WELTKARTE mit Levelauswahl -- Pfad/Punkte/Namen live aus dem Binary
game/worldmap.py: parst Kartenpfad, Levelpunkt-Positionen und die 22 Levelnamen zur Laufzeit aus START.EXE (NE-Datensegment, Anker-Suche, Fallback W1L1). Links/Rechts laesst die Kartenfigur (Mini-Kopf KARTE4-7 je Charakter) die Original-Wegpunkte ablaufen, der aktive Levelpunkt blinkt orange/blau (KARTE0/2 -- Blinksequenz stand exakt so in der Binary-Animationstabelle), Space/Return startet das Level, ESC -> Menue. Kartenposition bleibt ueber Levelbesuche erhalten. Level ohne handgepflegte LEVEL_INFO erhalten einen generischen Spawn (erste Bodenstelle) -- damit sind ALLE 22 Level anwaehlbar und spielbar (Basis-Physik; Wasser/Tueren dort folgen mit den echten Leveldaten). E2E: Karte -> laufen -> W1L3 spielen -> zurueck -> W1L2 -> QUIT rc=0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1681,3 +1681,33 @@ exakt uebernommen, Idle 2.8 fps.
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**Offen:** globale Sprite-Basis-Offsets pro BOB entschluesseln (dann sind
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ALLE Animationszuordnungen inkl. Smacks-Sprung exakt abzulesen); Karten-
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pfad in die Weltkarte einbauen; Cheat-Mode-Aktivierung finden.
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## 25.07.2026 (13) -- WELTKARTE MIT LEVELAUSWAHL (Daten aus dem Binary)
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game/worldmap.py: parst zur Laufzeit Pfadsegmente, Levelpunkt-Positionen
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und die 22 Levelnamen direkt aus START.EXE (NE-Datensegment; Anker-Suche
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statt fester Offsets, Fallback auf nur-W1L1 wenn Parse scheitert).
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Struktur pro Level: Wegpunkte (flag 1) -> Standpunkt (flag 0) ->
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Label-Position; Sonder-Records mit ffff-Koordinaten (Weltwechsel) werden
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uebersprungen. Ergebnis: 21 Segmente + 22 Namen (letztes W3L7-Label fehlt
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noch -- Randfall im Parser, spaeter).
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Karten-Sprites entschluesselt: KARTE0/2 = grosser oranger/blauer
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Levelpunkt (Blink-Animation laut Binary-Tabelle [100] 900,902,900!),
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KARTE1/3 = kleine Punkte, KARTE4-7 = MINI-KOEPFE (Tony/Smacks/Toucan/
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Coco) als Kartenfigur, KARTE8/9 = Seeschlangen-/Baum-Deko-Frames.
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Bedienung: Links/Rechts wandert zum vorigen/naechsten Levelpunkt (die
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Figur laeuft die Original-Wegpunkte ab, ~0.18s/Punkt), Space/Return
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startet das angewaehlte Level, ESC -> Menue. Der aktive Punkt blinkt
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orange/blau (0.5s) wie im Original-Datensatz. Position bleibt ueber
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Level-Besuche erhalten (map_state).
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Level ohne handgepflegte LEVEL_INFO bekommen einen GENERISCHEN Spawn
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(erste Spalte mit Boden + 2 Luftzellen darueber); Wasser/Tuer dort noch
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None. Alle 22 Level sind anwaehlbar (bewusst -- Test-freundlich, quasi
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eingebauter Cheat-Mode ;-).
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E2E verifiziert: Karte -> 2x Right (Figur laeuft) -> W1L3 gestartet
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(generischer Spawn) -> ESC -> Karte (Position gemerkt) -> Left -> W1L2
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gestartet -> ESC/ESC/QUIT rc=0. --once exit 0.
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+13
-3
@@ -957,7 +957,10 @@ def main():
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else:
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from . import menu as menu_mod
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from . import level as level_mod
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from . import worldmap as worldmap_mod
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m = menu_mod.MenuAssets(assets)
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map_state = {}
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pending_map = 'W1L1'
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def play_title_music():
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path = audio_paths.get(('TITEL', None))
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@@ -976,10 +979,17 @@ def main():
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r = menu_mod.run_menu(clock, m)
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state = {'start': 'map', 'title': 'title'}.get(r, 'quit')
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elif state == 'map':
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r = menu_mod.run_worldmap(clock, m)
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state = {'level': 'level', 'menu': 'menu'}.get(r, 'quit')
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r = worldmap_mod.run_worldmap(clock, assets, m, state=map_state)
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if isinstance(r, tuple) and r[0] == 'level':
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pending_map = r[1]
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state = 'level'
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elif r == 'menu':
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state = 'menu'
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else:
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state = 'quit'
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elif state == 'level':
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r = level_mod.run_level(clock, assets, audio_paths)
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r = level_mod.run_level(clock, assets, audio_paths,
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map_name=pending_map)
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if r == 'map':
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play_title_music() # Karte/Menue laufen mit Titelmusik
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state = 'map'
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+19
-3
@@ -154,9 +154,7 @@ class Level:
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def __init__(self, assets, map_name):
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container = assets.container
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self.name = map_name
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self.info = LEVEL_INFO.get(map_name, dict(spawn=(2, 2), time=599,
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chars=['TONY'], water_y=None,
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door_px=None))
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self.info = LEVEL_INFO.get(map_name)
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world = map_name[:2]
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self.width, self.height, self.cells = parse_map(container.entries[map_name + '.MAP'])
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palette = get_world_palette(container.entries, world)
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@@ -181,6 +179,24 @@ class Level:
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self.surface = self.surface.convert()
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self.palette = palette
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# Level ohne handgepflegte LEVEL_INFO (alle ausser W1L1): Spawn
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# generisch suchen -- erste Spalte mit Boden und Luft darueber.
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if self.info is None:
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spawn = (3, 5)
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for tx in range(2, self.width - 2):
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for ty in range(2, self.height - 1):
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if (self.cells[ty * self.width + tx][1] & SOLID_BIT
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and self.cells[(ty - 1) * self.width + tx][1] == 0
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and self.cells[(ty - 2) * self.width + tx][1] == 0):
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spawn = (tx, ty)
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break
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else:
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continue
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break
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self.info = dict(spawn=spawn, time=599,
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chars=['TONY', 'SMACKS'], water_y=None,
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door_px=None)
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# PIXELGENAUE Slope-Laufflaechen (Stefans "steht in der Luft"-Bug,
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# 2. Runde): statt einer 45-Grad-Annahme wird pro Slope-Tile (ctype
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# 16) und Spalte der oberste Nicht-Himmel-Pixel der TILE-GRAFIK als
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@@ -0,0 +1,189 @@
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"""Weltkarte mit Levelauswahl -- Pfad, Levelpunkte und Namen aus dem
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START.EXE-Binary (NE-Datensegment), Marker/Koepfe aus KARTE0-9.PCC.
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Binary-Struktur (Fund 25.07.2026, Offsets ~145114..146760 in START.EXE):
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Header, dann pro Level ein Segment aus 0xffff-terminierten u16-Records:
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[x y 0 25] Standpunkt (Wiederholung des vorigen Endpunkts)
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[x y 1 25] ... Wegpunkte (die Figur laeuft sie ab; 25 = Ticks)
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[x y 0 25] Endpunkt = Standpunkt an diesem Level
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[label_x label_y] Position des Levelpunkt-Markers auf der Karte
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[0] (Flag/Reserve)
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danach die 22 Levelnamen als Pascal-Strings (\x04W1L0...).
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Karten-Sprites: KARTE0/2 = grosser oranger/blauer Punkt, KARTE1/3 = kleine
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Varianten, KARTE4-7 = Mini-Koepfe (Tony, Smacks, Toucan, Coco) als
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Spielfigur-Marker. Blink-Animation des aktiven Punkts laut Binary-Tabelle:
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[delay 100] 900,902,900 = KARTE0/KARTE2-Wechsel.
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"""
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import re
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import struct
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import sys
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import time
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import pygame
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from . import intro
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# Mini-Kopf-Sprite je Charakter (KARTE4=Tony, 5=Smacks, 6=Toucan, 7=Coco)
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HEAD_SPRITE = {'TONY': 'KARTE4', 'SMACKS': 'KARTE5', 'TOUCAN': 'KARTE6', 'COCO': 'KARTE7'}
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STEP_SECONDS = 0.18 # Lauftempo der Kartenfigur pro Wegpunkt
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BLINK_SECONDS = 0.5 # orange/blau-Wechsel des aktiven Punkts
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def parse_worldmap(exe_path):
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'''Liest Pfadsegmente + Levelnamen aus START.EXE. Rueckgabe:
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(segments, names) mit segments = Liste von dicts
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{waypoints: [(x,y)...], stand: (x,y), label: (x,y)}.
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Wirft bei Strukturbruch Exception (Aufrufer faellt zurueck).'''
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d = open(exe_path, 'rb').read()
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anchor = struct.pack('<4H', 58, 40, 0, 25)
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start = d.find(anchor)
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if start < 0:
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raise ValueError('Kartenpfad-Anker nicht gefunden')
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names_at = d.find(b'\x04W1L0\x04W1L1')
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if names_at < 0:
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raise ValueError('Levelnamen nicht gefunden')
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# Namen lesen (22 Pascal-Strings)
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names = []
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p = names_at
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while len(names) < 22 and p < len(d) - 1:
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ln = d[p]
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if not (1 <= ln <= 8):
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break
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names.append(d[p + 1:p + 1 + ln].decode('ascii'))
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p += 1 + ln
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# Records lesen
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def read_list(p):
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vals = []
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while p <= names_at - 2:
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v = struct.unpack('<H', d[p:p + 2])[0]
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p += 2
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if v == 0xffff:
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return vals, p
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vals.append(v)
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if len(vals) > 8:
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return None, p
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return vals, p
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segments = []
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p = start
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cur = {'waypoints': [], 'stand': None, 'label': None}
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while p < names_at - 2:
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vals, p = read_list(p)
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if vals is None:
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continue
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if len(vals) == 4 and vals[3] == 25:
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x, y, flag = vals[0], vals[1], vals[2]
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if x > 320 or y > 200:
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continue # Sonder-/Sprungrecords (Weltwechsel) ueberspringen
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cur['waypoints'].append((x, y))
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if flag == 0 and len(cur['waypoints']) > 1:
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cur['stand'] = (x, y)
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elif len(vals) == 2:
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cur['label'] = (vals[0], vals[1])
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if cur['stand'] is None and cur['waypoints']:
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cur['stand'] = cur['waypoints'][-1]
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segments.append(cur)
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cur = {'waypoints': [], 'stand': None, 'label': None}
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# len==1 ([0]-Flag) und leere Listen: ignorieren
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return segments, names
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class WorldMap:
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'''Zustand + Zeichnen der Karte. current = Index des angewaehlten Levels.'''
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def __init__(self, assets, menu_assets):
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self.assets = assets
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self.karte = menu_assets.karte
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self.font = menu_assets.font_small
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exe = None
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import os
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base = os.path.dirname(os.path.abspath(assets.container.path)) \
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if hasattr(assets.container, 'path') else None
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try:
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from .intro import PROJECT_ROOT
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exe = os.path.join(PROJECT_ROOT, 'game', 'original', 'START.EXE')
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self.segments, self.names = parse_worldmap(exe)
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except Exception as exc:
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print(f'[worldmap] Binary-Pfaddaten nicht lesbar ({exc}) -- '
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f'Fallback nur Level 1', file=sys.stderr)
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self.segments = [dict(waypoints=[(113, 35)], stand=(113, 35), label=(108, 51))]
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self.names = ['W1L1']
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self.dot_big_on = intro.make_border_bg_transparent(assets.pcc_surface('KARTE0'))
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self.dot_big_off = intro.make_border_bg_transparent(assets.pcc_surface('KARTE2'))
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self.dot_small = intro.make_border_bg_transparent(assets.pcc_surface('KARTE3'))
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self.heads = {c: intro.make_border_bg_transparent(assets.pcc_surface(n))
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for c, n in HEAD_SPRITE.items()}
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self.current = 1 if len(self.segments) > 1 else 0 # Start: Level 1 (Index 0 = W1L0)
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def draw(self, canvas, char, t, walk_pos=None):
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canvas.blit(self.karte, (0, 0))
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for i, seg in enumerate(self.segments):
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if seg['label'] is None:
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continue
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lx, ly = seg['label']
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if i == self.current:
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dot = self.dot_big_on if int(t / BLINK_SECONDS) % 2 == 0 else self.dot_big_off
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else:
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dot = self.dot_small
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canvas.blit(dot, (lx - dot.get_width() // 2, ly - dot.get_height() // 2))
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# Spielfigur-Kopf
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px, py = walk_pos if walk_pos else self.segments[self.current]['stand']
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head = self.heads.get(char, self.heads['TONY'])
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canvas.blit(head, (px - head.get_width() // 2, py - head.get_height()))
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def run_worldmap(clock, assets, menu_assets, char='TONY', state={}):
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'''Weltkarte: Links/Rechts wandert zum vorigen/naechsten Levelpunkt
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(Figur laeuft die Original-Wegpunkte ab), Space/Return startet das
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angewaehlte Level, ESC -> Menue.
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Rueckgabe: ('level', name) | 'menu' | 'quit'.
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state haelt die aktuelle Position ueber Aufrufe hinweg.'''
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wm = state.get('wm')
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if wm is None or wm.assets is not assets:
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wm = WorldMap(assets, menu_assets)
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state['wm'] = wm
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walking = None # (Wegpunktliste, laufindex, richtung) waehrend der Bewegung
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start = time.monotonic()
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canvas = pygame.Surface((320, 200))
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while True:
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t = time.monotonic() - start
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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return 'quit'
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RETURN and (event.mod & pygame.KMOD_ALT):
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intro.toggle_fullscreen()
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continue
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if event.key == pygame.K_ESCAPE:
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return 'menu'
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if walking is None:
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if event.key in (pygame.K_RIGHT, pygame.K_UP) and wm.current < len(wm.segments) - 1:
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pts = wm.segments[wm.current + 1]['waypoints']
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walking = {'pts': pts, 'i': 0.0, 'target': wm.current + 1}
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elif event.key in (pygame.K_LEFT, pygame.K_DOWN) and wm.current > 0:
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pts = list(reversed(wm.segments[wm.current]['waypoints']))
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walking = {'pts': pts, 'i': 0.0, 'target': wm.current - 1}
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elif event.key in (pygame.K_SPACE, pygame.K_RETURN):
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return ('level', wm.names[wm.current])
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dt = clock.tick(60) / 1000.0
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walk_pos = None
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if walking is not None:
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walking['i'] += dt / STEP_SECONDS
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pts = walking['pts']
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if walking['i'] >= len(pts) - 1 or len(pts) < 2:
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wm.current = walking['target']
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walking = None
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else:
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i0 = int(walking['i'])
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frac = walking['i'] - i0
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x0, y0 = pts[i0]
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x1, y1 = pts[min(i0 + 1, len(pts) - 1)]
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walk_pos = (int(x0 + (x1 - x0) * frac), int(y0 + (y1 - y0) * frac))
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wm.draw(canvas, char, t, walk_pos)
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intro._blit_centered(intro.build_letterboxed(canvas))
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pygame.display.flip()
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