Compare commits
No commits in common. "master" and "v0.6" have entirely different histories.
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@ -1,104 +1,5 @@
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||||||
# Byte-compiled / optimized / DLL files
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brutalmaze.egg-info
|
||||||
__pycache__/
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build
|
||||||
*.py[cod]
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dist
|
||||||
*$py.class
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__pycache__
|
||||||
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*.pyc
|
||||||
# C extensions
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|
||||||
*.so
|
|
||||||
|
|
||||||
# Distribution / packaging
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|
||||||
.Python
|
|
||||||
build/
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||||||
develop-eggs/
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|
||||||
dist/
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downloads/
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eggs/
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||||||
.eggs/
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lib/
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lib64/
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parts/
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sdist/
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var/
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||||||
wheels/
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||||||
*.egg-info/
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||||||
.installed.cfg
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|
||||||
*.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.
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|
||||||
*.manifest
|
|
||||||
*.spec
|
|
||||||
|
|
||||||
# Installer logs
|
|
||||||
pip-log.txt
|
|
||||||
pip-delete-this-directory.txt
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|
||||||
|
|
||||||
# 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/
|
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||||||
ENV/
|
|
||||||
env.bak/
|
|
||||||
venv.bak/
|
|
||||||
|
|
||||||
# Spyder project settings
|
|
||||||
.spyderproject
|
|
||||||
.spyproject
|
|
||||||
|
|
||||||
# Rope project settings
|
|
||||||
.ropeproject
|
|
||||||
|
|
||||||
# mkdocs documentation
|
|
||||||
/site
|
|
||||||
|
|
||||||
# mypy
|
|
||||||
.mypy_cache/
|
|
||||||
|
|
|
@ -0,0 +1,3 @@
|
||||||
|
[submodule "wiki"]
|
||||||
|
path = wiki
|
||||||
|
url = https://github.com/McSinyx/brutalmaze.wiki.git
|
|
@ -0,0 +1 @@
|
||||||
|
include README.rst LICENSE screenshot.png
|
102
README.rst
|
@ -1,44 +1,45 @@
|
||||||
Brutal Maze
|
Brutal Maze
|
||||||
===========
|
===========
|
||||||
|
|
||||||
Brutal Maze is a thrilling shoot 'em up game with minimalist art style.
|
Brutal Maze is a hack and slash game with fast-paced action and a minimalist
|
||||||
|
art style.
|
||||||
|
|
||||||
.. image:: https://brutalmaze.rtfd.io/_images/screenshot.png
|
.. image:: https://raw.githubusercontent.com/McSinyx/brutalmaze/master/screenshot.png
|
||||||
:target: https://brutalmaze.rtfd.io/recplayer.html
|
|
||||||
|
|
||||||
The game features a trigon trapped in an infinite maze. As our hero tries
|
The game features a trigon trapped in an infinite maze. As our hero tries to
|
||||||
to escape, the maze's border turns into aggressive squares trying to stop per.
|
escape, the maze's border turns into aggressive squares trying to stop him.
|
||||||
Your job is to help the trigon fight against those evil squares and find
|
Your job is to help the trigon fight against those evil squares and find a way
|
||||||
a way out (if there is any). Be aware that the more get killed,
|
out (if there is any). Be aware that the more get killed, the more will show up
|
||||||
the more will show up and our hero will get weaker when wounded.
|
and our hero will get weaker when wounded.
|
||||||
|
|
||||||
Brutal Maze has a few notable features:
|
Brutal Maze has a few notable features:
|
||||||
|
|
||||||
* Being highly portable.
|
* Being highly portable.
|
||||||
* Auto-generated and infinite maze. [0]_
|
* Auto-generated and infinite maze.
|
||||||
* No binary data for drawing.
|
* No binary data for drawing.
|
||||||
* Enemies with special abilities: stun, poison, camo, etc.
|
* Enemies with special abilities: stun, poison, camo, etc.
|
||||||
* Somewhat a realistic physic and logic system.
|
* Somewhat a realistic physic and logic system.
|
||||||
* Resizable game window in-game.
|
* Resizable game window in-game.
|
||||||
* Easily customizable via INI file format.
|
* 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).
|
* Remote control through TCP/IP socket (can be used in AI researching).
|
||||||
|
|
||||||
Installation
|
Installation
|
||||||
------------
|
------------
|
||||||
|
|
||||||
Brutal Maze is written in Python and is compatible version 3.6 and above.
|
Brutal Maze is written in Python and is compatible with both version 2 and 3.
|
||||||
The installation procedure should be as simple as follows:
|
The installation procedure should be as simple as follows:
|
||||||
|
|
||||||
* Install Python and pip_. Make sure the directory for `Python scripts`_
|
* Install Python and `pip <https://pip.pypa.io/en/latest/>`_. Make sure the
|
||||||
|
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 Installation_ page from the documentation.
|
For more information, see
|
||||||
|
`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 default bindings:
|
||||||
shown in the next section:
|
|
||||||
|
|
||||||
F2
|
F2
|
||||||
New game.
|
New game.
|
||||||
|
@ -46,26 +47,19 @@ F2
|
||||||
Toggle pause.
|
Toggle pause.
|
||||||
``m``
|
``m``
|
||||||
Toggle mute.
|
Toggle mute.
|
||||||
``a``
|
Left
|
||||||
Move left.
|
Move left.
|
||||||
``d``
|
Right
|
||||||
Move right.
|
Move right.
|
||||||
``w``
|
Up
|
||||||
Move up.
|
Move up.
|
||||||
``s``
|
Down
|
||||||
Move down.
|
Move down.
|
||||||
Left Mouse
|
Left Mouse
|
||||||
Long-range attack.
|
Long-range attack.
|
||||||
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,
|
|
||||||
touches on different grid (empty, wall, enemy, hero) send different signals
|
|
||||||
(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
|
|
||||||
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 :-)
|
|
||||||
|
|
||||||
Configuration
|
Configuration
|
||||||
-------------
|
-------------
|
||||||
|
|
||||||
|
@ -76,10 +70,10 @@ to configuration file only.
|
||||||
|
|
||||||
Settings are read in the following order:
|
Settings are read in the following order:
|
||||||
|
|
||||||
0. Default configuration [1]_
|
0. Default configuration [0]_
|
||||||
1. System-wide configuration file [2]_
|
1. System-wide configuration file [1]_
|
||||||
2. Local configuration file [2]_
|
2. Local configuration file [1]_
|
||||||
3. Manually set configuration file [3]_
|
3. Manually set configuration file [2]_
|
||||||
4. Command-line arguments
|
4. Command-line arguments
|
||||||
|
|
||||||
Later-read preferences will override previous ones.
|
Later-read preferences will override previous ones.
|
||||||
|
@ -87,18 +81,13 @@ Later-read preferences will override previous ones.
|
||||||
Remote control
|
Remote control
|
||||||
--------------
|
--------------
|
||||||
|
|
||||||
If you enable the socket server [4]_, Brutal Maze will no longer accept
|
If you enable the socket server [3]_, Brutal Maze will no longer accept direct
|
||||||
direct input from your mouse or keyboard, but wait for a client to connect.
|
input from your mouse or keyboard, but wait for a client to connect. Details
|
||||||
The I/O format is explained in details in the `Remote Control`_ page.
|
about I/O format are explained carefully in
|
||||||
|
`Remote control <https://github.com/McSinyx/brutalmaze/wiki/Remote-control>`_
|
||||||
|
wiki page.
|
||||||
|
|
||||||
Game recording
|
License
|
||||||
--------------
|
|
||||||
|
|
||||||
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]_.
|
|
||||||
Recordings can be played using Brutal Maze `HTML5 record player`_.
|
|
||||||
|
|
||||||
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
|
||||||
|
@ -108,24 +97,15 @@ 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 the Copying_ page in our documentation.
|
authors and licenses are listed in
|
||||||
|
`Credits <https://github.com/McSinyx/brutalmaze/wiki/Credits>`_ wiki page.
|
||||||
|
|
||||||
.. [0] Broken on vanilla pygame on GNU/Linux. For workarounds, see issue
|
.. [0] This can be copied to desired location by ``brutalmaze --write-config
|
||||||
`#3 <https://git.disroot.org/McSinyx/brutalmaze/issues/3>`_.
|
PATH``. ``brutalmaze --write-config`` alone will print the file to stdout.
|
||||||
.. [1] This can be copied to desired location by ``brutalmaze --write-config
|
.. [1] These will be listed as fallback config in the help message
|
||||||
PATH``. ``brutalmaze --write-config`` alone will print the file to stdout.
|
(``brutalmaze --help``). See `wiki <https://github.com/McSinyx/brutalmaze/wiki/Configuration>`_
|
||||||
.. [2] These will be listed as fallback config in the help message
|
for more info.
|
||||||
(``brutalmaze --help``). See the Configuration_ documentation for more info.
|
.. [2] If specified by ``brutalmaze --config PATH``.
|
||||||
.. [3] If specified by ``brutalmaze --config PATH``.
|
.. [3] 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_
|
|
||||||
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
|
|
||||||
|
|
|
@ -1,3 +1 @@
|
||||||
"""Minimalist thrilling shoot 'em up game with minimalist art style"""
|
"""Brutal Maze is a minimalist hack and slash game with fast-paced action"""
|
||||||
|
|
||||||
from .game import __version__
|
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
||||||
# characters.py - module for hero and enemy classes
|
# characters.py - module for hero and enemy classes
|
||||||
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -18,16 +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 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 (ADJACENTS, AROUND_HERO, ATTACK_SPEED, EMPTY,
|
from .constants import (
|
||||||
ENEMIES, ENEMY, ENEMY_HP, ENEMY_SPEED, FIRANGE,
|
TANGO, HERO_HP, SFX_HEART, HEAL_SPEED, MIN_BEAT, ATTACK_SPEED, ENEMY,
|
||||||
HEAL_SPEED, HERO_HP, MIDDLE, MIN_BEAT, SFX_HEART,
|
ENEMY_SPEED, ENEMY_HP, SFX_SLASH_HERO, MIDDLE, WALL, FIRANGE, AROUND_HERO,
|
||||||
SFX_SLASH_HERO, SFX_SPAWN, SQRT2, TANGO, WALL)
|
ADJACENT_GRIDS, EMPTY, FG_COLOR, SQRT2, MINW)
|
||||||
from .misc import fill_aapolygon, play, randsign, regpoly, sign
|
from .misc import sign, cosin, randsign, regpoly, fill_aapolygon, choices, play
|
||||||
from .weapons import Bullet
|
from .weapons import Bullet
|
||||||
|
|
||||||
|
|
||||||
|
@ -40,17 +40,16 @@ class Hero:
|
||||||
angle (float): angle of the direction the hero pointing (in radians)
|
angle (float): angle of the direction the hero pointing (in radians)
|
||||||
color (tuple of pygame.Color): colors of the hero on different HPs
|
color (tuple of pygame.Color): colors of the hero on different HPs
|
||||||
R (int): circumradius of the regular triangle representing the hero
|
R (int): circumradius of the regular triangle representing the hero
|
||||||
next_heal (float): minimum wound in ATTACK_SPEED allowing healing again
|
next_heal (float): ms until the hero gains back healing ability
|
||||||
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
|
slashing (bool): flag indicates if the hero is doing close-range attack
|
||||||
slashing (bool): flag indicating if the hero's doing close-range attack
|
firing (bool): flag indicates if the hero is doing long-range attack
|
||||||
firing (bool): flag indicating if the hero is doing long-range attack
|
dead (bool): flag indicates 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)
|
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
|
||||||
|
@ -59,13 +58,12 @@ class Hero:
|
||||||
self.angle, self.color = -pi * 3 / 4, TANGO['Aluminium']
|
self.angle, self.color = -pi * 3 / 4, TANGO['Aluminium']
|
||||||
self.R = (w * h / sin(pi*2/3) / 624) ** 0.5
|
self.R = (w * h / sin(pi*2/3) / 624) ** 0.5
|
||||||
|
|
||||||
self.next_heal = -1.0
|
self.next_heal = self.next_beat = self.next_strike = 0.0
|
||||||
self.next_beat = self.next_strike = 0.0
|
|
||||||
self.highness = 0.0
|
|
||||||
self.slashing = self.firing = self.dead = False
|
self.slashing = self.firing = self.dead = False
|
||||||
self.spin_speed = fps / HERO_HP
|
self.spin_speed = fps / HERO_HP
|
||||||
self.spin_queue = self.wound = 0.0
|
self.spin_queue = self.wound = 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."""
|
||||||
|
@ -75,22 +73,19 @@ class Hero:
|
||||||
old_speed = self.spin_speed
|
old_speed = self.spin_speed
|
||||||
self.spin_speed = fps / (HERO_HP-self.wound**0.5)
|
self.spin_speed = fps / (HERO_HP-self.wound**0.5)
|
||||||
self.spin_queue *= self.spin_speed / old_speed
|
self.spin_queue *= self.spin_speed / old_speed
|
||||||
|
if self.next_heal <= 0:
|
||||||
if len(self.wounds) > fps * ATTACK_SPEED / 1000: self.wounds.popleft()
|
|
||||||
if sum(self.wounds) < self.next_heal: self.next_heal = -1.0
|
|
||||||
self.wound += self.wounds[-1]
|
|
||||||
if self.next_heal < 0:
|
|
||||||
self.wound -= HEAL_SPEED / self.spin_speed / HERO_HP
|
self.wound -= HEAL_SPEED / self.spin_speed / HERO_HP
|
||||||
if self.wound < 0: self.wound = 0.0
|
if self.wound < 0: self.wound = 0.0
|
||||||
self.wounds.append(0.0)
|
else:
|
||||||
|
self.next_heal -= 1000.0 / fps
|
||||||
if self.next_beat <= 0:
|
if self.next_beat <= 0:
|
||||||
play(SFX_HEART)
|
play(self.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 / fps
|
self.next_beat -= 1000.0 / fps
|
||||||
self.next_strike -= 1000 / fps
|
self.next_strike -= 1000.0 / fps
|
||||||
|
|
||||||
full_spin = pi * 2 / self.sides
|
full_spin = pi * 2 / self.get_sides()
|
||||||
if self.slashing and self.next_strike <= 0:
|
if self.slashing and self.next_strike <= 0:
|
||||||
self.next_strike = ATTACK_SPEED
|
self.next_strike = ATTACK_SPEED
|
||||||
self.spin_queue = randsign() * self.spin_speed
|
self.spin_queue = randsign() * self.spin_speed
|
||||||
|
@ -101,45 +96,29 @@ class Hero:
|
||||||
else:
|
else:
|
||||||
self.spin_queue = 0.0
|
self.spin_queue = 0.0
|
||||||
|
|
||||||
@property
|
def get_sides(self):
|
||||||
def sides(self):
|
"""Return the number of sides the hero has. While the hero is
|
||||||
"""Number of sides the hero has. While the hero is generally
|
generally a trigon, Agent Orange may turn him into a square.
|
||||||
a trigon, Agent Orange may turn him into a square.
|
|
||||||
"""
|
"""
|
||||||
return 3 if self.next_heal < 0 else 4
|
return 3 if self.next_heal <= 0 else 4
|
||||||
|
|
||||||
def update_angle(self, angle):
|
def update_angle(self, angle):
|
||||||
"""Turn to the given angle if the hero is not busy slashing."""
|
"""Turn to the given angle if the hero is not busy slashing."""
|
||||||
if round(self.spin_queue) != 0: return
|
if round(self.spin_queue) != 0: return
|
||||||
delta = (angle - self.angle + pi) % (pi * 2) - pi
|
delta = (angle - self.angle + pi) % (pi * 2) - pi
|
||||||
unit = pi * 2 / self.sides / self.spin_speed
|
unit = pi * 2 / self.get_sides() / self.spin_speed
|
||||||
if abs(delta) < unit:
|
if abs(delta) < unit:
|
||||||
self.angle, self.spin_queue = angle, 0.0
|
self.angle, self.spin_queue = angle, 0.0
|
||||||
else:
|
else:
|
||||||
self.spin_queue = delta / unit
|
self.spin_queue = delta / unit
|
||||||
|
|
||||||
@property
|
|
||||||
def shots(self):
|
|
||||||
"""List of Bullet the hero has just shot."""
|
|
||||||
if not self.firing or self.slashing or self.next_strike > 0: return []
|
|
||||||
self.next_strike = ATTACK_SPEED
|
|
||||||
if not randrange(int(self.highness + 1)):
|
|
||||||
return [Bullet(self.surface, self.x, self.y,
|
|
||||||
self.angle, 'Aluminium')]
|
|
||||||
self.highness -= 1.0
|
|
||||||
n = self.sides
|
|
||||||
corners = {randrange(n) for _ in range(n)}
|
|
||||||
angles = (self.angle + pi*2*corner/n for corner in corners)
|
|
||||||
return [Bullet(self.surface, self.x, self.y, angle, 'Aluminium')
|
|
||||||
for angle in angles]
|
|
||||||
|
|
||||||
def get_color(self):
|
def get_color(self):
|
||||||
"""Return current color of the hero."""
|
"""Return current color of the hero."""
|
||||||
return self.color[int(self.wound)]
|
return self.color[int(self.wound)]
|
||||||
|
|
||||||
def draw(self):
|
def draw(self):
|
||||||
"""Draw the hero."""
|
"""Draw the hero."""
|
||||||
trigon = regpoly(self.sides, self.R, self.angle, self.x, self.y)
|
trigon = regpoly(self.get_sides(), self.R, self.angle, self.x, self.y)
|
||||||
fill_aapolygon(self.surface, trigon, self.get_color())
|
fill_aapolygon(self.surface, trigon, self.get_color())
|
||||||
|
|
||||||
def resize(self, maze_size):
|
def resize(self, maze_size):
|
||||||
|
@ -157,51 +136,47 @@ class Enemy:
|
||||||
x, y (int): coordinates of the center of the enemy (in grids)
|
x, y (int): coordinates of the center of the enemy (in grids)
|
||||||
angle (float): angle of the direction the enemy pointing (in radians)
|
angle (float): angle of the direction the enemy pointing (in radians)
|
||||||
color (str): enemy's color name
|
color (str): enemy's color name
|
||||||
alive (bool): flag indicating if the enemy is alive
|
awake (bool): flag indicates if the enemy is active
|
||||||
awake (bool): flag indicating if the enemy is active
|
|
||||||
next_strike (float): time until the enemy's next action (in ms)
|
next_strike (float): time until the enemy's next action (in ms)
|
||||||
move_speed (float): speed of movement (in frames per grid)
|
move_speed (float): speed of movement (in frames per grid)
|
||||||
offsetx, offsety (integer): steps moved from the center of the grid
|
offsetx, offsety (integer): steps moved from the center of the grid
|
||||||
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
|
||||||
self.x, self.y = x, y
|
self.x, self.y = x, y
|
||||||
|
self.maze.map[x][y] = ENEMY
|
||||||
self.angle, self.color = pi / 4, color
|
self.angle, self.color = pi / 4, color
|
||||||
|
|
||||||
self.alive, self.awake = True, False
|
self.awake = False
|
||||||
self.next_strike = 0.0
|
self.next_strike = 0.0
|
||||||
self.move_speed = self.maze.fps / ENEMY_SPEED
|
self.move_speed = self.maze.fps / ENEMY_SPEED
|
||||||
self.offsetx = self.offsety = 0
|
self.offsetx = self.offsety = 0
|
||||||
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
|
||||||
|
|
||||||
@property
|
self.sfx_slash = SFX_SLASH_HERO
|
||||||
def pos(self):
|
|
||||||
"""Coordinates (in pixels) of the center of the enemy."""
|
def get_pos(self):
|
||||||
|
"""Return coordinate of the center of the enemy."""
|
||||||
x, y = self.maze.get_pos(self.x, self.y)
|
x, y = self.maze.get_pos(self.x, self.y)
|
||||||
step = self.maze.distance * ENEMY_SPEED / self.maze.fps
|
step = self.maze.distance * ENEMY_SPEED / self.maze.fps
|
||||||
return x + self.offsetx*step, y + self.offsety*step
|
return x + self.offsetx*step, y + self.offsety*step
|
||||||
|
|
||||||
@property
|
def get_distance(self):
|
||||||
def distance(self):
|
"""Return the distance from the center of the enemy to
|
||||||
"""Distance from the center of the enemy
|
the center of the maze.
|
||||||
to the center of the maze.
|
|
||||||
"""
|
"""
|
||||||
return self.maze.get_distance(*self.pos)
|
return self.maze.get_distance(*self.get_pos())
|
||||||
|
|
||||||
def place(self, x=0, y=0):
|
def place(self, x=0, y=0):
|
||||||
"""Move the enemy by (x, y) (in grids)."""
|
"""Move the enemy by (x, y) (in grids)."""
|
||||||
self.x += x
|
self.x += x
|
||||||
self.y += y
|
self.y += y
|
||||||
if self.awake: self.maze.map[self.x][self.y] = ENEMY
|
self.maze.map[self.x][self.y] = ENEMY
|
||||||
|
|
||||||
@property
|
|
||||||
def spawn_volume(self):
|
|
||||||
"""Volumn of spawning sound effect."""
|
|
||||||
return 1 - self.distance / self.maze.get_distance(0, 0) / 2
|
|
||||||
|
|
||||||
def wake(self):
|
def wake(self):
|
||||||
"""Wake the enemy up if it can see the hero.
|
"""Wake the enemy up if it can see the hero.
|
||||||
|
@ -210,24 +185,30 @@ class Enemy:
|
||||||
has just woken it, False otherwise.
|
has just woken it, False otherwise.
|
||||||
"""
|
"""
|
||||||
if self.awake: return None
|
if self.awake: return None
|
||||||
srcx, destx = self.x, MIDDLE
|
startx = starty = MIDDLE
|
||||||
if abs(destx - srcx) != 1: srcx += sign(destx - srcx) or 1
|
stopx, stopy, distance = self.x, self.y, self.maze.distance
|
||||||
srcy, desty = self.y, MIDDLE
|
if startx > stopx: startx, stopx = stopx, startx
|
||||||
if abs(desty - srcy) != 1: srcy += sign(desty - srcy) or 1
|
if starty > stopy: starty, stopy = stopy, starty
|
||||||
m, n = destx - srcx, desty - srcy
|
dx = (self.x-MIDDLE)*distance + self.maze.centerx - self.maze.x
|
||||||
lcm = abs(m * n // gcd(m, n))
|
dy = (self.y-MIDDLE)*distance + self.maze.centery - self.maze.y
|
||||||
w, u = lcm // m, lcm // n
|
mind = cosin(abs(atan(dy / dx)) if dx else 0) * distance
|
||||||
for i in range(lcm):
|
def get_distance(x, y): return abs(dy*x - dx*y) / (dy**2 + dx**2)**0.5
|
||||||
if self.maze.map[srcx+i//w][srcy+i//u] == WALL: return False
|
for i in range(startx, stopx + 1):
|
||||||
|
for j in range(starty, stopy + 1):
|
||||||
|
if self.maze.map[i][j] != WALL: 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
|
play(self.maze.sfx_spawn,
|
||||||
play(SFX_SPAWN, self.x, self.y)
|
1 - self.get_distance()/self.maze.get_distance(0, 0)/2,
|
||||||
|
self.get_angle() + pi)
|
||||||
return True
|
return True
|
||||||
|
|
||||||
def fire(self):
|
def fire(self):
|
||||||
"""Return True if the enemy has just fired, False otherwise."""
|
"""Return True if the enemy has just fired, False otherwise."""
|
||||||
if self.maze.hero.dead: return False
|
if self.maze.hero.dead: return False
|
||||||
x, y = self.pos
|
x, y = self.get_pos()
|
||||||
if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance
|
if (self.maze.get_distance(x, y) > FIRANGE*self.maze.distance
|
||||||
or self.next_strike > 0
|
or self.next_strike > 0
|
||||||
or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
|
or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
|
||||||
|
@ -251,8 +232,8 @@ class Enemy:
|
||||||
self.move_speed = self.maze.fps / speed
|
self.move_speed = self.maze.fps / speed
|
||||||
directions = [(sign(MIDDLE - self.x), 0), (0, sign(MIDDLE - self.y))]
|
directions = [(sign(MIDDLE - self.x), 0), (0, sign(MIDDLE - self.y))]
|
||||||
shuffle(directions)
|
shuffle(directions)
|
||||||
directions.append(choice(ADJACENTS))
|
directions.append(choice(ADJACENT_GRIDS))
|
||||||
if self.maze.hero.dead: directions = choice(ADJACENTS),
|
if self.maze.hero.dead: directions = choice(ADJACENT_GRIDS),
|
||||||
for x, y in directions:
|
for x, y in directions:
|
||||||
if (x or y) and self.maze.map[self.x + x][self.y + y] == EMPTY:
|
if (x or y) and self.maze.map[self.x + x][self.y + y] == EMPTY:
|
||||||
self.offsetx = round(x * (1 - self.move_speed))
|
self.offsetx = round(x * (1 - self.move_speed))
|
||||||
|
@ -264,42 +245,34 @@ class Enemy:
|
||||||
|
|
||||||
def get_slash(self):
|
def get_slash(self):
|
||||||
"""Return the enemy's close-range damage."""
|
"""Return the enemy's close-range damage."""
|
||||||
wound = (self.maze.slashd - self.distance) / self.maze.hero.R
|
wound = (self.maze.slashd - self.get_distance()) / self.maze.hero.R
|
||||||
return wound if wound > 0 else 0.0
|
return wound if wound > 0 else 0.0
|
||||||
|
|
||||||
def slash(self):
|
def slash(self):
|
||||||
"""Return the enemy's close-range damage per frame."""
|
"""Return the enemy's close-range damage per frame."""
|
||||||
wound = self.get_slash() / self.spin_speed
|
wound = self.get_slash() / self.spin_speed
|
||||||
if self.spin_queue and wound: self.maze.hit_hero(wound, self.color)
|
if self.spin_queue: self.maze.hit_hero(wound, self.color)
|
||||||
return wound
|
return wound
|
||||||
|
|
||||||
def get_angle(self):
|
def get_angle(self, reversed=False):
|
||||||
"""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.
|
||||||
"""
|
"""
|
||||||
x, y = self.pos
|
x, y = self.get_pos()
|
||||||
return atan2(y - self.maze.y, x - self.maze.x)
|
return atan2(y - self.maze.y, x - self.maze.x)
|
||||||
|
|
||||||
|
|
||||||
def get_color(self):
|
def get_color(self):
|
||||||
"""Return current color of the enemy."""
|
"""Return current color of the enemy."""
|
||||||
return TANGO[self.color][int(self.wound)]
|
return TANGO[self.color][int(self.wound)] if self.awake else FG_COLOR
|
||||||
|
|
||||||
def isunnoticeable(self, x=None, y=None):
|
|
||||||
"""Return whether the enemy can be noticed.
|
|
||||||
|
|
||||||
Only search within column x and row y if these coordinates
|
|
||||||
are provided.
|
|
||||||
"""
|
|
||||||
if x is not None and self.x != x: return True
|
|
||||||
if y is not None and self.y != y: return True
|
|
||||||
return not self.awake or self.wound >= ENEMY_HP
|
|
||||||
|
|
||||||
def draw(self):
|
def draw(self):
|
||||||
"""Draw the enemy."""
|
"""Draw the enemy."""
|
||||||
if self.isunnoticeable(): return
|
if self.maze.next_move > 0 and not self.awake: return
|
||||||
radius = self.maze.distance / SQRT2
|
radius = self.maze.distance/SQRT2 - self.awake*2
|
||||||
square = regpoly(4, radius, self.angle, *self.pos)
|
square = regpoly(4, radius, self.angle, *self.get_pos())
|
||||||
fill_aapolygon(self.maze.surface, square, self.get_color())
|
fill_aapolygon(self.maze.surface, square, self.get_color())
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
|
@ -307,11 +280,11 @@ 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 / self.maze.fps
|
self.next_strike -= 1000.0 / 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(SFX_SLASH_HERO, self.x, self.y, self.get_slash())
|
play(self.sfx_slash, self.get_slash(), self.get_angle())
|
||||||
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)
|
||||||
|
@ -322,22 +295,14 @@ class Enemy:
|
||||||
"""Handle the enemy when it's attacked."""
|
"""Handle the enemy when it's attacked."""
|
||||||
self.wound += wound
|
self.wound += wound
|
||||||
|
|
||||||
@property
|
|
||||||
def retired(self):
|
|
||||||
"""Provide compatibility with LockOn object."""
|
|
||||||
try:
|
|
||||||
return self._retired
|
|
||||||
except AttributeError:
|
|
||||||
return self.wound >= ENEMY_HP
|
|
||||||
|
|
||||||
@retired.setter
|
|
||||||
def retired(self, value):
|
|
||||||
self._retired = value
|
|
||||||
|
|
||||||
def die(self):
|
def die(self):
|
||||||
"""Handle the enemy's death."""
|
"""Handle the enemy's death."""
|
||||||
self.maze.map[self.x][self.y] = EMPTY if self.wake else WALL
|
if self.awake:
|
||||||
self.alive = False
|
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
|
||||||
|
|
||||||
|
|
||||||
class Chameleon(Enemy):
|
class Chameleon(Enemy):
|
||||||
|
@ -347,39 +312,34 @@ 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):
|
||||||
super().__init__(maze, x, y, 'Chameleon')
|
Enemy.__init__(self, 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 super().wake() is True:
|
if Enemy.wake(self) is True:
|
||||||
self.visible = 1000 / ENEMY_SPEED
|
self.visible = 1000.0 / ENEMY_SPEED
|
||||||
|
|
||||||
def isunnoticeable(self, x=None, y=None):
|
def draw(self):
|
||||||
"""Return whether the enemy can be noticed.
|
"""Draw the Chameleon."""
|
||||||
|
if not self.awake or self.visible > 0 or self.spin_queue:
|
||||||
Only search within column x and row y if these coordinates
|
Enemy.draw(self)
|
||||||
are provided.
|
|
||||||
"""
|
|
||||||
return (super().isunnoticeable(x, y)
|
|
||||||
or self.visible <= 0 and not self.spin_queue
|
|
||||||
and self.maze.next_move <= 0)
|
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
"""Update the Chameleon."""
|
"""Update the Chameleon."""
|
||||||
super().update()
|
Enemy.update(self)
|
||||||
if self.awake: self.visible -= 1000 / self.maze.fps
|
if self.awake: self.visible -= 1000.0 / 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
|
||||||
super().hit(wound)
|
Enemy.hit(self, 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):
|
||||||
super().__init__(maze, x, y, 'Plum')
|
Enemy.__init__(self, 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
|
||||||
|
@ -396,24 +356,24 @@ 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):
|
||||||
super().__init__(maze, x, y, 'ScarletRed')
|
Enemy.__init__(self, 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 super().move(self, ENEMY_SPEED * SQRT2)
|
return Enemy.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 -= super().slash()
|
self.wound -= Enemy.slash(self)
|
||||||
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 = choice(ENEMIES)
|
color = choices(maze.enemy_weights)
|
||||||
try:
|
try:
|
||||||
return getattr(modules[__name__], color)(maze, x, y)
|
return getattr(modules[__name__], color)(maze, x, y)
|
||||||
except AttributeError:
|
except AttributeError:
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
||||||
# constants.py - module for shared constants
|
# constants.py - module for shared constants
|
||||||
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -20,44 +21,44 @@ __doc__ = 'Brutal Maze module for shared constants'
|
||||||
|
|
||||||
from string import ascii_lowercase
|
from string import ascii_lowercase
|
||||||
|
|
||||||
import pygame
|
|
||||||
from pkg_resources import resource_filename as pkg_file
|
from pkg_resources import resource_filename as pkg_file
|
||||||
|
import pygame
|
||||||
|
from pygame.mixer import Sound
|
||||||
|
|
||||||
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'))
|
||||||
|
MUSIC = pkg_file('brutalmaze', 'soundfx/music.ogg')
|
||||||
|
|
||||||
SFX_NOISE = pkg_file('brutalmaze', 'soundfx/noise.ogg')
|
mixer = pygame.mixer.get_init()
|
||||||
SFX_SPAWN = pkg_file('brutalmaze', 'soundfx/spawn.ogg')
|
if mixer is None: pygame.mixer.init(frequency=44100)
|
||||||
SFX_SLASH_ENEMY = pkg_file('brutalmaze', 'soundfx/slash-enemy.ogg')
|
SFX_SPAWN = Sound(pkg_file('brutalmaze', 'soundfx/spawn.ogg'))
|
||||||
SFX_SLASH_HERO = pkg_file('brutalmaze', 'soundfx/slash-hero.ogg')
|
SFX_SLASH_ENEMY = Sound(pkg_file('brutalmaze', 'soundfx/slash-enemy.ogg'))
|
||||||
SFX_SHOT_ENEMY = pkg_file('brutalmaze', 'soundfx/shot-enemy.ogg')
|
SFX_SLASH_HERO = Sound(pkg_file('brutalmaze', 'soundfx/slash-hero.ogg'))
|
||||||
SFX_SHOT_HERO = pkg_file('brutalmaze', 'soundfx/shot-hero.ogg')
|
SFX_SHOT_ENEMY = Sound(pkg_file('brutalmaze', 'soundfx/shot-enemy.ogg'))
|
||||||
SFX_MISSED = pkg_file('brutalmaze', 'soundfx/missed.ogg')
|
SFX_SHOT_HERO = Sound(pkg_file('brutalmaze', 'soundfx/shot-hero.ogg'))
|
||||||
SFX_HEART = pkg_file('brutalmaze', 'soundfx/heart.ogg')
|
SFX_MISSED = Sound(pkg_file('brutalmaze', 'soundfx/missed.ogg'))
|
||||||
SFX_LOSE = pkg_file('brutalmaze', 'soundfx/lose.ogg')
|
SFX_HEART = Sound(pkg_file('brutalmaze', 'soundfx/heart.ogg'))
|
||||||
SFX = (SFX_NOISE, SFX_SPAWN, SFX_SLASH_ENEMY, SFX_SLASH_HERO,
|
SFX_LOSE = Sound(pkg_file('brutalmaze', 'soundfx/lose.ogg'))
|
||||||
SFX_SHOT_ENEMY, SFX_SHOT_HERO, SFX_MISSED, SFX_HEART, SFX_LOSE)
|
if mixer is None: pygame.mixer.quit()
|
||||||
|
|
||||||
SQRT2 = 2 ** 0.5
|
SQRT2 = 2 ** 0.5
|
||||||
INIT_SCORE = 2
|
INIT_SCORE = 5**0.5/2 + 0.5 # golden mean
|
||||||
ROAD_WIDTH = 3 # grids
|
MAZE_SIZE = 10
|
||||||
WALL_WIDTH = 4 # grids
|
ROAD_WIDTH = 5 # grids
|
||||||
CELL_WIDTH = WALL_WIDTH + ROAD_WIDTH*2 # grids
|
CELL_WIDTH = ROAD_WIDTH * 2 # grids
|
||||||
CELL_NODES = ROAD_WIDTH, ROAD_WIDTH + WALL_WIDTH, 0
|
MIDDLE = (MAZE_SIZE + MAZE_SIZE%2 - 1)*ROAD_WIDTH + ROAD_WIDTH//2
|
||||||
MAZE_SIZE = 10 # cells
|
LAST_ROW = (MAZE_SIZE-1) * ROAD_WIDTH * 2
|
||||||
MIDDLE = MAZE_SIZE // 2 * CELL_WIDTH
|
|
||||||
HEAL_SPEED = 1 # HP/s
|
HEAL_SPEED = 1 # HP/s
|
||||||
HERO_SPEED = 5 # grid/s
|
HERO_SPEED = 5 # grid/s
|
||||||
ENEMY_SPEED = 6 # grid/s
|
ENEMY_SPEED = 6 # grid/s
|
||||||
BULLET_SPEED = 15 # grid/s
|
BULLET_SPEED = 15 # grid/s
|
||||||
ATTACK_SPEED = 333.333 # ms/strike
|
ATTACK_SPEED = 333.333 # ms/strike
|
||||||
MAX_WOUND = 1 # per attack turn
|
|
||||||
FIRANGE = 6 # grids
|
FIRANGE = 6 # grids
|
||||||
BULLET_LIFETIME = 1000 * FIRANGE / (BULLET_SPEED-HERO_SPEED) # ms
|
BULLET_LIFETIME = 1000.0 * 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)
|
ADJACENT_GRIDS = (1, 0), (0, 1), (-1, 0), (0, -1)
|
||||||
CORNERS = (1, 1), (-1, 1), (-1, -1), (1, -1)
|
AROUND_HERO = set((MIDDLE + x, MIDDLE + y) for x, y in
|
||||||
AROUND_HERO = set((MIDDLE + x, MIDDLE + y) for x, y in ADJACENTS + CORNERS)
|
ADJACENT_GRIDS + ((1, 1), (-1, 1), (-1, -1), (1, -1)))
|
||||||
|
|
||||||
TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)),
|
TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)),
|
||||||
'Orange': ((252, 175, 62), (245, 121, 0), (206, 92, 0)),
|
'Orange': ((252, 175, 62), (245, 121, 0), (206, 92, 0)),
|
||||||
|
@ -68,16 +69,14 @@ TANGO = {'Butter': ((252, 233, 79), (237, 212, 0), (196, 160, 0)),
|
||||||
'ScarletRed': ((239, 41, 41), (204, 0, 0), (164, 0, 0)),
|
'ScarletRed': ((239, 41, 41), (204, 0, 0), (164, 0, 0)),
|
||||||
'Aluminium': ((238, 238, 236), (211, 215, 207), (186, 189, 182),
|
'Aluminium': ((238, 238, 236), (211, 215, 207), (186, 189, 182),
|
||||||
(136, 138, 133), (85, 87, 83), (46, 52, 54))}
|
(136, 138, 133), (85, 87, 83), (46, 52, 54))}
|
||||||
TANGO_VALUES = list(TANGO.values())
|
|
||||||
ENEMIES = ['Butter', 'Orange', 'Chocolate', 'Chameleon',
|
ENEMIES = ['Butter', 'Orange', 'Chocolate', 'Chameleon',
|
||||||
'SkyBlue', 'Plum', 'ScarletRed']
|
'SkyBlue', 'Plum', 'ScarletRed']
|
||||||
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 = 526
|
||||||
BG_COLOR = TANGO['Aluminium'][-1]
|
BG_COLOR = TANGO['Aluminium'][-1]
|
||||||
FG_COLOR = TANGO['Aluminium'][0]
|
FG_COLOR = TANGO['Aluminium'][0]
|
||||||
|
|
||||||
JSON_SEPARATORS = ',', ':'
|
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
# game.py - main module, starts game and main loop
|
# -*- coding: utf-8 -*-
|
||||||
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
# main.py - main module, starts game and main loop
|
||||||
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -16,28 +17,29 @@
|
||||||
# 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__ = '0.9.4'
|
__version__ = '0.6.5'
|
||||||
|
|
||||||
import re
|
import re
|
||||||
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
|
from argparse import ArgumentParser, FileType, RawTextHelpFormatter
|
||||||
from configparser import ConfigParser
|
from collections import deque
|
||||||
from contextlib import redirect_stdout
|
try: # Python 3
|
||||||
from io import StringIO
|
from configparser import ConfigParser
|
||||||
from math import atan2, pi, radians
|
except ImportError: # Python 2
|
||||||
from os.path import join as pathjoin, pathsep
|
from ConfigParser import ConfigParser
|
||||||
from socket import SO_REUSEADDR, SOL_SOCKET, socket
|
from math import atan2, radians, pi
|
||||||
|
from os.path import join, pathsep
|
||||||
|
from socket import socket, SOL_SOCKET, SO_REUSEADDR
|
||||||
from sys import stdout
|
from sys import stdout
|
||||||
from threading import Thread
|
from threading import Thread
|
||||||
|
|
||||||
with redirect_stdout(StringIO()): import pygame
|
import pygame
|
||||||
from appdirs import AppDirs
|
from pygame import KEYDOWN, QUIT, VIDEORESIZE
|
||||||
from palace import Context, Device, free, use_context
|
|
||||||
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 HERO_SPEED, ICON, MIDDLE, SETTINGS, SFX, SFX_NOISE
|
from .constants import SETTINGS, ICON, MUSIC, HERO_SPEED, COLORS, WALL
|
||||||
from .maze import Maze
|
from .maze import Maze
|
||||||
from .misc import deg, join, play, sign
|
from .misc import deg, round2, sign
|
||||||
|
|
||||||
|
|
||||||
class ConfigReader:
|
class ConfigReader:
|
||||||
|
@ -68,9 +70,6 @@ class ConfigReader:
|
||||||
self.max_fps = self.config.getint('Graphics', 'Maximum FPS')
|
self.max_fps = self.config.getint('Graphics', 'Maximum FPS')
|
||||||
self.muted = self.config.getboolean('Sound', 'Muted')
|
self.muted = self.config.getboolean('Sound', 'Muted')
|
||||||
self.musicvol = self.config.getfloat('Sound', 'Music volume')
|
self.musicvol = self.config.getfloat('Sound', 'Music volume')
|
||||||
self.touch = self.config.getboolean('Control', 'Touch')
|
|
||||||
self.export_dir = self.config.get('Record', 'Directory')
|
|
||||||
self.export_rate = self.config.getint('Record', 'Frequency')
|
|
||||||
self.server = self.config.getboolean('Server', 'Enable')
|
self.server = self.config.getboolean('Server', 'Enable')
|
||||||
self.host = self.config.get('Server', 'Host')
|
self.host = self.config.get('Server', 'Host')
|
||||||
self.port = self.config.getint('Server', 'Port')
|
self.port = self.config.getint('Server', 'Port')
|
||||||
|
@ -97,21 +96,26 @@ class ConfigReader:
|
||||||
def read_args(self, arguments):
|
def read_args(self, arguments):
|
||||||
"""Read and parse a ArgumentParser.Namespace."""
|
"""Read and parse a ArgumentParser.Namespace."""
|
||||||
for option in ('size', 'max_fps', 'muted', 'musicvol',
|
for option in ('size', 'max_fps', 'muted', 'musicvol',
|
||||||
'touch', 'export_dir', 'export_rate', 'server',
|
'server', 'host', 'port', 'timeout', 'headless'):
|
||||||
'host', 'port', 'timeout', 'headless'):
|
|
||||||
value = getattr(arguments, option)
|
value = getattr(arguments, option)
|
||||||
if value is not None: setattr(self, option, value)
|
if value is not None: setattr(self, option, value)
|
||||||
|
|
||||||
|
|
||||||
class Game:
|
class Game:
|
||||||
"""Object handling main loop and IO."""
|
"""Object handling main loop and IO."""
|
||||||
def __init__(self, config: ConfigReader):
|
def __init__(self, config):
|
||||||
|
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 not self.headless: pygame.display.set_icon(ICON)
|
if config.muted or self.headless:
|
||||||
self.actx = None if self.headless else Context(Device())
|
pygame.mixer.quit()
|
||||||
self._mute = config.muted
|
else:
|
||||||
|
pygame.mixer.music.load(MUSIC)
|
||||||
|
pygame.mixer.music.set_volume(config.musicvol)
|
||||||
|
pygame.mixer.music.play(-1)
|
||||||
|
pygame.display.set_icon(ICON)
|
||||||
|
|
||||||
|
pygame.fastevent.init()
|
||||||
if config.server:
|
if config.server:
|
||||||
self.server = socket()
|
self.server = socket()
|
||||||
self.server.setsockopt(SOL_SOCKET, SO_REUSEADDR, 1)
|
self.server.setsockopt(SOL_SOCKET, SO_REUSEADDR, 1)
|
||||||
|
@ -124,87 +128,83 @@ class Game:
|
||||||
else:
|
else:
|
||||||
self.server = self.sockinp = None
|
self.server = self.sockinp = None
|
||||||
|
|
||||||
self.max_fps, self.fps = config.max_fps, config.max_fps
|
# self.fps is a float to make sure floordiv won't be used in Python 2
|
||||||
|
self.max_fps, self.fps = config.max_fps, float(config.max_fps)
|
||||||
self.musicvol = config.musicvol
|
self.musicvol = config.musicvol
|
||||||
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 / 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):
|
def __enter__(self): return 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):
|
def expos(self, x, y):
|
||||||
if self.server is not None: self.server.close()
|
"""Return position of the given coordinates in rounded percent."""
|
||||||
if not self.hero.dead: self.maze.dump_records()
|
cx = (x+self.maze.x-self.maze.centerx) / self.maze.distance * 100
|
||||||
if self.actx is not None:
|
cy = (y+self.maze.y-self.maze.centery) / self.maze.distance * 100
|
||||||
free(SFX)
|
return round2(cx), round2(cy)
|
||||||
self._source.stop()
|
|
||||||
self.actx.update()
|
|
||||||
use_context(None)
|
|
||||||
self.actx.destroy()
|
|
||||||
self.actx.device.close()
|
|
||||||
pygame.quit()
|
|
||||||
|
|
||||||
@property
|
def export(self):
|
||||||
def mute(self):
|
"""Export maze data to a bytes object."""
|
||||||
"""Mute state."""
|
maze, hero, = self.maze, self.hero
|
||||||
return getattr(self, '_mute', 1)
|
lines = deque(['{0} {4} {5} {1} {2:d} {3:d}'.format(
|
||||||
|
COLORS[hero.get_color()], deg(self.hero.angle),
|
||||||
|
hero.next_strike <= 0, hero.next_heal <= 0,
|
||||||
|
*self.expos(maze.x, maze.y))])
|
||||||
|
|
||||||
@mute.setter
|
walls = [[1 if maze.map[x][y] == WALL else 0 for x in maze.rangex]
|
||||||
def mute(self, value):
|
for y in maze.rangey] if maze.next_move <= 0 else []
|
||||||
"""Mute state."""
|
ne = nb = 0
|
||||||
self._mute = int(bool(value))
|
|
||||||
self.actx.listener.gain = not self._mute
|
|
||||||
|
|
||||||
def export_txt(self):
|
for enemy in maze.enemies:
|
||||||
"""Export maze data to string."""
|
if not enemy.awake and walls:
|
||||||
export = self.maze.update_export(forced=True)
|
walls[enemy.y-maze.rangey[0]][enemy.x-maze.rangex[0]] = WALL
|
||||||
return '{} {} {} {}\n{}{}{}{}'.format(
|
continue
|
||||||
len(export['m']), len(export['e']), len(export['b']), export['s'],
|
# Check Chameleons
|
||||||
''.join(row + '\n' for row in export['m']), join(export['h']),
|
elif getattr(enemy, 'visible', 1) <= 0 and maze.next_move <= 0:
|
||||||
''.join(map(join, export['e'])), ''.join(map(join, export['b'])))
|
continue
|
||||||
|
lines.append('{0} {2} {3} {1:.0f}'.format(
|
||||||
|
COLORS[enemy.get_color()], deg(enemy.angle),
|
||||||
|
*self.expos(*enemy.get_pos())))
|
||||||
|
ne += 1
|
||||||
|
|
||||||
|
for bullet in maze.bullets:
|
||||||
|
x, y = self.expos(bullet.x, bullet.y)
|
||||||
|
color, angle = COLORS[bullet.get_color()], deg(bullet.angle)
|
||||||
|
if color != '0':
|
||||||
|
lines.append('{} {} {} {:.0f}'.format(color, x, y, angle))
|
||||||
|
nb += 1
|
||||||
|
|
||||||
|
if walls: lines.appendleft('\n'.join(''.join(str(cell) for cell in row)
|
||||||
|
for row in walls))
|
||||||
|
lines.appendleft('{} {} {} {}'.format(len(walls), ne, nb,
|
||||||
|
maze.get_score()))
|
||||||
|
return '\n'.join(lines).encode()
|
||||||
|
|
||||||
def update(self):
|
def update(self):
|
||||||
"""Draw and handle meta events on Pygame window.
|
"""Draw and handle meta events on Pygame window.
|
||||||
|
|
||||||
Return False if QUIT event is captured, True otherwise.
|
Return False if QUIT event is captured, True otherwise.
|
||||||
"""
|
"""
|
||||||
events = pygame.event.get()
|
events = pygame.fastevent.get()
|
||||||
for event in events:
|
for event in events:
|
||||||
if event.type == QUIT:
|
if event.type == QUIT:
|
||||||
return False
|
return False
|
||||||
elif event.type == VIDEORESIZE:
|
elif event.type == VIDEORESIZE:
|
||||||
self.maze.resize((event.w, event.h))
|
self.maze.resize((event.w, event.h))
|
||||||
elif event.type == KEYDOWN:
|
elif event.type == KEYDOWN and not self.server:
|
||||||
if event.key == self.key['mute']:
|
if event.key == self.key['new']:
|
||||||
self.mute ^= 1
|
self.maze.reinit()
|
||||||
elif not self.server:
|
elif event.key == self.key['pause'] and not self.hero.dead:
|
||||||
if event.key == self.key['new']:
|
self.paused ^= True
|
||||||
self.maze.reinit()
|
elif event.key == self.key['mute']:
|
||||||
elif event.key == self.key['pause'] and not self.hero.dead:
|
if pygame.mixer.get_init() is None:
|
||||||
self.paused ^= True
|
pygame.mixer.init(frequency=44100)
|
||||||
elif event.type == MOUSEBUTTONUP and self.touch:
|
pygame.mixer.music.load(MUSIC)
|
||||||
# We're careless about which mouse button is clicked.
|
pygame.mixer.music.set_volume(self.musicvol)
|
||||||
maze = self.maze
|
pygame.mixer.music.play(-1)
|
||||||
if self.hero.dead:
|
else:
|
||||||
maze.reinit()
|
pygame.mixer.quit()
|
||||||
else:
|
|
||||||
x, y = pygame.mouse.get_pos()
|
|
||||||
maze.destx, maze.desty = maze.get_grid(x, y)
|
|
||||||
if maze.set_step(maze.isdisplayed):
|
|
||||||
maze.target = maze.get_target(x, y)
|
|
||||||
self.hero.firing = not maze.target.retired
|
|
||||||
if maze.stepx == maze.stepy == 0:
|
|
||||||
maze.destx = maze.desty = MIDDLE
|
|
||||||
|
|
||||||
# Compare current FPS with the average of the last 10 frames
|
# Compare current FPS with the average of the last 10 frames
|
||||||
new_fps = self.clock.get_fps()
|
new_fps = self.clock.get_fps()
|
||||||
|
@ -215,38 +215,31 @@ 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, y):
|
||||||
"""Command the hero to move faster in the given direction."""
|
"""Command the hero to move faster in the given direction."""
|
||||||
maze = self.maze
|
x, y = -x, -y # or move the maze in the reverse direction
|
||||||
velocity = maze.distance * HERO_SPEED / self.fps
|
velocity = self.maze.distance * HERO_SPEED / self.fps
|
||||||
accel = velocity * HERO_SPEED / self.fps
|
accel = velocity * HERO_SPEED / self.fps
|
||||||
|
|
||||||
if x == y == 0:
|
if self.maze.next_move > 0 or not x:
|
||||||
maze.set_step()
|
self.maze.vx -= sign(self.maze.vx) * accel
|
||||||
x, y = maze.stepx, maze.stepy
|
if abs(self.maze.vx) < accel * 2: self.maze.vx = 0.0
|
||||||
|
elif x * self.maze.vx < 0:
|
||||||
|
self.maze.vx += x * 2 * accel
|
||||||
else:
|
else:
|
||||||
x, y = -x, -y # or move the maze in the reverse direction
|
self.maze.vx += x * accel
|
||||||
|
if abs(self.maze.vx) > velocity: self.maze.vx = x * velocity
|
||||||
|
|
||||||
if maze.next_move > 0 or not x:
|
if self.maze.next_move > 0 or not y:
|
||||||
maze.vx -= sign(maze.vx) * accel
|
self.maze.vy -= sign(self.maze.vy) * accel
|
||||||
if abs(maze.vx) < accel * 2: maze.vx = 0.0
|
if abs(self.maze.vy) < accel * 2: self.maze.vy = 0.0
|
||||||
elif x * maze.vx < 0:
|
elif y * self.maze.vy < 0:
|
||||||
maze.vx += x * 2 * accel
|
self.maze.vy += y * 2 * accel
|
||||||
else:
|
else:
|
||||||
maze.vx += x * accel
|
self.maze.vy += y * accel
|
||||||
if abs(maze.vx) > velocity: maze.vx = x * velocity
|
if abs(self.maze.vy) > velocity: self.maze.vy = y * velocity
|
||||||
|
|
||||||
if maze.next_move > 0 or not y:
|
|
||||||
maze.vy -= sign(maze.vy) * accel
|
|
||||||
if abs(maze.vy) < accel * 2: maze.vy = 0.0
|
|
||||||
elif y * maze.vy < 0:
|
|
||||||
maze.vy += y * 2 * accel
|
|
||||||
else:
|
|
||||||
maze.vy += y * accel
|
|
||||||
if abs(maze.vy) > velocity: maze.vy = y * velocity
|
|
||||||
|
|
||||||
def control(self, x, y, angle, firing, slashing):
|
def control(self, x, y, angle, firing, slashing):
|
||||||
"""Control how the hero move and attack."""
|
"""Control how the hero move and attack."""
|
||||||
|
@ -271,23 +264,20 @@ class Game:
|
||||||
if self.hero.dead:
|
if self.hero.dead:
|
||||||
connection.send('0000000'.encode())
|
connection.send('0000000'.encode())
|
||||||
break
|
break
|
||||||
data = self.export_txt().encode()
|
data = self.export()
|
||||||
alpha = deg(self.hero.angle)
|
|
||||||
connection.send('{:07}'.format(len(data)).encode())
|
connection.send('{:07}'.format(len(data)).encode())
|
||||||
connection.send(data)
|
connection.send(data)
|
||||||
try:
|
try:
|
||||||
buf = connection.recv(7)
|
buf = connection.recv(7)
|
||||||
except: # noqa
|
except: # client is closed or timed out
|
||||||
break # client is closed or timed out
|
break
|
||||||
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())
|
||||||
except ValueError: # invalid input
|
except ValueError: # invalid input
|
||||||
break
|
break
|
||||||
y, x = (i - 1 for i in divmod(move, 3))
|
y, x = (i - 1 for i in divmod(move, 3))
|
||||||
# Time is the essence.
|
self.sockinp = x, y, radians(angle), attack & 1, attack >> 1
|
||||||
angle = self.hero.angle if angle == alpha else radians(angle)
|
|
||||||
self.sockinp = x, y, angle, attack & 1, attack >> 1
|
|
||||||
clock.tick(self.fps)
|
clock.tick(self.fps)
|
||||||
self.sockinp = 0, 0, -pi * 3 / 4, 0, 0
|
self.sockinp = 0, 0, -pi * 3 / 4, 0, 0
|
||||||
new_time = get_ticks()
|
new_time = get_ticks()
|
||||||
|
@ -296,37 +286,32 @@ class Game:
|
||||||
connection.close()
|
connection.close()
|
||||||
if not self.hero.dead: self.maze.lose()
|
if not self.hero.dead: self.maze.lose()
|
||||||
|
|
||||||
def touch_control(self):
|
|
||||||
"""Handle touch control."""
|
|
||||||
maze, hero = self.maze, self.hero
|
|
||||||
if maze.target.retired: hero.firing = False
|
|
||||||
if hero.firing:
|
|
||||||
x, y = maze.get_pos(maze.target.x, maze.target.y)
|
|
||||||
else:
|
|
||||||
x, y = pygame.mouse.get_pos()
|
|
||||||
hero.update_angle(atan2(y - hero.y, x - hero.x))
|
|
||||||
self.move()
|
|
||||||
|
|
||||||
def user_control(self):
|
def user_control(self):
|
||||||
"""Handle direct control from user's mouse and keyboard."""
|
"""Handle direct control from user's mouse and keyboard."""
|
||||||
if self.hero.dead: return
|
if not self.hero.dead:
|
||||||
keys = pygame.key.get_pressed()
|
keys = pygame.key.get_pressed()
|
||||||
buttons = pygame.mouse.get_pressed()
|
right = keys[self.key['right']] - keys[self.key['left']]
|
||||||
|
down = keys[self.key['down']] - keys[self.key['up']]
|
||||||
|
|
||||||
right = keys[self.key['right']] - keys[self.key['left']]
|
# Follow the mouse cursor
|
||||||
down = keys[self.key['down']] - keys[self.key['up']]
|
x, y = pygame.mouse.get_pos()
|
||||||
x, y = pygame.mouse.get_pos()
|
angle = atan2(y - self.hero.y, x - self.hero.x)
|
||||||
angle = atan2(y - self.hero.y, x - self.hero.x)
|
|
||||||
|
|
||||||
try:
|
buttons = pygame.mouse.get_pressed()
|
||||||
firing = keys[self.key['shot']]
|
try:
|
||||||
except KeyError:
|
firing = keys[self.key['shot']]
|
||||||
firing = buttons[self.mouse['shot']]
|
except KeyError:
|
||||||
try:
|
firing = buttons[self.mouse['shot']]
|
||||||
slashing = keys[self.key['slash']]
|
try:
|
||||||
except KeyError:
|
slashing = keys[self.key['slash']]
|
||||||
slashing = buttons[self.mouse['slash']]
|
except KeyError:
|
||||||
self.control(right, down, angle, firing, slashing)
|
slashing = buttons[self.mouse['slash']]
|
||||||
|
|
||||||
|
self.control(right, down, angle, firing, slashing)
|
||||||
|
|
||||||
|
def __exit__(self, exc_type, exc_value, traceback):
|
||||||
|
if self.server is not None: self.server.close()
|
||||||
|
pygame.quit()
|
||||||
|
|
||||||
|
|
||||||
def main():
|
def main():
|
||||||
|
@ -335,7 +320,7 @@ def main():
|
||||||
dirs = AppDirs(appname='brutalmaze', appauthor=False, multipath=True)
|
dirs = AppDirs(appname='brutalmaze', appauthor=False, multipath=True)
|
||||||
parents = dirs.site_config_dir.split(pathsep)
|
parents = dirs.site_config_dir.split(pathsep)
|
||||||
parents.append(dirs.user_config_dir)
|
parents.append(dirs.user_config_dir)
|
||||||
filenames = [pathjoin(parent, 'settings.ini') for parent in parents]
|
filenames = [join(parent, 'settings.ini') for parent in parents]
|
||||||
config = ConfigReader(filenames)
|
config = ConfigReader(filenames)
|
||||||
config.parse()
|
config.parse()
|
||||||
|
|
||||||
|
@ -366,20 +351,6 @@ def main():
|
||||||
parser.add_argument(
|
parser.add_argument(
|
||||||
'--music-volume', type=float, metavar='VOL', dest='musicvol',
|
'--music-volume', type=float, metavar='VOL', dest='musicvol',
|
||||||
help='between 0.0 and 1.0 (fallback: {})'.format(config.musicvol))
|
help='between 0.0 and 1.0 (fallback: {})'.format(config.musicvol))
|
||||||
parser.add_argument(
|
|
||||||
'--touch', action='store_true', default=None,
|
|
||||||
help='enable touch-friendly control (fallback: {})'.format(
|
|
||||||
config.touch))
|
|
||||||
parser.add_argument('--no-touch', action='store_false', dest='touch',
|
|
||||||
help='disable touch-friendly control')
|
|
||||||
parser.add_argument(
|
|
||||||
'--record-dir', metavar='DIR', dest='export_dir',
|
|
||||||
help='directory to write game records (fallback: {})'.format(
|
|
||||||
config.export_dir or '*disabled*'))
|
|
||||||
parser.add_argument(
|
|
||||||
'--record-rate', metavar='SPF', dest='export_rate',
|
|
||||||
help='snapshots of game state per second (fallback: {})'.format(
|
|
||||||
config.export_rate))
|
|
||||||
parser.add_argument(
|
parser.add_argument(
|
||||||
'--server', action='store_true', default=None,
|
'--server', action='store_true', default=None,
|
||||||
help='enable server (fallback: {})'.format(config.server))
|
help='enable server (fallback: {})'.format(config.server))
|
||||||
|
@ -420,11 +391,5 @@ def main():
|
||||||
socket_thread.daemon = True # make it disposable
|
socket_thread.daemon = True # make it disposable
|
||||||
socket_thread.start()
|
socket_thread.start()
|
||||||
while game.update(): game.control(*game.sockinp)
|
while game.update(): game.control(*game.sockinp)
|
||||||
elif config.touch:
|
|
||||||
while game.update(): game.touch_control()
|
|
||||||
else:
|
else:
|
||||||
while game.update(): game.user_control()
|
while game.update(): game.user_control()
|
||||||
|
|
||||||
|
|
||||||
# Allow launching the game via invoking ``python -m brutalmaze.game''
|
|
||||||
if __name__ == '__main__': main()
|
|
||||||
|
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 12 KiB |
|
@ -1,5 +1,6 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
||||||
# maze.py - module for the maze class
|
# maze.py - module for the maze class
|
||||||
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -18,24 +19,40 @@
|
||||||
|
|
||||||
__doc__ = 'Brutal Maze module for the maze class'
|
__doc__ = 'Brutal Maze module for the maze class'
|
||||||
|
|
||||||
import json
|
from collections import deque
|
||||||
from collections import defaultdict, deque
|
from math import pi, log
|
||||||
from math import log, pi
|
from random import choice, getrandbits, uniform
|
||||||
from os import path
|
|
||||||
from random import choice, sample
|
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
|
|
||||||
from .characters import Hero, new_enemy
|
from .characters import Hero, new_enemy
|
||||||
from .constants import (ADJACENTS, ATTACK_SPEED, BG_COLOR,
|
from .constants import (
|
||||||
BULLET_LIFETIME, CELL_NODES, CELL_WIDTH, COLORS,
|
EMPTY, WALL, HERO, ROAD_WIDTH, MAZE_SIZE, MIDDLE, INIT_SCORE, ENEMIES,
|
||||||
EMPTY, ENEMIES, ENEMY, ENEMY_HP, FG_COLOR, HERO,
|
MINW, MAXW, SQRT2, SFX_SPAWN, SFX_SLASH_ENEMY, SFX_LOSE, ADJACENT_GRIDS,
|
||||||
HERO_HP, HERO_SPEED, INIT_SCORE, JSON_SEPARATORS,
|
BG_COLOR, FG_COLOR, CELL_WIDTH, LAST_ROW, HERO_HP, ENEMY_HP, ATTACK_SPEED,
|
||||||
MAX_WOUND, MAZE_SIZE, MIDDLE, ROAD_WIDTH,
|
HERO_SPEED, BULLET_LIFETIME)
|
||||||
SFX_LOSE, SFX_MISSED, SFX_SLASH_ENEMY, SFX_SPAWN,
|
from .misc import round2, sign, regpoly, fill_aapolygon, play
|
||||||
SQRT2, TANGO_VALUES, WALL, WALL_WIDTH)
|
from .weapons import Bullet
|
||||||
from .misc import around, deg, fill_aapolygon, json_rec, play, regpoly, sign
|
|
||||||
from .weapons import LockOn
|
|
||||||
|
def new_cell(bit, upper=True):
|
||||||
|
"""Return a half of a cell of the maze based on the given bit."""
|
||||||
|
if bit: return deque([WALL]*ROAD_WIDTH + [EMPTY]*ROAD_WIDTH)
|
||||||
|
if upper: return deque([WALL] * (ROAD_WIDTH<<1))
|
||||||
|
return deque([EMPTY] * (ROAD_WIDTH<<1))
|
||||||
|
|
||||||
|
|
||||||
|
def new_column():
|
||||||
|
"""Return a newly generated column of the maze."""
|
||||||
|
column = deque()
|
||||||
|
upper, lower = deque(), deque()
|
||||||
|
for _ in range(MAZE_SIZE):
|
||||||
|
b = getrandbits(1)
|
||||||
|
upper.extend(new_cell(b))
|
||||||
|
lower.extend(new_cell(b, False))
|
||||||
|
for _ in range(ROAD_WIDTH): column.append(upper.__copy__())
|
||||||
|
for _ in range(ROAD_WIDTH): column.append(lower.__copy__())
|
||||||
|
return column
|
||||||
|
|
||||||
|
|
||||||
class Maze:
|
class Maze:
|
||||||
|
@ -53,103 +70,50 @@ class Maze:
|
||||||
map (deque of deque): map of grids representing objects on the maze
|
map (deque of deque): map of grids representing objects on the 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 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
|
|
||||||
stepx, stepy (int): direction the maze is moving
|
|
||||||
target (Enemy or LockOn): target to automatically aim at
|
|
||||||
next_move (float): time until the hero gets mobilized (in ms)
|
next_move (float): time until the hero gets mobilized (in ms)
|
||||||
glitch (float): time that the maze remain flashing colors (in ms)
|
|
||||||
next_slashfx (float): time until next slash effect of the hero (in ms)
|
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
|
||||||
export (list of defaultdict): records of game states
|
sfx_slash (pygame.mixer.Sound): sound effect of slashed enemy
|
||||||
export_dir (str): directory containing records of game states
|
sfx_lose (pygame.mixer.Sound): sound effect to be played when you lose
|
||||||
export_rate (float): milliseconds per snapshot
|
|
||||||
next_export (float): time until next snapshot (in ms)
|
|
||||||
"""
|
"""
|
||||||
def __init__(self, fps, size, headless, export_dir, export_rate):
|
def __init__(self, fps, size, headless):
|
||||||
self.fps = fps
|
self.fps = fps
|
||||||
self.w, self.h = size
|
self.w, self.h = size
|
||||||
if headless:
|
if headless:
|
||||||
self.surface = None
|
self.surface = None
|
||||||
else:
|
else:
|
||||||
self.surface = pygame.display.set_mode(size, pygame.RESIZABLE)
|
self.surface = pygame.display.set_mode(size, pygame.RESIZABLE)
|
||||||
self.export_dir = path.abspath(export_dir) if export_dir else ''
|
|
||||||
self.next_export = self.export_rate = export_rate
|
|
||||||
self.export = []
|
|
||||||
|
|
||||||
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, self.h / 2
|
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
|
||||||
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()
|
||||||
|
for _ in range(MAZE_SIZE): self.map.extend(new_column())
|
||||||
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.target = LockOn(MIDDLE, MIDDLE, retired=True)
|
self.map[MIDDLE][MIDDLE] = HERO
|
||||||
self.next_move = self.glitch = self.next_slashfx = 0.0
|
self.next_move = self.next_slashfx = 0.0
|
||||||
self.slashd = self.hero.R + self.distance/SQRT2
|
self.slashd = self.hero.R + self.distance/SQRT2
|
||||||
|
|
||||||
self.sfx_spawn = SFX_SPAWN
|
self.sfx_spawn = SFX_SPAWN
|
||||||
self.sfx_slash = SFX_SLASH_ENEMY
|
self.sfx_slash = SFX_SLASH_ENEMY
|
||||||
self.sfx_lose = SFX_LOSE
|
self.sfx_lose = SFX_LOSE
|
||||||
|
|
||||||
def new_cell(self, x, y):
|
|
||||||
"""Draw on the map a newly created cell
|
|
||||||
whose coordinates are given.
|
|
||||||
"""
|
|
||||||
def draw_bit(bit, dx=0, dy=0):
|
|
||||||
startx, starty = x + CELL_NODES[dx], y + CELL_NODES[dy]
|
|
||||||
height = ROAD_WIDTH if dy else WALL_WIDTH
|
|
||||||
for i in range(ROAD_WIDTH if dx else WALL_WIDTH):
|
|
||||||
for j in range(height): self.map[startx + i][starty + j] = bit
|
|
||||||
|
|
||||||
x, y = x * CELL_WIDTH, y * CELL_WIDTH
|
|
||||||
draw_bit(WALL)
|
|
||||||
walls = set(sample(ADJACENTS, 2))
|
|
||||||
walls.add(choice(ADJACENTS))
|
|
||||||
for i, j in ADJACENTS:
|
|
||||||
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]
|
|
||||||
walls = [(i, j) for i in self.rangex for j in self.rangey
|
walls = [(i, j) for i in self.rangex for j in self.rangey
|
||||||
if self.map[i][j] == WALL]
|
if self.map[i][j] == WALL]
|
||||||
plums = [e for e in self.enemies if e.color == 'Plum' and e.awake]
|
plums = [e for e in self.enemies if e.color == 'Plum' and e.awake]
|
||||||
|
@ -157,41 +121,24 @@ class Maze:
|
||||||
num = log(self.score, INIT_SCORE)
|
num = log(self.score, INIT_SCORE)
|
||||||
while walls and len(self.enemies) < num:
|
while walls and len(self.enemies) < num:
|
||||||
x, y = choice(walls)
|
x, y = choice(walls)
|
||||||
if all(self.map[x + a][y + b] == WALL for a, b in ADJACENTS):
|
if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS):
|
||||||
continue
|
continue
|
||||||
enemy = new_enemy(self, x, y)
|
enemy = new_enemy(self, x, y)
|
||||||
self.enemies.append(enemy)
|
self.enemies.append(enemy)
|
||||||
if plum is None or not plum.clone(enemy): walls.remove((x, y))
|
if plum is None or not plum.clone(enemy):
|
||||||
|
walls.remove((x, y))
|
||||||
|
else:
|
||||||
|
self.map[x][y] = WALL
|
||||||
|
|
||||||
def get_pos(self, x, y):
|
def get_pos(self, x, y):
|
||||||
"""Return coordinate of the center of the grid (x, y)."""
|
"""Return coordinate of the center of the grid (x, y)."""
|
||||||
return (self.centerx + (x - MIDDLE)*self.distance,
|
return (self.centerx + (x - MIDDLE)*self.distance,
|
||||||
self.centery + (y - MIDDLE)*self.distance)
|
self.centery + (y - MIDDLE)*self.distance)
|
||||||
|
|
||||||
def get_grid(self, x, y):
|
|
||||||
"""Return the grid containing the point (x, y)."""
|
|
||||||
return (MIDDLE + round((x-self.centerx) / self.distance),
|
|
||||||
MIDDLE + round((y-self.centery) / self.distance))
|
|
||||||
|
|
||||||
def get_target(self, x, y):
|
|
||||||
"""Return shooting target the grid containing the point (x, y).
|
|
||||||
|
|
||||||
If the grid is the hero, return a retired target.
|
|
||||||
"""
|
|
||||||
gridx, gridy = self.get_grid(x, y)
|
|
||||||
if gridx == gridy == MIDDLE: return LockOn(gridx, gridy, True)
|
|
||||||
for enemy in self.enemies:
|
|
||||||
if not enemy.isunnoticeable(gridx, gridy): return enemy
|
|
||||||
return LockOn(gridx, gridy)
|
|
||||||
|
|
||||||
def get_score(self):
|
def get_score(self):
|
||||||
"""Return the current score."""
|
"""Return the current score."""
|
||||||
return int(self.score - INIT_SCORE)
|
return int(self.score - INIT_SCORE)
|
||||||
|
|
||||||
def get_color(self):
|
|
||||||
"""Return color of a grid."""
|
|
||||||
return choice(TANGO_VALUES)[0] if self.glitch > 0 else FG_COLOR
|
|
||||||
|
|
||||||
def draw(self):
|
def draw(self):
|
||||||
"""Draw the maze."""
|
"""Draw the maze."""
|
||||||
self.surface.fill(BG_COLOR)
|
self.surface.fill(BG_COLOR)
|
||||||
|
@ -201,7 +148,7 @@ class Maze:
|
||||||
if self.map[i][j] != WALL: continue
|
if self.map[i][j] != WALL: continue
|
||||||
x, y = self.get_pos(i, j)
|
x, y = self.get_pos(i, j)
|
||||||
square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
|
square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
|
||||||
fill_aapolygon(self.surface, square, self.get_color())
|
fill_aapolygon(self.surface, square, FG_COLOR)
|
||||||
|
|
||||||
for enemy in self.enemies: enemy.draw()
|
for enemy in self.enemies: enemy.draw()
|
||||||
if not self.hero.dead: self.hero.draw()
|
if not self.hero.dead: self.hero.draw()
|
||||||
|
@ -216,46 +163,47 @@ class Maze:
|
||||||
x = int((self.centerx-self.x) * 2 / self.distance)
|
x = int((self.centerx-self.x) * 2 / self.distance)
|
||||||
y = int((self.centery-self.y) * 2 / self.distance)
|
y = int((self.centery-self.y) * 2 / self.distance)
|
||||||
if x == y == 0: return
|
if x == y == 0: return
|
||||||
for enemy in self.enemies:
|
for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
|
||||||
if self.map[enemy.x][enemy.y] == ENEMY:
|
|
||||||
self.map[enemy.x][enemy.y] = EMPTY
|
|
||||||
|
|
||||||
self.map[MIDDLE][MIDDLE] = EMPTY
|
self.map[MIDDLE][MIDDLE] = EMPTY
|
||||||
self.centerx -= x * self.distance
|
if x:
|
||||||
self.map.rotate(x)
|
self.centerx -= x * self.distance
|
||||||
self.rotatex += x
|
self.map.rotate(x)
|
||||||
self.centery -= y * self.distance
|
self.rotatex += x
|
||||||
for d in self.map: d.rotate(y)
|
if y:
|
||||||
self.rotatey += y
|
self.centery -= y * self.distance
|
||||||
|
for d in self.map: d.rotate(y)
|
||||||
|
self.rotatey += y
|
||||||
self.map[MIDDLE][MIDDLE] = HERO
|
self.map[MIDDLE][MIDDLE] = HERO
|
||||||
if self.map[self.destx][self.desty] != HERO:
|
|
||||||
self.destx += x
|
|
||||||
self.desty += y
|
|
||||||
self.stepx = self.stepy = 0
|
|
||||||
|
|
||||||
# Respawn the enemies that fall off the display
|
# Respawn the enemies that fall off the display
|
||||||
|
killist = []
|
||||||
for i, enemy in enumerate(self.enemies):
|
for i, enemy in enumerate(self.enemies):
|
||||||
enemy.place(x, y)
|
enemy.place(x, y)
|
||||||
if not self.isdisplayed(enemy.x, enemy.y):
|
if enemy.x not in self.rangex or enemy.y not in self.rangey:
|
||||||
self.score += enemy.wound
|
self.score += enemy.wound
|
||||||
enemy.die()
|
enemy.die()
|
||||||
|
killist.append(i)
|
||||||
|
for i in reversed(killist): self.enemies.pop(i)
|
||||||
self.add_enemy()
|
self.add_enemy()
|
||||||
|
|
||||||
# LockOn target is not yet updated.
|
|
||||||
if isinstance(self.target, LockOn):
|
|
||||||
self.target.place(x, y, self.isdisplayed)
|
|
||||||
|
|
||||||
# Regenerate the maze
|
# Regenerate the maze
|
||||||
if abs(self.rotatex) == CELL_WIDTH:
|
if abs(self.rotatex) == CELL_WIDTH:
|
||||||
self.rotatex = 0
|
self.rotatex = 0
|
||||||
for i in range(CELL_WIDTH): self.map[i].rotate(-self.rotatey)
|
for _ in range(CELL_WIDTH): self.map.pop()
|
||||||
for i in range(MAZE_SIZE): self.new_cell(0, i)
|
self.map.extend(new_column())
|
||||||
for i in range(CELL_WIDTH): self.map[i].rotate(self.rotatey)
|
for i in range(-CELL_WIDTH, 0):
|
||||||
|
self.map[i].rotate(self.rotatey)
|
||||||
if abs(self.rotatey) == CELL_WIDTH:
|
if abs(self.rotatey) == CELL_WIDTH:
|
||||||
self.rotatey = 0
|
self.rotatey = 0
|
||||||
self.map.rotate(-self.rotatex)
|
for i in range(MAZE_SIZE):
|
||||||
for i in range(MAZE_SIZE): self.new_cell(i, 0)
|
b, c = getrandbits(1), (i-1)*CELL_WIDTH + self.rotatex
|
||||||
self.map.rotate(self.rotatex)
|
for j, grid in enumerate(new_cell(b)):
|
||||||
|
for k in range(ROAD_WIDTH):
|
||||||
|
self.map[c + k][LAST_ROW + j] = grid
|
||||||
|
c += ROAD_WIDTH
|
||||||
|
for j, grid in enumerate(new_cell(b, False)):
|
||||||
|
for k in range(ROAD_WIDTH):
|
||||||
|
self.map[c + k][LAST_ROW + j] = grid
|
||||||
|
|
||||||
def get_distance(self, x, y):
|
def get_distance(self, x, y):
|
||||||
"""Return the distance from the center of the maze to the point
|
"""Return the distance from the center of the maze to the point
|
||||||
|
@ -265,84 +213,83 @@ 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 color == 'Orange':
|
fx = (uniform(0, sum(self.enemy_weights.values()))
|
||||||
# If called by close-range attack, this is FPS-dependant, although
|
< self.enemy_weights[color])
|
||||||
# in playable FPS (24 to infinity), the difference within 2%.
|
if (color == 'Butter' or color == 'ScarletRed') and fx:
|
||||||
self.hero.next_heal = abs(self.hero.next_heal * (1 - wound))
|
self.hero.wound += wound * 2.5
|
||||||
elif choice(ENEMIES) == color:
|
elif color == 'Orange' and fx:
|
||||||
self.hero.next_heal = -1.0 # what doesn't kill you heals you
|
self.hero.next_heal = max(self.hero.next_heal, 0) + wound*1000
|
||||||
if color == 'Butter' or color == 'ScarletRed':
|
elif color == 'SkyBlue' and fx:
|
||||||
wound *= ENEMY_HP
|
self.next_move = max(self.next_move, 0) + wound*1000
|
||||||
elif color == 'Chocolate':
|
else:
|
||||||
self.hero.highness += wound
|
self.hero.wound += wound
|
||||||
wound = 0
|
if self.enemy_weights[color] + wound < MAXW:
|
||||||
elif color == 'SkyBlue':
|
self.enemy_weights[color] += wound
|
||||||
self.next_move = max(self.next_move, 0) + wound*1000
|
if self.hero.wound > HERO_HP and not self.hero.dead: self.lose()
|
||||||
wound = 0
|
|
||||||
if wound and sum(self.hero.wounds) < MAX_WOUND:
|
|
||||||
self.hero.wounds[-1] += wound
|
|
||||||
|
|
||||||
def slash(self):
|
def slash(self):
|
||||||
"""Handle close-range attacks."""
|
"""Handle close-range attacks."""
|
||||||
for enemy in self.enemies: enemy.slash()
|
for enemy in self.enemies: enemy.slash()
|
||||||
if not self.hero.spin_queue: return
|
if not self.hero.spin_queue: return
|
||||||
for enemy in filter(lambda e: e.awake, self.enemies):
|
killist = []
|
||||||
d = self.slashd - enemy.distance
|
for i, enemy in enumerate(self.enemies):
|
||||||
|
d = self.slashd - enemy.get_distance()
|
||||||
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(SFX_SLASH_ENEMY, enemy.x, enemy.y, wound)
|
play(self.sfx_slash, wound, enemy.get_angle())
|
||||||
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:
|
||||||
self.score += enemy.wound
|
self.score += enemy.wound
|
||||||
enemy.die()
|
enemy.die()
|
||||||
|
killist.append(i)
|
||||||
|
for i in reversed(killist): self.enemies.pop(i)
|
||||||
self.add_enemy()
|
self.add_enemy()
|
||||||
|
|
||||||
def track_bullets(self):
|
def track_bullets(self):
|
||||||
"""Handle the bullets."""
|
"""Handle the bullets."""
|
||||||
self.bullets.extend(self.hero.shots)
|
if (self.hero.firing and not self.hero.slashing
|
||||||
|
and self.hero.next_strike <= 0):
|
||||||
|
self.hero.next_strike = ATTACK_SPEED
|
||||||
|
self.bullets.append(Bullet(self.surface, self.x, self.y,
|
||||||
|
self.hero.angle, 'Aluminium'))
|
||||||
|
|
||||||
fallen = []
|
fallen = []
|
||||||
block = (self.hero.spin_queue and self.hero.next_heal < 0
|
block = (self.hero.spin_queue and self.hero.next_heal <= 0
|
||||||
and self.hero.next_strike > self.hero.spin_queue / self.fps)
|
and self.hero.next_strike > self.hero.spin_queue / self.fps)
|
||||||
|
|
||||||
for i, bullet in enumerate(self.bullets):
|
for i, bullet in enumerate(self.bullets):
|
||||||
wound = bullet.fall_time / BULLET_LIFETIME
|
wound = bullet.fall_time / BULLET_LIFETIME
|
||||||
bullet.update(self.fps, self.distance)
|
bullet.update(self.fps, self.distance)
|
||||||
gridx, gridy = self.get_grid(bullet.x, bullet.y)
|
if wound < 0:
|
||||||
if wound <= 0 or not self.isdisplayed(gridx, gridy):
|
|
||||||
fallen.append(i)
|
fallen.append(i)
|
||||||
elif bullet.color == 'Aluminium':
|
elif bullet.color == 'Aluminium':
|
||||||
active_enemies = [e for e in self.enemies if e.awake]
|
x = MIDDLE + round2((bullet.x-self.x) / self.distance)
|
||||||
if self.map[gridx][gridy] == WALL and self.next_move <= 0:
|
y = MIDDLE + round2((bullet.y-self.y) / self.distance)
|
||||||
|
if self.map[x][y] == WALL and self.next_move <= 0:
|
||||||
fallen.append(i)
|
fallen.append(i)
|
||||||
if not active_enemies: continue
|
|
||||||
self.glitch = wound * 1000
|
|
||||||
enemy = new_enemy(self, gridx, gridy)
|
|
||||||
enemy.awake = True
|
|
||||||
self.map[gridx][gridy] = ENEMY
|
|
||||||
play(SFX_SPAWN, enemy.x, enemy.y)
|
|
||||||
enemy.hit(wound)
|
|
||||||
self.enemies.append(enemy)
|
|
||||||
continue
|
continue
|
||||||
for enemy in active_enemies:
|
for j, enemy in enumerate(self.enemies):
|
||||||
if bullet.get_distance(*enemy.pos) < self.distance:
|
if not enemy.awake: continue
|
||||||
|
x, y = enemy.get_pos()
|
||||||
|
if bullet.get_distance(x, y) < self.distance:
|
||||||
enemy.hit(wound)
|
enemy.hit(wound)
|
||||||
if enemy.wound >= ENEMY_HP:
|
if enemy.wound >= ENEMY_HP:
|
||||||
self.score += enemy.wound
|
self.score += enemy.wound
|
||||||
enemy.die()
|
enemy.die()
|
||||||
self.add_enemy()
|
self.enemies.pop(j)
|
||||||
play(bullet.sfx_hit, gridx, gridy, wound)
|
play(bullet.sfx_hit, wound, bullet.angle)
|
||||||
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(SFX_MISSED, gain=wound)
|
play(bullet.sfx_missed, wound, bullet.angle + pi)
|
||||||
else:
|
else:
|
||||||
self.hit_hero(wound, bullet.color)
|
self.hit_hero(wound, bullet.color)
|
||||||
play(bullet.sfx_hit, gain=wound)
|
play(bullet.sfx_hit, wound, bullet.angle + pi)
|
||||||
fallen.append(i)
|
fallen.append(i)
|
||||||
for i in reversed(fallen): self.bullets.pop(i)
|
for i in reversed(fallen): self.bullets.pop(i)
|
||||||
|
|
||||||
|
@ -360,75 +307,32 @@ class Maze:
|
||||||
return 0.0
|
return 0.0
|
||||||
for enemy in self.enemies:
|
for enemy in self.enemies:
|
||||||
x, y = self.get_pos(enemy.x, enemy.y)
|
x, y = self.get_pos(enemy.x, enemy.y)
|
||||||
if max(abs(herox - x), abs(heroy - y)) * 2 < self.distance:
|
if (max(abs(herox - x), abs(heroy - y)) * 2 < self.distance
|
||||||
|
and enemy.awake):
|
||||||
return 0.0
|
return 0.0
|
||||||
return vx or vy
|
return vx or vy
|
||||||
|
|
||||||
def expos(self, x, y):
|
|
||||||
"""Return position of the given coordinates in rounded percent."""
|
|
||||||
cx = len(self.rangex)*50 + (x - self.centerx)/self.distance*100
|
|
||||||
cy = len(self.rangey)*50 + (y - self.centery)/self.distance*100
|
|
||||||
return round(cx), round(cy)
|
|
||||||
|
|
||||||
def update_export(self, forced=False):
|
|
||||||
"""Update the maze's data export and return the last record."""
|
|
||||||
if self.next_export > 0 and not forced or self.hero.dead: return
|
|
||||||
export = defaultdict(list)
|
|
||||||
export['s'] = self.get_score()
|
|
||||||
|
|
||||||
if self.next_move <= 0:
|
|
||||||
for y in self.rangey:
|
|
||||||
export['m'].append(''.join(
|
|
||||||
COLORS[self.get_color()] if self.map[x][y] == WALL else '0'
|
|
||||||
for x in self.rangex))
|
|
||||||
|
|
||||||
x, y = self.expos(self.x, self.y)
|
|
||||||
export['h'] = [
|
|
||||||
COLORS[self.hero.get_color()], x, y, deg(self.hero.angle),
|
|
||||||
int(self.hero.next_strike <= 0), int(self.hero.next_heal <= 0)]
|
|
||||||
|
|
||||||
for enemy in self.enemies:
|
|
||||||
if enemy.isunnoticeable(): continue
|
|
||||||
x, y = self.expos(*enemy.pos)
|
|
||||||
color, angle = COLORS[enemy.get_color()], deg(enemy.angle)
|
|
||||||
export['e'].append([color, x, y, angle])
|
|
||||||
|
|
||||||
for bullet in self.bullets:
|
|
||||||
x, y = self.expos(bullet.x, bullet.y)
|
|
||||||
color, angle = COLORS[bullet.get_color()], deg(bullet.angle)
|
|
||||||
if color != '0': export['b'].append([color, x, y, angle])
|
|
||||||
|
|
||||||
if self.next_export <= 0:
|
|
||||||
export['t'] = round(self.export_rate - self.next_export)
|
|
||||||
self.export.append(export)
|
|
||||||
self.next_export = self.export_rate
|
|
||||||
return export
|
|
||||||
|
|
||||||
def update(self, fps):
|
def update(self, fps):
|
||||||
"""Update the maze."""
|
"""Update the maze."""
|
||||||
self.fps = fps
|
self.fps = fps
|
||||||
self.vx = self.is_valid_move(vx=self.vx)
|
dx = self.is_valid_move(vx=self.vx)
|
||||||
self.centerx += self.vx
|
self.centerx += dx
|
||||||
self.vy = self.is_valid_move(vy=self.vy)
|
dy = self.is_valid_move(vy=self.vy)
|
||||||
self.centery += self.vy
|
self.centery += dy
|
||||||
|
|
||||||
self.next_move -= 1000 / fps
|
self.next_move -= 1000.0 / self.fps
|
||||||
self.glitch -= 1000 / fps
|
self.next_slashfx -= 1000.0 / self.fps
|
||||||
self.next_slashfx -= 1000 / 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 dx or dy:
|
||||||
for enemy in self.enemies: enemy.wake()
|
for enemy in self.enemies: enemy.wake()
|
||||||
for bullet in self.bullets: bullet.place(self.vx, self.vy)
|
for bullet in self.bullets: bullet.place(dx, dy)
|
||||||
|
|
||||||
for enemy in self.enemies: enemy.update()
|
for enemy in self.enemies: enemy.update()
|
||||||
self.track_bullets()
|
|
||||||
if not self.hero.dead:
|
if not self.hero.dead:
|
||||||
self.hero.update(fps)
|
self.hero.update(fps)
|
||||||
self.slash()
|
self.slash()
|
||||||
if self.hero.wound >= HERO_HP: self.lose()
|
self.track_bullets()
|
||||||
self.update_export()
|
|
||||||
|
|
||||||
def resize(self, size):
|
def resize(self, size):
|
||||||
"""Resize the maze."""
|
"""Resize the maze."""
|
||||||
|
@ -447,84 +351,30 @@ class Maze:
|
||||||
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
|
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
|
||||||
self.slashd = self.hero.R + self.distance/SQRT2
|
self.slashd = self.hero.R + self.distance/SQRT2
|
||||||
|
|
||||||
def set_step(self, check=(lambda x, y: True)):
|
|
||||||
"""Work out next step on the shortest path to the destination.
|
|
||||||
|
|
||||||
Return whether target is impossible to reach and hero should
|
|
||||||
shoot toward it instead.
|
|
||||||
"""
|
|
||||||
if self.stepx or self.stepy and self.vx == self.vy == 0.0:
|
|
||||||
x, y = MIDDLE - self.stepx, MIDDLE - self.stepy
|
|
||||||
if self.stepx and not self.stepy:
|
|
||||||
nextx = x - self.stepx
|
|
||||||
n = self.map[x][y - 1] == EMPTY == self.map[nextx][y - 1]
|
|
||||||
s = self.map[x][y + 1] == EMPTY == self.map[nextx][y + 1]
|
|
||||||
self.stepy = n - s
|
|
||||||
elif not self.stepx and self.stepy:
|
|
||||||
nexty = y - self.stepy
|
|
||||||
w = self.map[x - 1][y] == EMPTY == self.map[x - 1][nexty]
|
|
||||||
e = self.map[x + 1][y] == EMPTY == self.map[x + 1][nexty]
|
|
||||||
self.stepx = w - e
|
|
||||||
return False
|
|
||||||
|
|
||||||
# Shoot WALL and ENEMY instead
|
|
||||||
if self.map[self.destx][self.desty] != EMPTY:
|
|
||||||
self.stepx = self.stepy = 0
|
|
||||||
return True
|
|
||||||
|
|
||||||
# Forest Fire algorithm
|
|
||||||
queue, visited = deque([(self.destx, self.desty)]), set()
|
|
||||||
while queue:
|
|
||||||
x, y = queue.pop()
|
|
||||||
if (x, y) in visited: continue
|
|
||||||
visited.add((x, y))
|
|
||||||
dx, dy = MIDDLE - x, MIDDLE - y
|
|
||||||
if dx**2 + dy**2 <= 2:
|
|
||||||
# Succeeded on finding a path
|
|
||||||
self.stepx, self.stepy = dx, dy
|
|
||||||
return False
|
|
||||||
for i, j in around(x, y):
|
|
||||||
if self.map[i][j] == EMPTY and check(i, j):
|
|
||||||
queue.appendleft((i, j))
|
|
||||||
# Failed to find way to move to target
|
|
||||||
self.stepx = self.stepy = 0
|
|
||||||
return True
|
|
||||||
|
|
||||||
def isfast(self):
|
def isfast(self):
|
||||||
"""Return if the hero is moving faster than HERO_SPEED."""
|
"""Return if the hero is moving faster than HERO_SPEED."""
|
||||||
return (self.vx**2+self.vy**2)**0.5*self.fps > HERO_SPEED*self.distance
|
return (self.vx**2+self.vy**2)**0.5*self.fps > HERO_SPEED*self.distance
|
||||||
|
|
||||||
def dump_records(self):
|
|
||||||
"""Dump JSON records."""
|
|
||||||
if self.export_dir:
|
|
||||||
with open(json_rec(self.export_dir), 'w') as f:
|
|
||||||
json.dump(self.export, f, separators=JSON_SEPARATORS)
|
|
||||||
|
|
||||||
def lose(self):
|
def lose(self):
|
||||||
"""Handle loses."""
|
"""Handle loses."""
|
||||||
self.hero.dead = True
|
self.hero.dead = True
|
||||||
self.hero.wound = HERO_HP
|
|
||||||
self.hero.slashing = self.hero.firing = False
|
self.hero.slashing = self.hero.firing = False
|
||||||
self.destx = self.desty = MIDDLE
|
|
||||||
self.stepx = self.stepy = 0
|
|
||||||
self.vx = self.vy = 0.0
|
self.vx = self.vy = 0.0
|
||||||
play(SFX_LOSE)
|
play(self.sfx_lose)
|
||||||
self.dump_records()
|
|
||||||
|
|
||||||
def reinit(self):
|
def reinit(self):
|
||||||
"""Open new game."""
|
"""Open new game."""
|
||||||
self.centerx, self.centery = self.w / 2, self.h / 2
|
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
|
||||||
self.score, self.export = INIT_SCORE, []
|
self.score = INIT_SCORE
|
||||||
self.new_map()
|
self.map = deque()
|
||||||
|
for _ in range(MAZE_SIZE): self.map.extend(new_column())
|
||||||
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 = 0.0
|
||||||
self.target = LockOn(MIDDLE, MIDDLE, retired=True)
|
self.hero.next_heal = self.hero.next_strike = 0
|
||||||
self.hero.next_heal = -1.0
|
|
||||||
self.hero.highness = 0.0
|
|
||||||
self.hero.slashing = self.hero.firing = self.hero.dead = False
|
self.hero.slashing = self.hero.firing = self.hero.dead = False
|
||||||
self.hero.spin_queue = self.hero.wound = 0.0
|
self.hero.spin_queue = self.hero.wound = 0.0
|
||||||
self.hero.wounds = deque([0.0])
|
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
||||||
# misc.py - module for miscellaneous functions
|
# misc.py - module for miscellaneous functions
|
||||||
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -18,17 +19,16 @@
|
||||||
|
|
||||||
__doc__ = 'Brutal Maze module for miscellaneous functions'
|
__doc__ = 'Brutal Maze module for miscellaneous functions'
|
||||||
|
|
||||||
from datetime import datetime
|
from math import degrees, cos, sin, pi
|
||||||
from itertools import chain
|
from random import uniform
|
||||||
from math import cos, degrees, pi, sin
|
|
||||||
from os import path
|
|
||||||
from random import shuffle
|
|
||||||
|
|
||||||
import pygame
|
import pygame
|
||||||
from palace import Buffer, Source
|
from pygame.gfxdraw import filled_polygon, aapolygon
|
||||||
from pygame.gfxdraw import aapolygon, filled_polygon
|
|
||||||
|
|
||||||
from .constants import ADJACENTS, CORNERS, MIDDLE
|
|
||||||
|
def round2(number):
|
||||||
|
"""Round a number to an int."""
|
||||||
|
return int(round(number))
|
||||||
|
|
||||||
|
|
||||||
def randsign():
|
def randsign():
|
||||||
|
@ -37,9 +37,9 @@ def randsign():
|
||||||
|
|
||||||
|
|
||||||
def regpoly(n, R, r, x, y):
|
def regpoly(n, R, r, x, y):
|
||||||
"""Return pointlist of a regular n-gon with circumradius of R,
|
"""Return the pointlist of the regular polygon with n sides,
|
||||||
center point I(x, y) and corner A that angle of vector IA is r
|
circumradius of R, the center point I(x, y) and one point A make the
|
||||||
(in radians).
|
vector IA with angle r (in radians).
|
||||||
"""
|
"""
|
||||||
r %= pi * 2
|
r %= pi * 2
|
||||||
angles = [r + pi*2*side/n for side in range(n)]
|
angles = [r + pi*2*side/n for side in range(n)]
|
||||||
|
@ -47,7 +47,7 @@ def regpoly(n, R, r, x, y):
|
||||||
|
|
||||||
|
|
||||||
def fill_aapolygon(surface, points, color):
|
def fill_aapolygon(surface, points, color):
|
||||||
"""Draw a filled polygon with anti-aliased edges onto a surface."""
|
"""Draw a filled polygon with anti aliased edges onto a surface."""
|
||||||
aapolygon(surface, points, color)
|
aapolygon(surface, points, color)
|
||||||
filled_polygon(surface, points, color)
|
filled_polygon(surface, points, color)
|
||||||
|
|
||||||
|
@ -58,43 +58,44 @@ def sign(n):
|
||||||
|
|
||||||
|
|
||||||
def deg(x):
|
def deg(x):
|
||||||
"""Convert angle x from radians to degrees,
|
"""Convert angle x from radians to degrees casted to a nonnegative
|
||||||
casted to a nonnegative integer.
|
integer.
|
||||||
"""
|
"""
|
||||||
return round((lambda a: a if a > 0 else a + 360)(degrees(x)))
|
return round2((lambda a: a if a > 0 else a + 360)(degrees(x)))
|
||||||
|
|
||||||
|
|
||||||
def join(iterable, sep=' ', end='\n'):
|
def cosin(x):
|
||||||
"""Return a string which is the concatenation of string
|
"""Return the sum of cosine and sine of x (measured in radians)."""
|
||||||
representations of objects in the iterable, separated by sep.
|
return cos(x) + sin(x)
|
||||||
|
|
||||||
end is appended to the resulting string.
|
|
||||||
|
def choices(d):
|
||||||
|
"""Choose a random key from a dict which has values being relative
|
||||||
|
weights of the coresponding keys.
|
||||||
"""
|
"""
|
||||||
return sep.join(map(str, iterable)) + end
|
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 around(x, y):
|
def play(sound, volume=1.0, angle=None):
|
||||||
"""Return grids around the given one in random order."""
|
"""Play a pygame.mixer.Sound at the given volume."""
|
||||||
a = [(x + i, y + j) for i, j in ADJACENTS]
|
if pygame.mixer.get_init() is None: return
|
||||||
shuffle(a)
|
if pygame.mixer.find_channel() is None:
|
||||||
c = [(x + i, y + j) for i, j in CORNERS]
|
pygame.mixer.set_num_channels(pygame.mixer.get_num_channels() + 1)
|
||||||
shuffle(c)
|
|
||||||
return chain(a, c)
|
|
||||||
|
|
||||||
|
channel = sound.play()
|
||||||
def json_rec(directory):
|
if angle is None:
|
||||||
"""Return path to JSON file to be created inside the given directory
|
channel.set_volume(volume)
|
||||||
based on current time local to timezone in ISO 8601 format.
|
else:
|
||||||
"""
|
delta = cos(angle)
|
||||||
return path.join(
|
volumes = [volume * (1-delta), volume * (1+delta)]
|
||||||
directory, '{}.json'.format(datetime.now().isoformat()[:19]))
|
for i, v in enumerate(volumes):
|
||||||
|
if v > 1:
|
||||||
|
volumes[i - 1] += v - 1
|
||||||
def play(sound: str, x: float = MIDDLE, y: float = MIDDLE,
|
volumes[i] = 1.0
|
||||||
gain: float = 1.0) -> Source:
|
sound.set_volume(1.0)
|
||||||
"""Play a sound at the given position."""
|
channel.set_volume(*volumes)
|
||||||
source = Buffer(sound).play()
|
|
||||||
source.spatialize = True
|
|
||||||
source.position = x, -y, 0
|
|
||||||
source.gain = gain
|
|
||||||
return source
|
|
||||||
|
|
|
@ -6,12 +6,10 @@ Maximum FPS: 60
|
||||||
|
|
||||||
[Sound]
|
[Sound]
|
||||||
Muted: no
|
Muted: no
|
||||||
# Volume must be between 0.0 and 1.0.
|
# Volume must be between 0.0 and 1.0
|
||||||
Music volume: 1.0
|
Music volume: 1.0
|
||||||
|
|
||||||
[Control]
|
[Control]
|
||||||
# Touch-friendly control
|
|
||||||
Touch: no
|
|
||||||
# Input values should be either from Mouse1 to Mouse3 or a keyboard key
|
# Input values should be either from Mouse1 to Mouse3 or a keyboard key
|
||||||
# and they are case-insensitively read.
|
# and they are case-insensitively read.
|
||||||
# Aliases for special keys are listed here (without the K_ part):
|
# Aliases for special keys are listed here (without the K_ part):
|
||||||
|
@ -20,24 +18,18 @@ Touch: no
|
||||||
New game: F2
|
New game: F2
|
||||||
Toggle pause: p
|
Toggle pause: p
|
||||||
Toggle mute: m
|
Toggle mute: m
|
||||||
Move left: a
|
Move left: Left
|
||||||
Move right: d
|
Move right: Right
|
||||||
Move up: w
|
Move up: Up
|
||||||
Move down: s
|
Move down: Down
|
||||||
Long-range attack: Mouse1
|
Long-range attack: Mouse1
|
||||||
Close-range attack: Mouse3
|
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]
|
[Server]
|
||||||
# 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: 42069
|
Port: 8089
|
||||||
# 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).
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
|
# -*- coding: utf-8 -*-
|
||||||
# characters.py - module for weapon classes
|
# characters.py - module for weapon classes
|
||||||
# Copyright (C) 2017-2020 Nguyễn Gia Phong
|
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
|
||||||
#
|
#
|
||||||
# This file is part of Brutal Maze.
|
# This file is part of Brutal Maze.
|
||||||
#
|
#
|
||||||
|
@ -20,9 +21,9 @@ __doc__ = 'Brutal Maze module for weapon classes'
|
||||||
|
|
||||||
from math import cos, sin
|
from math import cos, sin
|
||||||
|
|
||||||
from .constants import (BG_COLOR, BULLET_LIFETIME, BULLET_SPEED,
|
from .constants import (BULLET_LIFETIME, SFX_SHOT_ENEMY, SFX_SHOT_HERO,
|
||||||
ENEMY_HP, SFX_SHOT_ENEMY, SFX_SHOT_HERO, TANGO)
|
SFX_MISSED, BULLET_SPEED, ENEMY_HP, TANGO, BG_COLOR)
|
||||||
from .misc import fill_aapolygon, regpoly
|
from .misc import regpoly, fill_aapolygon
|
||||||
|
|
||||||
|
|
||||||
class Bullet:
|
class Bullet:
|
||||||
|
@ -34,7 +35,8 @@ 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 (str): sound effect indicating target was hit
|
sfx_hit (pygame.mixer.Sound): 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
|
||||||
|
@ -44,13 +46,14 @@ 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 / fps
|
self.fall_time -= 1000.0 / fps
|
||||||
|
|
||||||
def get_color(self):
|
def get_color(self):
|
||||||
"""Return current color of the enemy."""
|
"""Return current color of the enemy."""
|
||||||
|
@ -73,22 +76,3 @@ class Bullet:
|
||||||
def get_distance(self, x, y):
|
def get_distance(self, x, y):
|
||||||
"""Return the from the center of the bullet to the point (x, y)."""
|
"""Return the from the center of the bullet to the point (x, y)."""
|
||||||
return ((self.x-x)**2 + (self.y-y)**2)**0.5
|
return ((self.x-x)**2 + (self.y-y)**2)**0.5
|
||||||
|
|
||||||
|
|
||||||
class LockOn:
|
|
||||||
"""Lock-on device to assist hero's aiming.
|
|
||||||
This is used as a mutable object to represent a grid of wall.
|
|
||||||
|
|
||||||
Attributes:
|
|
||||||
x, y (int): coordinates of the target (in grids)
|
|
||||||
retired (bool): flag indicating if the target is retired
|
|
||||||
"""
|
|
||||||
def __init__(self, x, y, retired=False):
|
|
||||||
self.x, self.y = x, y
|
|
||||||
self.retired = retired
|
|
||||||
|
|
||||||
def place(self, x, y, isdisplayed):
|
|
||||||
"""Move the target by (x, y) (in grids)."""
|
|
||||||
self.x += x
|
|
||||||
self.y += y
|
|
||||||
if not isdisplayed(self.x, self.y): self.retired = True
|
|
||||||
|
|
|
@ -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 = 42069;
|
const int port = 8089;
|
||||||
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();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -1,72 +1,40 @@
|
||||||
#!/usr/bin/env python3
|
#!/usr/bin/env python3
|
||||||
from contextlib import closing, suppress
|
from math import inf, atan2, degrees
|
||||||
from math import atan2, degrees, inf
|
|
||||||
from random import randrange, shuffle
|
|
||||||
from socket import socket
|
from socket import socket
|
||||||
|
from random import randint
|
||||||
|
|
||||||
AROUND = [5, 2, 1, 0, 3, 6, 7, 8]
|
clientsocket = socket()
|
||||||
|
clientsocket.connect(('localhost', 8089))
|
||||||
|
while True:
|
||||||
|
length = clientsocket.recv(7).decode()
|
||||||
|
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 = [[bool(int(i)) for i in 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, mobility = (bool(int(next(data))) for _ in range(2))
|
||||||
|
|
||||||
|
shortest = angle = inf
|
||||||
|
for _ in range(ne):
|
||||||
|
p = (lambda c: 0 if c == 48 else 3 - (c-97)%3)(ord(next(data)))
|
||||||
|
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)
|
||||||
|
# calculate to dodge from bullets is a bit too much for an example
|
||||||
|
|
||||||
def get_moves(y, x):
|
move = 4 if ne and hp > 2 else 0
|
||||||
"""Return tuple of encoded moves."""
|
if angle == inf:
|
||||||
return ((y - 1, x - 1), (y - 1, x), (y - 1, x + 1), # noqa
|
angle, attack = ha, 0
|
||||||
(y, x - 1), (y, x), (y, x + 1), # noqa
|
elif not attackable:
|
||||||
(y + 1, x - 1), (y + 1, x), (y + 1, x + 1)) # noqa
|
attack = 0
|
||||||
|
elif shortest < 160 or hp < 3:
|
||||||
|
move, angle, attack = 8, ha, 2
|
||||||
def is_wall(maze, y, x):
|
|
||||||
"""Return weather the cell (x, y) is wall."""
|
|
||||||
return maze[y][x] != '0'
|
|
||||||
|
|
||||||
|
|
||||||
def get_move(maze, move):
|
|
||||||
"""Return an outstanding move."""
|
|
||||||
moves, around = get_moves(len(maze) // 2, len(maze[0]) // 2), AROUND[:]
|
|
||||||
if move != 4 and not is_wall(maze, *moves[move]): return move
|
|
||||||
if move == 4:
|
|
||||||
shuffle(around)
|
|
||||||
else:
|
else:
|
||||||
idx = AROUND.index(move)
|
attack = 1
|
||||||
around.sort(key=lambda i: abs(abs(abs(AROUND.index(i)-idx)-4)-4))
|
clientsocket.send('{} {} {}'.format(move, angle, attack).encode())
|
||||||
for move in around:
|
clientsocket.close()
|
||||||
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())
|
|
||||||
|
|
|
@ -1,20 +0,0 @@
|
||||||
# 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)
|
|
|
@ -1,35 +0,0 @@
|
||||||
@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
|
|
|
@ -1 +0,0 @@
|
||||||
sphinx >= 3.*
|
|
|
@ -1,101 +0,0 @@
|
||||||
// @license magnet:?xt=urn:btih:0b31508aeb0634b347b8270c7bee4d411b5d4109&dn=agpl-3.0.txt AGPL v3.0
|
|
||||||
// Copyright (C) 2018 Nguyễn Gia Phong
|
|
||||||
const PERIGON = Math.PI * 2;
|
|
||||||
const TANGO = {'a': '#fce94f', 'b': '#edd400', 'c': '#c4a000', // Butter
|
|
||||||
'd': '#fcaf3e', 'e': '#f57900', 'f': '#ce5c00', // Orange
|
|
||||||
'g': '#e9b96e', 'h': '#c17d11', 'i': '#8f5902', // Chocolate
|
|
||||||
'j': '#8ae234', 'k': '#73d216', 'l': '#4e9a06', // Chameleon
|
|
||||||
'm': '#729fcf', 'n': '#3465a4', 'o': '#204a87', // Sky Blue
|
|
||||||
'p': '#ad7fa8', 'q': '#75507b', 'r': '#5c3566', // Plum
|
|
||||||
's': '#ef2929', 't': '#cc0000', 'u': '#a40000', // Scarlet Red
|
|
||||||
'v': '#eeeeec', 'w': '#d3d7cf', 'x': '#babdb6', // Aluminium
|
|
||||||
'y': '#888a85', 'z': '#555753', '0': '#2e3436'};
|
|
||||||
var mw, mh; // maze width and height in grids
|
|
||||||
|
|
||||||
// Resize canvas to fit page.
|
|
||||||
function resizeCanvas(canvas) {
|
|
||||||
canvas.width = window.innerWidth;
|
|
||||||
canvas.height = window.innerHeight;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw on the given canvas a c-colored regular n-gon with circumradius of R,
|
|
||||||
// center point I(x, y) and corner A that angle of vector IA is r (in radians).
|
|
||||||
function drawPolygon(canvas, n, c, x, y, r, R) {
|
|
||||||
var ctx = canvas.getContext('2d');
|
|
||||||
ctx.beginPath();
|
|
||||||
r = r * Math.PI / 180 % PERIGON;
|
|
||||||
ctx.moveTo(x + R*Math.cos(r), y + R*Math.sin(r));
|
|
||||||
for (var i = 1; i < n; i++) {
|
|
||||||
r += PERIGON / n;
|
|
||||||
ctx.lineTo(x + R*Math.cos(r), y + R*Math.sin(r));
|
|
||||||
}
|
|
||||||
ctx.closePath();
|
|
||||||
ctx.fillStyle = TANGO[c];
|
|
||||||
ctx.fill();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Draw the maze, hero, enemies and bullets of the given frame.
|
|
||||||
function drawFrame(canvas, frame) {
|
|
||||||
var cw = canvas.width, ch = canvas.height;
|
|
||||||
var maze = frame.m;
|
|
||||||
if (maze) {
|
|
||||||
mw = maze[0].length;
|
|
||||||
mh = maze.length;
|
|
||||||
}
|
|
||||||
unit = Math.min(cw / (mw + 1), ch / (mh + 1));
|
|
||||||
eR = unit / Math.sqrt(2);
|
|
||||||
hR = unit * 2 / Math.pow(27, 0.25);
|
|
||||||
bR = unit / 4;
|
|
||||||
|
|
||||||
var hero = frame.h;
|
|
||||||
var x0 = cw/2 - hero[1]/100*unit, y0 = ch/2 - hero[2]/100*unit;
|
|
||||||
|
|
||||||
canvas.getContext('2d').clearRect(0, 0, cw, ch);
|
|
||||||
if (maze)
|
|
||||||
for (var row = 0; row < mh; row++)
|
|
||||||
for (var column = 0; column < mw; column++)
|
|
||||||
if (maze[row][column] != '0') {
|
|
||||||
var x = x0 + column*unit, y = y0 + row*unit;
|
|
||||||
var ctx = canvas.getContext('2d');
|
|
||||||
ctx.fillStyle = TANGO[maze[row][column]];
|
|
||||||
ctx.fillRect(x, y, unit + 1, unit + 1);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (frame.e)
|
|
||||||
for (let enemy of frame.e)
|
|
||||||
drawPolygon(canvas, 4, enemy[0], x0 + enemy[1]/100*unit,
|
|
||||||
y0 + enemy[2]/100*unit, enemy[3], eR);
|
|
||||||
drawPolygon(canvas, 4 - hero[5], hero[0], cw / 2, ch / 2, hero[3], hR);
|
|
||||||
|
|
||||||
if (frame.b)
|
|
||||||
for (let bullet of frame.b)
|
|
||||||
drawPolygon(canvas, 5, bullet[0], x0 + bullet[1]/100*unit,
|
|
||||||
y0 + bullet[2]/100*unit, bullet[3], bR);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Recursive function to loop with window.setTimeout.
|
|
||||||
function playRecord(canvas, record, index) {
|
|
||||||
if (index >= record.length) {
|
|
||||||
document.title = 'Brutal Maze record player';
|
|
||||||
document.getElementById('input').style.display = '';
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
frame = record[index];
|
|
||||||
document.title = `Score: ${frame.s}`;
|
|
||||||
setTimeout(function () {
|
|
||||||
drawFrame(canvas, frame);
|
|
||||||
playRecord(canvas, record, index + 1);
|
|
||||||
}, frame.t);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Fetch JSON record and parse to playRecord.
|
|
||||||
function playJSON() {
|
|
||||||
fetch(document.getElementById('record').value).then(function(res) {
|
|
||||||
return res.json();
|
|
||||||
}).then(function(record) {
|
|
||||||
document.getElementById('input').style.display = 'none';
|
|
||||||
playRecord(document.getElementById('canvas'), record, 0);
|
|
||||||
}).catch(error => alert(error));
|
|
||||||
}
|
|
||||||
// @license-end
|
|
|
@ -1,34 +0,0 @@
|
||||||
html, body {
|
|
||||||
width: 100%;
|
|
||||||
height: 100%;
|
|
||||||
margin: 0px;
|
|
||||||
border: 0;
|
|
||||||
overflow: hidden;
|
|
||||||
display: block;
|
|
||||||
background-color: #2e3436;
|
|
||||||
}
|
|
||||||
|
|
||||||
canvas {
|
|
||||||
left: 0px;
|
|
||||||
top: 0px;
|
|
||||||
background-color: #2e3436;
|
|
||||||
}
|
|
||||||
|
|
||||||
div {
|
|
||||||
display: flex;
|
|
||||||
justify-content: center;
|
|
||||||
}
|
|
||||||
|
|
||||||
input {
|
|
||||||
border: none;
|
|
||||||
border-radius: 4px;
|
|
||||||
background-color: #eeeeec;
|
|
||||||
color: #2e3436;
|
|
||||||
font-size: 1.25em;
|
|
||||||
padding: 0.3em;
|
|
||||||
margin: 0.2em 0.1em;
|
|
||||||
}
|
|
||||||
|
|
||||||
input[type=text] {
|
|
||||||
width: 50vw;
|
|
||||||
}
|
|
|
@ -1,29 +0,0 @@
|
||||||
<!DOCTYPE html>
|
|
||||||
<html>
|
|
||||||
<meta charset='utf-8'>
|
|
||||||
<title>Brutal Maze record player</title>
|
|
||||||
<link rel='icon' type='image/png' href='_static/favicon.ico'>
|
|
||||||
<link rel='stylesheet' type='text/css' href='_static/recplayer.css'>
|
|
||||||
<script src='_static/brutalma.js'></script>
|
|
||||||
|
|
||||||
<body>
|
|
||||||
<div id='input'>
|
|
||||||
<input id='record' type='text' name='record' value='record.json'>
|
|
||||||
<input id='button' type='button' value='Play JSON record'>
|
|
||||||
</div>
|
|
||||||
<canvas id='canvas' width='640' height='480'></canvas>
|
|
||||||
<script>
|
|
||||||
// @license magnet:?xt=urn:btih:0b31508aeb0634b347b8270c7bee4d411b5d4109&dn=agpl-3.0.txt AGPL v3.0
|
|
||||||
var canvas = document.getElementById('canvas');
|
|
||||||
resizeCanvas(canvas);
|
|
||||||
window.onresize = function() {resizeCanvas(canvas)};
|
|
||||||
document.getElementById('record').onkeypress = function (event) {
|
|
||||||
if (event.key == 'Enter') {
|
|
||||||
playJSON();
|
|
||||||
}
|
|
||||||
};
|
|
||||||
document.getElementById('button').onclick = playJSON;
|
|
||||||
// @license-end
|
|
||||||
</script>
|
|
||||||
</body>
|
|
||||||
</html>
|
|
|
@ -1,61 +0,0 @@
|
||||||
# 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']
|
|
|
@ -1,129 +0,0 @@
|
||||||
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.
|
|
|
@ -1,109 +0,0 @@
|
||||||
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 |
|
@ -1,116 +0,0 @@
|
||||||
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
|
|
|
@ -1,24 +0,0 @@
|
||||||
<?xml version="1.0" standalone="no"?>
|
|
||||||
<!--
|
|
||||||
This work is licensed under the Creative Commons Attribution-ShareAlike 4.0
|
|
||||||
International License. To view a copy of this license, visit
|
|
||||||
http://creativecommons.org/licenses/by-sa/4.0/ or send a letter
|
|
||||||
to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA.
|
|
||||||
-->
|
|
||||||
<svg xmlns="http://www.w3.org/2000/svg"
|
|
||||||
width="576" height="576" viewBox="-288 -288 576 576">
|
|
||||||
<title>Brutal Maze icon in Scalable Vector Graphics</title>
|
|
||||||
<path fill="#2e3436"
|
|
||||||
d="M 0 288
|
|
||||||
C 126.2 288, 196.3563 288, 242.1782 242.1782
|
|
||||||
C 288 196.3563, 288 126.2, 288 0
|
|
||||||
C 288 -126.2, 288 -196.3563, 242.1782 -242.1782
|
|
||||||
C 196.3563 -288, 126.2,-288, 0 -288
|
|
||||||
C -126.2 -288, -196.3563 -288, -242.1782 -242.1782
|
|
||||||
C -288 -196.3563, -288 -126.2, -288 0
|
|
||||||
C -288 126.2, -288 196.3563, -242.1782 242.1782
|
|
||||||
C -196.3563 288, -126.2 288, 0 288
|
|
||||||
Z"/>
|
|
||||||
<polygon points="-119.1174 -119.1174, 162.7174 -43.6, -43.6 162.7174"
|
|
||||||
style="fill:#eeeeec"/>
|
|
||||||
</svg>
|
|
Before Width: | Height: | Size: 1.0 KiB |
Before Width: | Height: | Size: 179 B |
Before Width: | Height: | Size: 163 B |
Before Width: | Height: | Size: 121 B |
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Before Width: | Height: | Size: 152 B |
Before Width: | Height: | Size: 180 B |
Before Width: | Height: | Size: 191 B |
Before Width: | Height: | Size: 197 B |
Before Width: | Height: | Size: 225 B |
Before Width: | Height: | Size: 161 B |
Before Width: | Height: | Size: 127 B |
Before Width: | Height: | Size: 166 B |
Before Width: | Height: | Size: 198 B |
Before Width: | Height: | Size: 207 B |
Before Width: | Height: | Size: 170 B |
Before Width: | Height: | Size: 204 B |
Before Width: | Height: | Size: 159 B |
Before Width: | Height: | Size: 166 B |
Before Width: | Height: | Size: 227 B |
Before Width: | Height: | Size: 220 B |
Before Width: | Height: | Size: 195 B |
Before Width: | Height: | Size: 203 B |
Before Width: | Height: | Size: 199 B |
Before Width: | Height: | Size: 205 B |
Before Width: | Height: | Size: 195 B |
Before Width: | Height: | Size: 200 B |
Before Width: | Height: | Size: 7.3 KiB |
Before Width: | Height: | Size: 9.0 KiB |
|
@ -1,37 +0,0 @@
|
||||||
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>
|
|
|
@ -1,38 +0,0 @@
|
||||||
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
|
|
|
@ -1,250 +0,0 @@
|
||||||
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
|
|
|
@ -1,32 +0,0 @@
|
||||||
[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'
|
|
After Width: | Height: | Size: 9.8 KiB |
|
@ -0,0 +1,32 @@
|
||||||
|
#!/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='0.6.5',
|
||||||
|
description='A minimalist hack and slash game with fast-paced action',
|
||||||
|
long_description=long_description,
|
||||||
|
url='https://github.com/McSinyx/brutalmaze',
|
||||||
|
author='Nguyễn Gia Phong',
|
||||||
|
author_email='vn.mcsinyx@gmail.com',
|
||||||
|
license='GPLv3+',
|
||||||
|
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 action-game arcade-game maze socket-server 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']})
|
21
tox.ini
|
@ -1,21 +0,0 @@
|
||||||
[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
|
|
|
@ -0,0 +1 @@
|
||||||
|
Subproject commit 8f40eb7b3d368076bb2b9fc4d268472af62e2886
|