brutalmaze/brutalmaze/maze.py

430 lines
17 KiB
Python

# -*- coding: utf-8 -*-
# maze.py - module for the maze class
# Copyright (C) 2017, 2018 Nguyễn Gia Phong
#
# This file is part of Brutal Maze.
#
# Brutal Maze is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as
# published by the Free Software Foundation, either version 3 of the
# License, or (at your option) any later version.
#
# Brutal Maze is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with Brutal Maze. If not, see <https://www.gnu.org/licenses/>.
__doc__ = 'Brutal Maze module for the maze class'
from collections import deque, defaultdict
from math import pi, log
from random import choice, getrandbits, uniform
import pygame
from .characters import Hero, new_enemy
from .constants import (
EMPTY, WALL, HERO, ROAD_WIDTH, MAZE_SIZE, MIDDLE, INIT_SCORE, ENEMIES,
MINW, MAXW, SQRT2, SFX_SPAWN, SFX_SLASH_ENEMY, SFX_LOSE, ADJACENTS,
BG_COLOR, FG_COLOR, CELL_WIDTH, LAST_ROW, HERO_HP, ENEMY_HP, ATTACK_SPEED,
HERO_SPEED, BULLET_LIFETIME)
from .misc import round2, sign, around, regpoly, fill_aapolygon, play
from .weapons import Bullet
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:
"""Object representing the maze, including the characters.
Attributes:
w, h (int): width and height of the display (in px)
fps (float): current frame rate
surface (pygame.Surface): the display to draw on
distance (float): distance between centers of grids (in px)
x, y (int): coordinates of the center of the hero (in px)
centerx, centery (float): center grid's center's coordinates (in px)
rangex, rangey (list): range of the index of the grids on display
score (float): current score
map (deque of deque): map of grids representing objects on the maze
vx, vy (float): velocity of the maze movement (in pixels per frame)
rotatex, rotatey (int): grids rotated
bullets (list of Bullet): flying bullets
enemy_weights (dict): probabilities of enemies to be created
enemies (list of Enemy): alive enemies
hero (Hero): the hero
destx, desty (int): the grid the hero is moving to
stepx, stepy (int): direction the maze is moving
next_move (float): time until the hero gets mobilized (in ms)
next_slashfx (float): time until next slash effect of the hero (in ms)
slashd (float): minimum distance for slashes to be effective
sfx_slash (pygame.mixer.Sound): sound effect of slashed enemy
sfx_lose (pygame.mixer.Sound): sound effect to be played when you lose
"""
def __init__(self, fps, size, headless):
self.fps = fps
self.w, self.h = size
if headless:
self.surface = None
else:
self.surface = pygame.display.set_mode(size, pygame.RESIZABLE)
self.distance = (self.w * self.h / 416) ** 0.5
self.x, self.y = 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)
self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
self.score = INIT_SCORE
self.map = deque()
for _ in range(MAZE_SIZE): self.map.extend(new_column())
self.vx = self.vy = 0.0
self.rotatex = self.rotatey = 0
self.bullets, self.enemies = [], []
self.enemy_weights = {color: MINW for color in ENEMIES}
self.add_enemy()
self.hero = Hero(self.surface, fps, size)
self.map[MIDDLE][MIDDLE] = HERO
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.next_move = self.next_slashfx = 0.0
self.slashd = self.hero.R + self.distance/SQRT2
self.sfx_spawn = SFX_SPAWN
self.sfx_slash = SFX_SLASH_ENEMY
self.sfx_lose = SFX_LOSE
def add_enemy(self):
"""Add enough enemies."""
walls = [(i, j) for i in self.rangex for j in self.rangey
if self.map[i][j] == WALL]
plums = [e for e in self.enemies if e.color == 'Plum' and e.awake]
plum = choice(plums) if plums else None
num = log(self.score, INIT_SCORE)
while walls and len(self.enemies) < num:
x, y = choice(walls)
if all(self.map[x + a][y + b] == WALL for a, b in ADJACENTS):
continue
enemy = new_enemy(self, x, y)
self.enemies.append(enemy)
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):
"""Return coordinate of the center of the grid (x, y)."""
return (self.centerx + (x - MIDDLE)*self.distance,
self.centery + (y - MIDDLE)*self.distance)
def get_score(self):
"""Return the current score."""
return int(self.score - INIT_SCORE)
def draw(self):
"""Draw the maze."""
self.surface.fill(BG_COLOR)
if self.next_move <= 0:
for i in self.rangex:
for j in self.rangey:
if self.map[i][j] != WALL: continue
x, y = self.get_pos(i, j)
square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
fill_aapolygon(self.surface, square, FG_COLOR)
for enemy in self.enemies: enemy.draw()
if not self.hero.dead: self.hero.draw()
bullet_radius = self.distance / 4
for bullet in self.bullets: bullet.draw(bullet_radius)
pygame.display.flip()
pygame.display.set_caption(
'Brutal Maze - Score: {}'.format(self.get_score()))
def rotate(self):
"""Rotate the maze if needed."""
x = int((self.centerx-self.x) * 2 / self.distance)
y = int((self.centery-self.y) * 2 / self.distance)
if x == y == 0: return
for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
self.map[MIDDLE][MIDDLE] = EMPTY
self.centerx -= x * self.distance
self.map.rotate(x)
self.rotatex += x
self.centery -= y * self.distance
for d in self.map: d.rotate(y)
self.rotatey += y
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
killist = []
for i, enemy in enumerate(self.enemies):
enemy.place(x, y)
if not (self.rangex[0] <= enemy.x <= self.rangex[-1]
and self.rangey[0] <= enemy.y <= self.rangey[-1]):
self.score += enemy.wound
enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
# Regenerate the maze
if abs(self.rotatex) == CELL_WIDTH:
self.rotatex = 0
for _ in range(CELL_WIDTH): self.map.pop()
self.map.extend(new_column())
for i in range(-CELL_WIDTH, 0):
self.map[i].rotate(self.rotatey)
if abs(self.rotatey) == CELL_WIDTH:
self.rotatey = 0
for i in range(MAZE_SIZE):
b, c = getrandbits(1), (i-1)*CELL_WIDTH + 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):
"""Return the distance from the center of the maze to the point
(x, y).
"""
return ((self.x-x)**2 + (self.y-y)**2)**0.5
def hit_hero(self, wound, color):
"""Handle the hero when he loses HP."""
fx = (uniform(0, sum(self.enemy_weights.values()))
< self.enemy_weights[color])
if (color == 'Butter' or color == 'ScarletRed') and fx:
self.hero.wound += wound * 2.5
elif color == 'Orange' and fx:
self.hero.next_heal = max(self.hero.next_heal, 0) + wound*1000
elif color == 'SkyBlue' and fx:
self.next_move = max(self.next_move, 0) + wound*1000
else:
self.hero.wound += wound
if self.enemy_weights[color] + wound < MAXW:
self.enemy_weights[color] += wound
if self.hero.wound > HERO_HP and not self.hero.dead: self.lose()
def slash(self):
"""Handle close-range attacks."""
for enemy in self.enemies: enemy.slash()
if not self.hero.spin_queue: return
killist = []
for i, enemy in enumerate(self.enemies):
d = self.slashd - enemy.get_distance()
if d > 0:
wound = d * SQRT2 / self.distance
if self.next_slashfx <= 0:
play(self.sfx_slash, wound, enemy.get_angle())
self.next_slashfx = ATTACK_SPEED
enemy.hit(wound / self.hero.spin_speed)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
enemy.die()
killist.append(i)
for i in reversed(killist): self.enemies.pop(i)
self.add_enemy()
def track_bullets(self):
"""Handle the bullets."""
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 = []
block = (self.hero.spin_queue and self.hero.next_heal <= 0
and self.hero.next_strike > self.hero.spin_queue / self.fps)
for i, bullet in enumerate(self.bullets):
wound = bullet.fall_time / BULLET_LIFETIME
bullet.update(self.fps, self.distance)
if wound < 0:
fallen.append(i)
elif bullet.color == 'Aluminium':
x = MIDDLE + round2((bullet.x-self.x) / self.distance)
y = MIDDLE + round2((bullet.y-self.y) / self.distance)
if self.map[x][y] == WALL and self.next_move <= 0:
fallen.append(i)
continue
for j, enemy in enumerate(self.enemies):
if not enemy.awake: continue
x, y = enemy.get_pos()
if bullet.get_distance(x, y) < self.distance:
enemy.hit(wound)
if enemy.wound >= ENEMY_HP:
self.score += enemy.wound
enemy.die()
self.enemies.pop(j)
play(bullet.sfx_hit, wound, bullet.angle)
fallen.append(i)
break
elif bullet.get_distance(self.x, self.y) < self.distance:
if block:
self.hero.next_strike = (abs(self.hero.spin_queue/self.fps)
+ ATTACK_SPEED)
play(bullet.sfx_missed, wound, bullet.angle + pi)
else:
self.hit_hero(wound, bullet.color)
play(bullet.sfx_hit, wound, bullet.angle + pi)
fallen.append(i)
for i in reversed(fallen): self.bullets.pop(i)
def is_valid_move(self, vx=0.0, vy=0.0):
"""Return dx or dy if it it valid to move the maze in that
velocity, otherwise return 0.0.
"""
d = self.distance/2 + self.hero.R
herox, heroy, dx, dy = self.x - vx, self.y - vy, sign(vx), sign(vy)
for gridx in range(MIDDLE - dx - 1, MIDDLE - dx + 2):
for gridy in range(MIDDLE - dy - 1, MIDDLE - dy + 2):
x, y = self.get_pos(gridx, gridy)
if (max(abs(herox - x), abs(heroy - y)) < d
and self.map[gridx][gridy] == WALL):
return 0.0
for enemy in self.enemies:
x, y = self.get_pos(enemy.x, enemy.y)
if max(abs(herox - x), abs(heroy - y)) * 2 < self.distance:
return 0.0
return vx or vy
def update(self, fps):
"""Update the maze."""
self.fps = fps
self.vx = self.is_valid_move(vx=self.vx)
self.centerx += self.vx
self.vy = self.is_valid_move(vy=self.vy)
self.centery += self.vy
self.next_move -= 1000.0 / self.fps
self.next_slashfx -= 1000.0 / self.fps
self.rotate()
if self.vx or self.vy:
for enemy in self.enemies: enemy.wake()
for bullet in self.bullets: bullet.place(self.vx, self.vy)
for enemy in self.enemies: enemy.update()
if not self.hero.dead:
self.hero.update(fps)
self.slash()
self.track_bullets()
def resize(self, size):
"""Resize the maze."""
self.w, self.h = size
self.surface = pygame.display.set_mode(size, pygame.RESIZABLE)
self.hero.resize(size)
offsetx = (self.centerx-self.x) / self.distance
offsety = (self.centery-self.y) / self.distance
self.distance = (self.w * self.h / 416) ** 0.5
self.x, self.y = self.w // 2, self.h // 2
self.centerx = self.x + offsetx*self.distance
self.centery = self.y + offsety*self.distance
w, h = int(self.w/self.distance/2 + 1), int(self.h/self.distance/2 + 1)
self.rangex = list(range(MIDDLE - w, MIDDLE + w + 1))
self.rangey = list(range(MIDDLE - h, MIDDLE + h + 1))
self.slashd = self.hero.R + self.distance/SQRT2
def set_step(self, xcheck=(lambda _: True), ycheck=(lambda _: True)):
"""Return direction on the shortest path to the destination."""
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
queue = defaultdict(list, {0: [(self.destx, self.desty)]})
visited, count, distance = set(), 1, 0
while count:
# Hashes of small intergers are themselves so queue is sorted
if not queue[distance]: distance += 1
x, y = queue[distance].pop()
count -= 1
if (x, y) not in visited:
visited.add((x, y))
else:
continue
dx, dy = MIDDLE - x, MIDDLE - y
if dx**2 + dy**2 <= 2:
self.stepx, self.stepy = dx, dy
return
for i, j in around(x, y):
if self.map[i][j] == EMPTY and xcheck(i) and ycheck(j):
queue[distance + 1].append((i, j))
count += 1
self.stepx, self.stepy = 0, 0
def isfast(self):
"""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
def lose(self):
"""Handle loses."""
self.hero.dead = True
self.hero.slashing = self.hero.firing = False
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.vx = self.vy = 0.0
play(self.sfx_lose)
def reinit(self):
"""Open new game."""
self.centerx, self.centery = self.w / 2.0, self.h / 2.0
self.score = INIT_SCORE
self.map = deque()
for _ in range(MAZE_SIZE): self.map.extend(new_column())
self.destx = self.desty = MIDDLE
self.stepx = self.stepy = 0
self.vx = self.vy = 0.0
self.rotatex = self.rotatey = 0
self.bullets, self.enemies = [], []
self.enemy_weights = {color: MINW for color in ENEMIES}
self.add_enemy()
self.next_move = self.next_slashfx = 0.0
self.hero.next_heal = self.hero.next_strike = 0
self.hero.slashing = self.hero.firing = self.hero.dead = False
self.hero.spin_queue = self.hero.wound = 0.0