|
Manual slashing
|
||||||
|
^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
As the hero always follow the mouse, perse perform close-range attack
|
||||||
|
while doing so. Unlike the automatic ones, there isn't any delay between
|
||||||
|
two manual slashings.
|
||||||
|
|
||||||
|
.. _trigon:
|
||||||
|
https://www.pygame.org/docs/ref/gfxdraw.html#pygame.gfxdraw.aatrigon
|
||||||
|
.. _the Tango palette:
|
||||||
|
https://en.wikipedia.org/wiki/Tango_Desktop_Project#Palette
|
Before Width: | Height: | Size: 1.0 KiB After Width: | Height: | Size: 1.0 KiB |
After Width: | Height: | Size: 179 B |
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After Width: | Height: | Size: 161 B |
After Width: | Height: | Size: 127 B |
After Width: | Height: | Size: 166 B |
After Width: | Height: | Size: 198 B |
After Width: | Height: | Size: 207 B |
After Width: | Height: | Size: 170 B |
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After Width: | Height: | Size: 159 B |
After Width: | Height: | Size: 166 B |
After Width: | Height: | Size: 227 B |
After Width: | Height: | Size: 220 B |
After Width: | Height: | Size: 195 B |
After Width: | Height: | Size: 203 B |
After Width: | Height: | Size: 199 B |
After Width: | Height: | Size: 205 B |
After Width: | Height: | Size: 195 B |
After Width: | Height: | Size: 200 B |
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 7.3 KiB |
After Width: | Height: | Size: 9.0 KiB |
|
@ -0,0 +1,37 @@
|
||||||
|
Overview
|
||||||
|
========
|
||||||
|
|
||||||
|
Brutal Maze is a thrilling shoot 'em up game with minimalist art style.
|
||||||
|
|
||||||
|
.. image:: images/screenshot.png
|
||||||
|
|
||||||
|
Notable features:
|
||||||
|
|
||||||
|
* Being highly portable.
|
||||||
|
* Auto-generated and infinite maze.
|
||||||
|
* No binary data for drawing.
|
||||||
|
* Enemies with special abilities: stun, poison, camo, etc.
|
||||||
|
* Somewhat a realistic physic and logic system.
|
||||||
|
* Resizable game window in-game.
|
||||||
|
* Easily customizable via INI file format.
|
||||||
|
* Recordable in JSON (some kind of silent screencast).
|
||||||
|
* Remote control through TCP/IP socket (can be used in AI researching).
|
||||||
|
|
||||||
|
Table of Contents
|
||||||
|
-----------------
|
||||||
|
|
||||||
|
.. toctree::
|
||||||
|
:maxdepth: 2
|
||||||
|
|
||||||
|
install
|
||||||
|
config
|
||||||
|
gameplay
|
||||||
|
remote
|
||||||
|
copying
|
||||||
|
|
||||||
|
Record Player
|
||||||
|
-------------
|
||||||
|
|
||||||
|
.. raw:: html
|
||||||
|
|
||||||
|
<iframe src='recplayer.html' width=640 height=480></iframe>
|
|
@ -0,0 +1,38 @@
|
||||||
|
Installation
|
||||||
|
============
|
||||||
|
|
||||||
|
Brutal Maze should run on Python version 3.6 and above.
|
||||||
|
If you're using an Unix-like operating system, you're likely
|
||||||
|
to have Python installed on your computer. Otherwise, you can
|
||||||
|
download it from python.org_.
|
||||||
|
|
||||||
|
The game also uses multiple third-party libraries, which is recommended to
|
||||||
|
be installed using ``pip``. There is a detailed documentation about getting
|
||||||
|
this package manager on pypa.io_.
|
||||||
|
|
||||||
|
Install from PyPI
|
||||||
|
-----------------
|
||||||
|
|
||||||
|
For convenience reasons, every release of Brutal Maze is uploaded to the Python
|
||||||
|
Package Index. To either install or upgrade, open your terminal (on Windows:
|
||||||
|
Command Prompt or PowerShell) and run::
|
||||||
|
|
||||||
|
pip install --user --upgrade brutalmaze
|
||||||
|
|
||||||
|
This requires the `the user scheme`_ scripts directory to be
|
||||||
|
in your environmental variable ``$PATH``.
|
||||||
|
|
||||||
|
Install from Source
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
If you want to tweak the game or contribute, clone the git repository::
|
||||||
|
|
||||||
|
git clone https://git.disroot.org/McSinyx/brutalmaze.git
|
||||||
|
|
||||||
|
Then install it using ``pip``, like so::
|
||||||
|
|
||||||
|
pip install --user brutalmaze/
|
||||||
|
|
||||||
|
.. _python.org: https://www.python.org/downloads/
|
||||||
|
.. _pypa.io: https://pip.pypa.io/en/latest/installing/
|
||||||
|
.. _the user scheme: https://docs.python.org/3/install/index.html#alternate-installation-the-user-scheme
|
|
@ -0,0 +1,250 @@
|
||||||
|
Remote Control
|
||||||
|
==============
|
||||||
|
|
||||||
|
Brutal Maze provides a INET (i.e. IPv4), STREAM (i.e. TCP) socket server which
|
||||||
|
can be enabled in the config file or by adding the ``--server`` CLI flag.
|
||||||
|
After binding to the given host and port, it will wait for a client to connect.
|
||||||
|
Then, in each cycle of the loop, the server will send current details of
|
||||||
|
each object (hero, walls, enemies and bullets), wait for the client to process
|
||||||
|
the data and return instruction for the hero to follow. Since there is no EOT
|
||||||
|
(End of Transfer) on a socket, messages sent and received between server
|
||||||
|
and client must must be strictly formatted as explained below.
|
||||||
|
|
||||||
|
Server Output
|
||||||
|
-------------
|
||||||
|
|
||||||
|
First, the game will export its data to a byte sequence (which in this case,
|
||||||
|
is simply a ASCII string without null-termination) of the length :math:`l`.
|
||||||
|
Before sending the data to the client, the server would send the number
|
||||||
|
:math:`l` padded to 7 digits.
|
||||||
|
|
||||||
|
Below is the meta structure of the data::
|
||||||
|
|
||||||
|
<Map height (nh)> <Number of enemies (ne)> <Number of bullets (nb)> <Score>
|
||||||
|
<nh lines describing visible part of the maze>
|
||||||
|
<One line describing the hero>
|
||||||
|
<ne lines describing ne enemies>
|
||||||
|
<nb lines describing nb bullets>
|
||||||
|
|
||||||
|
The Maze
|
||||||
|
^^^^^^^^
|
||||||
|
|
||||||
|
Visible parts of the maze with the width :math:`n_w` and the height :math:`n_h`
|
||||||
|
are exported as a byte map of :math:`n_h` lines and :math:`n_w` columns.
|
||||||
|
Any character other than 0 represents a blocking *cell*, i.e. a wall.
|
||||||
|
|
||||||
|
To avoid floating point number in later description of other objects, each
|
||||||
|
cell has the width (and height) of 100, which means the top left corner of
|
||||||
|
the top left cell has the coordinates of :math:`(0, 0)` and the bottom right
|
||||||
|
vertex of the bottom right cell has the coordinates of
|
||||||
|
:math:`(100 n_w, 100 n_h)`.
|
||||||
|
|
||||||
|
The Hero
|
||||||
|
^^^^^^^^
|
||||||
|
|
||||||
|
6 properties of the hero are exported in one line,
|
||||||
|
separated by 1 space, in the following order:
|
||||||
|
|
||||||
|
:Color:
|
||||||
|
The current HP of the hero, as shown in in the later section.
|
||||||
|
:X-coordinate:
|
||||||
|
An integer within :math:`[0, 100 n_w]`.
|
||||||
|
:Y-coordinate:
|
||||||
|
An integer within :math:`[0, 100 n_h]`.
|
||||||
|
Note that the y-axis points up-side-down instead of pointing upward.
|
||||||
|
:Angle:
|
||||||
|
The direction the hero is pointing to in degrees,
|
||||||
|
cast to an integer from 0 to 360. Same note as above
|
||||||
|
(the unit circle figure might help you understand this easier).
|
||||||
|
:Can attack:
|
||||||
|
0 for *no* and 1 for *yes*.
|
||||||
|
:Can heal:
|
||||||
|
0 for *no* and 1 for *yes*.
|
||||||
|
|
||||||
|
.. image:: images/unit-circle.png
|
||||||
|
|
||||||
|
The Enemies
|
||||||
|
^^^^^^^^^^^
|
||||||
|
|
||||||
|
Each enemy exports these properties:
|
||||||
|
|
||||||
|
:Color:
|
||||||
|
The type and the current HP of the enemy, as shown in the table below.
|
||||||
|
:X-coordinate:
|
||||||
|
An integer within :math:`[0, 100 n_w]`.
|
||||||
|
:Y-coordinate:
|
||||||
|
An integer within :math:`[0, 100 n_h]`.
|
||||||
|
:Angle:
|
||||||
|
The direction the enemy is pointing to in degrees,
|
||||||
|
cast to a nonnegative integer.
|
||||||
|
|
||||||
|
To shorten the data, each color (in the Tango palette) is encoded to a
|
||||||
|
lowercase letter. Different shades of a same color indicating different HP
|
||||||
|
of the characters.
|
||||||
|
|
||||||
|
=========== ======== ======== ======== ======== ========
|
||||||
|
HP 5 4 3 2 1
|
||||||
|
=========== ======== ======== ======== ======== ========
|
||||||
|
Butter |fce94f| |edd400| |c4a000|
|
||||||
|
Orange |fcaf3e| |f57900| |ce5c00|
|
||||||
|
Chocolate |e9b96e| |c17d11| |8f5902|
|
||||||
|
Chameleon |8ae234| |73d216| |4e9a06|
|
||||||
|
Sky Blue |729fcf| |3465a4| |204a87|
|
||||||
|
Plum |ad7f8a| |75507b| |5c3566|
|
||||||
|
Scarlet Red |ef2929| |cc0000| |a40000|
|
||||||
|
Aluminium |eeeeec| |d3d7cf| |babdb6| |888a85| |555753|
|
||||||
|
=========== ======== ======== ======== ======== ========
|
||||||
|
|
||||||
|
.. note::
|
||||||
|
|
||||||
|
If a character shows up with color ``0``, it is safe to ignore it
|
||||||
|
since it is a dead body yet to be cleaned up.
|
||||||
|
|
||||||
|
Flying bullets
|
||||||
|
^^^^^^^^^^^^^^
|
||||||
|
|
||||||
|
Bullets also export 4 properties like enemies:
|
||||||
|
|
||||||
|
:Color:
|
||||||
|
The type and potential damage of the bullet (from 0.0 to 1.0),
|
||||||
|
encoded similarly to characters', except that aluminium bullets
|
||||||
|
only have 4 colors ``v``, ``w``, ``x`` and ``0``.
|
||||||
|
:X-coordinate:
|
||||||
|
An integer within :math:`[0, 100 n_w]`.
|
||||||
|
:Y-coordinate:
|
||||||
|
An integer within :math:`[0, 100 n_h]`.
|
||||||
|
:Angle:
|
||||||
|
The bullet's flying direction in degrees,
|
||||||
|
cast to a nonnegative integer.
|
||||||
|
|
||||||
|
Example
|
||||||
|
^^^^^^^
|
||||||
|
|
||||||
|
.. image:: images/screenshot.png
|
||||||
|
|
||||||
|
Above snapshot of the game is exported as:
|
||||||
|
|
||||||
|
.. code-block:: text
|
||||||
|
|
||||||
|
19 5 3 180
|
||||||
|
00000000000000000vvvv0000
|
||||||
|
v0000000000000000vvvv0000
|
||||||
|
v0000000000000000vvvv0000
|
||||||
|
v0000000000000000vvvv0000
|
||||||
|
vvvvvvvvvvvvvvvvvvvvv0000
|
||||||
|
vvvvvvvvvvvvvvvvvvvvv000v
|
||||||
|
vvvvvvvvvvvvvvvvvvvvv000v
|
||||||
|
vvvvvvvvvvvvvvvvvvvv00000
|
||||||
|
0000000000000000000000000
|
||||||
|
0000000000000000000000000
|
||||||
|
0000000000000000000000000
|
||||||
|
v000000000000000000000000
|
||||||
|
v000000000000000000000000
|
||||||
|
v000000000000000000000000
|
||||||
|
v000vvvvvvv000vvv0vvv0000
|
||||||
|
v000vvvvvvv000vvvvvvv0000
|
||||||
|
v000vvvvvvv000vvvvvvv0000
|
||||||
|
v000vvvvvvv000vvvvvvv0000
|
||||||
|
v000000vvvv000000vvvv0000
|
||||||
|
v 1267 975 47 0 1
|
||||||
|
p 1817 1050 45
|
||||||
|
g 1550 1217 45
|
||||||
|
a 2250 1194 45
|
||||||
|
p 2050 1017 45
|
||||||
|
e 1850 950 358
|
||||||
|
x 2126 1189 361
|
||||||
|
e 1541 1020 167
|
||||||
|
v 1356 1075 49
|
||||||
|
|
||||||
|
Client Output Format
|
||||||
|
--------------------
|
||||||
|
|
||||||
|
Every loop, the server receives no more than 7 bytes in the format of
|
||||||
|
``<Movement> <Angle> <Attack>``. Again, these values need to be
|
||||||
|
specially encoded.
|
||||||
|
|
||||||
|
Movement
|
||||||
|
^^^^^^^^
|
||||||
|
|
||||||
|
This is the most awkward one. As we can all imagine, there are nine different
|
||||||
|
directions for the hero to move. Were they represented as two-dimensional
|
||||||
|
vectors, at least three characters would be needed to describe such
|
||||||
|
a simple thing, e.g. ``1 0`` for :math:`m = (1, 0)`, and in the worst-case
|
||||||
|
scenario :math:`m = (-1, -1)`, we would need five: ``-1 -1``. 40 bits are used
|
||||||
|
to carry a four-bit piece of data, freaking insane, right? So instead,
|
||||||
|
we decided to *slightly* encode it like this:
|
||||||
|
|
||||||
|
========= ==== === =====
|
||||||
|
Direction Left Nil Right
|
||||||
|
========= ==== === =====
|
||||||
|
**Up** 0 1 2
|
||||||
|
**Nil** 3 4 5
|
||||||
|
**Down** 6 7 8
|
||||||
|
========= ==== === =====
|
||||||
|
|
||||||
|
Angle
|
||||||
|
^^^^^
|
||||||
|
|
||||||
|
Direction to point to hero to, might be useful to aim or to perform
|
||||||
|
a close-range attack manually. This value should also be converted
|
||||||
|
to degrees and casted to a nonnegative integer.
|
||||||
|
|
||||||
|
Attack
|
||||||
|
^^^^^^
|
||||||
|
|
||||||
|
Attack can be either of the three values:
|
||||||
|
|
||||||
|
0. Do nothing
|
||||||
|
1. Long-range attack
|
||||||
|
2. Close-range attack
|
||||||
|
|
||||||
|
Simple, huh? Though be aware that this won't have any effect if the hero
|
||||||
|
can yet strike an attack (as described in above section about `The Hero`_).
|
||||||
|
|
||||||
|
Pseudo-Client
|
||||||
|
-------------
|
||||||
|
|
||||||
|
#. Create an INET, STREAMing socket ``sock``
|
||||||
|
#. Connect ``sock`` to the address ``host:port`` which the server is bound to
|
||||||
|
#. Receive length :math:`l` of data
|
||||||
|
#. If :math:`l > 0`, close ``sock`` and quit
|
||||||
|
#. Receive the data
|
||||||
|
#. Process the data
|
||||||
|
#. Send instruction for the hero to the server and go back to step 3
|
||||||
|
|
||||||
|
Your AI should try to not only reach the highest score possible, but also in
|
||||||
|
the smallest amount of time. For convenience purpose, the server will
|
||||||
|
log these values to stdout.
|
||||||
|
|
||||||
|
There are samples of client implementations in different languages in
|
||||||
|
the client-examples_ directory (more are coming).
|
||||||
|
|
||||||
|
.. _client-examples:
|
||||||
|
https://git.disroot.org/McSinyx/brutalmaze/src/branch/master/client-examples
|
||||||
|
|
||||||
|
.. |204a87| image:: images/204a87.png
|
||||||
|
.. |3465a4| image:: images/3465a4.png
|
||||||
|
.. |4e9a06| image:: images/4e9a06.png
|
||||||
|
.. |555753| image:: images/555753.png
|
||||||
|
.. |5c3566| image:: images/5c3566.png
|
||||||
|
.. |729fcf| image:: images/729fcf.png
|
||||||
|
.. |73d216| image:: images/73d216.png
|
||||||
|
.. |75507b| image:: images/75507b.png
|
||||||
|
.. |888a85| image:: images/888a85.png
|
||||||
|
.. |8ae234| image:: images/8ae234.png
|
||||||
|
.. |8f5902| image:: images/8f5902.png
|
||||||
|
.. |a40000| image:: images/a40000.png
|
||||||
|
.. |ad7f8a| image:: images/ad7f8a.png
|
||||||
|
.. |babdb6| image:: images/babdb6.png
|
||||||
|
.. |c17d11| image:: images/c17d11.png
|
||||||
|
.. |c4a000| image:: images/c4a000.png
|
||||||
|
.. |cc0000| image:: images/cc0000.png
|
||||||
|
.. |ce5c00| image:: images/ce5c00.png
|
||||||
|
.. |d3d7cf| image:: images/d3d7cf.png
|
||||||
|
.. |e9b96e| image:: images/e9b96e.png
|
||||||
|
.. |edd400| image:: images/edd400.png
|
||||||
|
.. |eeeeec| image:: images/eeeeec.png
|
||||||
|
.. |ef2929| image:: images/ef2929.png
|
||||||
|
.. |f57900| image:: images/f57900.png
|
||||||
|
.. |fcaf3e| image:: images/fcaf3e.png
|
||||||
|
.. |fce94f| image:: images/fce94f.png
|
|
@ -0,0 +1,32 @@
|
||||||
|
[build-system]
|
||||||
|
requires = ['flit_core >=2,<3']
|
||||||
|
build-backend = 'flit_core.buildapi'
|
||||||
|
|
||||||
|
[tool.flit.metadata]
|
||||||
|
module = 'brutalmaze'
|
||||||
|
author = 'Nguyễn Gia Phong'
|
||||||
|
author-email = 'mcsinyx@disroot.org'
|
||||||
|
home-page = 'https://git.disroot.org/McSinyx/brutalmaze'
|
||||||
|
requires = ['appdirs', 'palace', 'pygame>=1.9', 'setuptools']
|
||||||
|
description-file = 'README.rst'
|
||||||
|
classifiers = [
|
||||||
|
'Development Status :: 4 - Beta',
|
||||||
|
'Environment :: MacOS X',
|
||||||
|
'Environment :: Win32 (MS Windows)',
|
||||||
|
'Environment :: X11 Applications',
|
||||||
|
'Intended Audience :: End Users/Desktop',
|
||||||
|
'License :: OSI Approved :: GNU Affero General Public License v3 or later (AGPLv3+)',
|
||||||
|
'Natural Language :: English',
|
||||||
|
'Operating System :: OS Independent',
|
||||||
|
'Programming Language :: Python',
|
||||||
|
'Programming Language :: Python :: 3 :: Only',
|
||||||
|
'Topic :: Games/Entertainment :: Arcade']
|
||||||
|
requires-python = '>=3.6'
|
||||||
|
keywords = 'pygame,shmup,maze,ai-challenges'
|
||||||
|
license = 'AGPLv3+'
|
||||||
|
|
||||||
|
[tool.flit.metadata.urls]
|
||||||
|
Documentation = 'https://brutalmaze.rtfd.io'
|
||||||
|
|
||||||
|
[tool.flit.entrypoints.console_scripts]
|
||||||
|
brutalmaze = 'brutalmaze.game:main'
|
32
setup.py
|
@ -1,32 +0,0 @@
|
||||||
#!/usr/bin/env python
|
|
||||||
# -*- coding: utf-8 -*-
|
|
||||||
from setuptools import setup
|
|
||||||
|
|
||||||
with open('README.rst') as f:
|
|
||||||
long_description = f.read()
|
|
||||||
|
|
||||||
setup(
|
|
||||||
name='brutalmaze',
|
|
||||||
version='0.8.26',
|
|
||||||
description="Minimalist thrilling shoot 'em up game",
|
|
||||||
long_description=long_description,
|
|
||||||
url='https://github.com/McSinyx/brutalmaze',
|
|
||||||
author='Nguyễn Gia Phong',
|
|
||||||
author_email='vn.mcsinyx@gmail.com',
|
|
||||||
license='AGPLv3+',
|
|
||||||
classifiers=[
|
|
||||||
'Development Status :: 4 - Beta',
|
|
||||||
'Environment :: MacOS X',
|
|
||||||
'Environment :: Win32 (MS Windows)',
|
|
||||||
'Environment :: X11 Applications',
|
|
||||||
'Intended Audience :: End Users/Desktop',
|
|
||||||
'License :: OSI Approved :: GNU Affero General Public License v3 or later (AGPLv3+)',
|
|
||||||
'Natural Language :: English',
|
|
||||||
'Operating System :: OS Independent',
|
|
||||||
'Programming Language :: Python',
|
|
||||||
'Topic :: Games/Entertainment :: Arcade'],
|
|
||||||
keywords='pygame shmup arcade-game maze ai-challenges',
|
|
||||||
packages=['brutalmaze'],
|
|
||||||
install_requires=['appdirs', 'pygame>=1.9'],
|
|
||||||
package_data={'brutalmaze': ['icon.png', 'soundfx/*.ogg', 'settings.ini']},
|
|
||||||
entry_points={'console_scripts': ['brutalmaze = brutalmaze.game:main']})
|
|
|
@ -0,0 +1,21 @@
|
||||||
|
[tox]
|
||||||
|
envlist = py
|
||||||
|
minversion = 3.3
|
||||||
|
isolated_build = True
|
||||||
|
|
||||||
|
[testenv]
|
||||||
|
deps =
|
||||||
|
flake8-builtins
|
||||||
|
isort
|
||||||
|
commands =
|
||||||
|
flake8
|
||||||
|
isort . --check --diff
|
||||||
|
|
||||||
|
[flake8]
|
||||||
|
hang-closing = True
|
||||||
|
ignore = E129, E226, E228, E701, E704, W503
|
||||||
|
exclude = .git,__pycache__,.tox,__init__.py
|
||||||
|
|
||||||
|
[isort]
|
||||||
|
balanced_wrapping = True
|
||||||
|
combine_as_imports = True
|
1
wiki
|
@ -1 +0,0 @@
|
||||||
Subproject commit 55bec877617541436935290adedb7760b1155570
|
|