Stefans zweite Feedback-Runde:
- Nicht-Schwimmer (Tony & Co.) tauchen nicht mehr unter: die Wasser-
oberflaeche traegt (14px Eintauchtiefe, springen von dort moeglich,
Herzverlust laeuft) -- wie im Original-Screenshot. Schwimmer (Smacks)
loesen nahe der Oberflaeche mit der Sprungtaste einen echten Sprung aus
und kommen wieder aus dem Wasser raus (vorher unmoeglich).
- Slope-Schweben gefixt: Luft-Snap nur bei echter Durchdringung; Bergauf-
Toleranz nur fuer bereits Gelandete.
- Start-Sprite-Sequenz beim Levelstart/Charakterwechsel (Tony Arm hoch,
Smacks Daumen hoch, Frame 22, ~1.1s, durch Eingabe abbrechbar).
- Rennsprungweite: RUN_SPEED 185 -> 200 ("bis hinter die Blume").
- HUD v3 nach Original-Referenz: helle Creme-Rahmen, hoehere Boxen,
Cerealien-Icon in voller Groesse, leere Herz-Plaetze dunkel.
Verifiziert: Physik-Sims (Wade+Absprung, Smacks-Ausstiegssprung, Decken-
Kollision unter der Bruecke korrekt) + E2E rc=0 + --once exit 0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
599 lines
26 KiB
Python
599 lines
26 KiB
Python
"""Level-Gameplay: Tile-Rendering, Kamera, Spielfiguren, Kollision, HUD.
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Basis-Referenzen: DOSBox-Aufnahmen (Xvfb+XTEST) + Stefans annotierte
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Live-Screenshots (25.07.2026). Wichtigste Fakten:
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- Level 1 = W1L1.MAP (Template-Matching). Viewport 320x176, HUD 320x24.
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- Kollision: MAP-ctype Bit 32 = solide, ctype 16 = 45-Grad-Schraege.
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- WASSER existiert (nur mit DOSBox machine=vgaonly sichtbar -- klassischer
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VGA-Palette-Effekt): dunkles Blau unterhalb der Wasserlinie; wer drin
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steht, verliert alle 5s ein Herz. SMACKS kann schwimmen (kein Schaden).
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- Pro Level ist hinterlegt, welche Charaktere waehlbar sind (Level 1: nur
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TONY und SMACKS) -- Quelle im Original vermutlich .ARE (Format noch nicht
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geknackt, siehe NOTES), hier v1 als LEVEL_INFO-Konstanten.
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- Tuer mit Kopf-Symbol: ALT im STEHEN davor oeffnet das Charakter-
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Auswahlmenue ("MIT WEM MOECHTEST DU SPIELEN?", WECH_1-4 = Koepfe farbig,
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WECH_5-8 = grau/nicht verfuegbar). ALT beim Laufen = RENNEN (nur Tony).
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Frame-Zuordnungen (nummerierte Sheets gesichtet):
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TONY.BOB (53): 0-15 Gehzyklus (gerade=RECHTS), 18/19 Sprung(gestreckt),
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24/25 Ducken, 26-33 RENN-"Rad" (4 Phasen x 2), 44-49 Idle-Packung (3x2).
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SMACKS.BOB (51): 0-15 Gehzyklus, 18/19 Ducken(kauern), 24/25 Sprung,
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31-36 Idle-Packung, 37-44 SCHWIMMEN (4 Phasen x 2), 45-47 Wasserblasen.
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"""
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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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from .formats import parse_map, parse_ico, parse_bob, get_world_palette, get_bob_palette
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VIEW_W, VIEW_H = 320, 176
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HUD_H = 24
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TILE = 16
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WALK_SPEED = 110.0
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RUN_SPEED = 200.0 # Stefans Nachmessung: Rennsprung muss bis
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# HINTER die Blume tragen -> etwas schneller
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GRAVITY = 900.0
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# Sprunghoehe ~72px (Stefans Referenz: Tonys Kopf erreicht gerade den Ast
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# ueber dem Spawn): v = sqrt(2*g*h) ~= 360.
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JUMP_VELOCITY = -360.0
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SWIM_GRAVITY = 240.0 # Smacks im Wasser: traege sinken
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SWIM_KICK = -140.0 # Schwimmstoss mit Space
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WALK_ANIM_FPS = 12.0
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RUN_ANIM_FPS = 14.0
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IDLE_ANIM_AFTER = 5.0 # Sekunden Stillstand bis zur Idle-Animation
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IDLE_ANIM_FPS = 2.5
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WATER_DAMAGE_EVERY = 5.0 # im Wasser: alle 5s ein Herz (Stefans Angabe)
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SPAWN_ANIM_SECONDS = 1.1 # Start-Sprite beim Levelstart/Charakterwechsel
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WATER_WADE_DEPTH = 14 # Nicht-Schwimmer sinken nur bis hierhin ein
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# (Original: Tony "springt auf der Wasser-
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# oberflaeche", taucht NICHT unter)
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SOLID_BIT = 32
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SLOPE_CT = 16
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# Charakter-Definitionen. Richtungs-Paritaet: gerade Frames = rechts
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# (an Tony per Live-Test bestaetigt; bei Smacks analog angenommen).
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CHAR_DEFS = {
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'TONY': dict(
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bob='TONY', can_run=True, can_swim=False,
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walk_r=[0, 2, 4, 6, 8, 10, 12, 14], walk_l=[1, 3, 5, 7, 9, 11, 13, 15],
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run_r=[26, 28, 30, 32], run_l=[27, 29, 31, 33],
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idle_r=0, idle_l=1, jump_r=18, jump_l=19, duck_r=24, duck_l=25,
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swim_r=None, swim_l=None,
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idle_anim_r=[44, 46, 48], idle_anim_l=[45, 47, 49],
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spawn_frame=22, # Arm nach oben gestreckt
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item_icon='ITE0', head_index=0,
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),
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'SMACKS': dict(
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bob='SMACKS', can_run=False, can_swim=True,
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walk_r=[0, 2, 4, 6, 8, 10, 12, 14], walk_l=[1, 3, 5, 7, 9, 11, 13, 15],
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run_r=None, run_l=None,
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idle_r=0, idle_l=1, jump_r=24, jump_l=25, duck_r=18, duck_l=19,
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swim_r=[37, 39, 41, 43], swim_l=[38, 40, 42, 44],
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idle_anim_r=[31, 33, 35], idle_anim_l=[32, 34, 36],
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spawn_frame=22, # Daumen-hoch-Geste
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item_icon='ITE1', head_index=1,
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),
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'COCO': dict(
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bob='COCO', can_run=False, can_swim=False,
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walk_r=[0, 2, 4, 6, 8, 10, 12, 14], walk_l=[1, 3, 5, 7, 9, 11, 13, 15],
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run_r=None, run_l=None,
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idle_r=0, idle_l=1, jump_r=18, jump_l=19, duck_r=24, duck_l=25,
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swim_r=None, swim_l=None, idle_anim_r=None, idle_anim_l=None,
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spawn_frame=None,
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item_icon='ITE3', head_index=2,
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),
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'TOUCAN': dict(
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bob='TOUCAN', can_run=False, can_swim=False,
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walk_r=[0, 2, 4, 6, 8, 10, 12, 14], walk_l=[1, 3, 5, 7, 9, 11, 13, 15],
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run_r=None, run_l=None,
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idle_r=0, idle_l=1, jump_r=18, jump_l=19, duck_r=24, duck_l=25,
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swim_r=None, swim_l=None, idle_anim_r=None, idle_anim_l=None,
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spawn_frame=None,
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item_icon='ITE2', head_index=3,
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),
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}
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CHAR_ORDER = ['TONY', 'SMACKS', 'COCO', 'TOUCAN']
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# Level-Metadaten (v1 als Konstanten -- die Quelle im Original ist vermutlich
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# das noch nicht geknackte .ARE-Format; dessen Header enthaelt Pixel-
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# Koordinatenpaare, siehe NOTES).
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LEVEL_INFO = {
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'W1L1': dict(
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spawn=(17, 40),
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time=599,
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chars=['TONY', 'SMACKS'], # Level 1: nur die beiden (Stefan)
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water_y=42 * TILE, # Wasseroberflaeche unter der Bruecke
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door_px=(12 * TILE, 37 * TILE, 2 * TILE, 3 * TILE), # Haus-Tuer (x,y,w,h)
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),
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}
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WATER_TINT = (10, 20, 120, 110) # dunkelblaues Overlay
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def _frames_to_surfaces(frames, palette):
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out = []
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for fr in frames:
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surf = pygame.Surface((fr.width, fr.height), pygame.SRCALPHA)
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for y in range(fr.height):
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for x in range(fr.width):
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idx = fr.pixels[y * fr.width + x]
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if 0 <= idx <= 255:
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r, g, b = palette[idx]
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surf.set_at((x, y), (r, g, b, 255))
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out.append(surf)
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return out
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class Level:
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'''MAP+ICO einmal komplett vorrendern; Kamera blittet den Ausschnitt.'''
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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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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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tiles = parse_ico(container.entries[world + '.ICO'])
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tile_surfs = []
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for grid in tiles:
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s = pygame.Surface((TILE, TILE))
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for y in range(TILE):
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for x in range(TILE):
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idx = grid[y * TILE + x]
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r, g, b = palette[idx & 0xFF]
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s.set_at((x, y), (r, g, b))
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tile_surfs.append(s.convert())
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self.surface = pygame.Surface((self.width * TILE, self.height * TILE))
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self.surface.fill((0, 0, 0))
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for i, (tile, _ct) in enumerate(self.cells):
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if tile < len(tile_surfs):
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self.surface.blit(tile_surfs[tile], ((i % self.width) * TILE,
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(i // self.width) * TILE))
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self.surface = self.surface.convert()
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self.palette = palette
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def ctype(self, tx, ty):
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if tx < 0 or ty < 0 or tx >= self.width or ty >= self.height:
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return SOLID_BIT
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return self.cells[ty * self.width + tx][1]
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def solid(self, tx, ty):
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return bool(self.ctype(tx, ty) & SOLID_BIT)
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def slope_surface(self, px, ty):
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tx = int(px // TILE)
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if self.ctype(tx, ty) != SLOPE_CT:
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return None
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fx = px - tx * TILE
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rising_right = (self.ctype(tx + 1, ty - 1) == SLOPE_CT or
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self.solid(tx + 1, ty - 1) or self.solid(tx + 1, ty))
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rising_left = (self.ctype(tx - 1, ty - 1) == SLOPE_CT or
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self.solid(tx - 1, ty - 1) or self.solid(tx - 1, ty))
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if rising_right and not rising_left:
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return (ty + 1) * TILE - 1 - fx
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if rising_left and not rising_right:
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return ty * TILE + fx
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return (ty + 1) * TILE - 1 - fx
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def in_water(self, py):
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wy = self.info.get('water_y')
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return wy is not None and py >= wy
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class Player:
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'''Spielfigur (Tony/Smacks/...): Fusspunkt-basierte AABB-Physik.'''
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HITBOX_W = 20
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HITBOX_H = 52
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def __init__(self, assets, char, pos):
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self.assets = assets
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self.vx = 0.0
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self.vy = 0.0
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self.on_ground = False
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self.facing = 1
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self.ducking = False
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self.running = False
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self.swimming = False
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self.anim_t = 0.0
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self.idle_t = 0.0
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self.spawn_t = 0.0 # Start-Sprite-Sequenz (Arm hoch/Daumen hoch)
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self._grounded_before = False
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self.set_character(char, pos)
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def set_character(self, char, pos=None):
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self.char = char
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self.d = CHAR_DEFS[char]
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frames = parse_bob(self.assets.container.entries[self.d['bob'] + '.BOB'])
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palette = get_bob_palette(self.assets.container.entries, self.d['bob'])
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self.surfs = _frames_to_surfaces(frames, palette)
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if pos is not None:
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self.x, self.y = float(pos[0]), float(pos[1])
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# Start-Sprite-Sequenz beim Levelstart/Charakterwechsel (Stefans
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# Beobachtung: Tony streckt die Hand nach oben, Smacks Daumen hoch)
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self.spawn_t = SPAWN_ANIM_SECONDS
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def rect(self):
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return pygame.Rect(int(self.x - self.HITBOX_W / 2),
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int(self.y - self.HITBOX_H),
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self.HITBOX_W, self.HITBOX_H)
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def update(self, level, dt, keys):
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if self.spawn_t > 0:
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self.spawn_t -= dt
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# Eingabe bricht die Start-Pose sofort ab
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if any(keys[k] for k in (pygame.K_LEFT, pygame.K_RIGHT,
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pygame.K_UP, pygame.K_DOWN, pygame.K_SPACE)):
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self.spawn_t = 0.0
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in_water = level.in_water(self.y)
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self.swimming = in_water and self.d['can_swim']
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self.ducking = self.on_ground and not self.swimming and keys[pygame.K_DOWN]
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move = 0
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if not self.ducking:
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if keys[pygame.K_LEFT]:
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move -= 1
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if keys[pygame.K_RIGHT]:
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move += 1
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mods = pygame.key.get_mods()
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wants_run = bool(mods & (pygame.KMOD_ALT | pygame.KMOD_SHIFT))
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self.running = wants_run and self.d['can_run'] and move != 0 and not self.swimming
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speed = RUN_SPEED if self.running else WALK_SPEED
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if self.swimming:
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speed *= 0.7
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self.vx = move * speed
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if move:
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self.facing = move
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self.anim_t += dt * (RUN_ANIM_FPS / WALK_ANIM_FPS if self.running else 1.0)
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self.idle_t = 0.0
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else:
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self.anim_t = 0.0
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self.idle_t += dt
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jump_pressed = keys[pygame.K_SPACE] or keys[pygame.K_UP]
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if self.swimming:
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wy = level.info.get('water_y')
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near_surface = wy is not None and (self.y - wy) < 24
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if jump_pressed and near_surface:
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# Stefans Bug "kommt nicht mehr aus dem Wasser raus": nahe der
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# Oberflaeche wird ein ECHTER Sprung ausgeloest (traegt auf die
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# Plattform), nicht nur ein Schwimmstoss.
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self.vy = JUMP_VELOCITY
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self.swimming = False
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elif jump_pressed:
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self.vy = min(self.vy, SWIM_KICK)
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if self.swimming:
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self.vy = min(self.vy + SWIM_GRAVITY * dt, 120.0)
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else:
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if self.on_ground and not self.ducking and jump_pressed:
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self.vy = JUMP_VELOCITY
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self.on_ground = False
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self.idle_t = 0.0
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self.vy = min(self.vy + GRAVITY * dt, 480.0)
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# X + Wandkollision
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nx = self.x + self.vx * dt
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r = self.rect()
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if self.vx > 0:
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tx = int((nx + self.HITBOX_W / 2) // TILE)
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if any(level.solid(tx, ty) for ty in range(r.top // TILE, (r.bottom - 1) // TILE + 1)):
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nx = tx * TILE - self.HITBOX_W / 2 - 0.01
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elif self.vx < 0:
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tx = int((nx - self.HITBOX_W / 2) // TILE)
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if any(level.solid(tx, ty) for ty in range(r.top // TILE, (r.bottom - 1) // TILE + 1)):
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nx = (tx + 1) * TILE + self.HITBOX_W / 2 + 0.01
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self.x = nx
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# Y + Boden/Decke
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ny = self.y + self.vy * dt
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left_tx = int((self.x - self.HITBOX_W / 2) // TILE)
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right_tx = int((self.x + self.HITBOX_W / 2 - 1) // TILE)
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if self.vy >= 0:
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ty = int(ny // TILE)
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if any(level.solid(tx, ty) for tx in range(left_tx, right_tx + 1)):
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ny = ty * TILE - 0.01
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self.vy = 0.0
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self.on_ground = True
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else:
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self.on_ground = False
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else:
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ty = int((ny - self.HITBOX_H) // TILE)
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if any(level.solid(tx, ty) for tx in range(left_tx, right_tx + 1)):
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ny = (ty + 1) * TILE + self.HITBOX_H + 0.01
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self.vy = 0.0
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# Schraegen (ctype 16). WICHTIG (Stefans Bug "Figuren stehen auf
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# Schraegen in der Luft"): in der LUFT nur snappen, wenn der Fuss die
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# Diagonale wirklich durchdrungen hat (ny >= surf). Nur wer schon am
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# Boden ist (bergauf laufen), darf mit Toleranz nach OBEN aufsteigen.
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if self.vy >= 0:
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was_grounded = self.on_ground or self._grounded_before
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foot_ty = int(ny // TILE)
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tys = (foot_ty - 1, foot_ty, foot_ty + 1) if was_grounded else (foot_ty, foot_ty + 1)
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tol = 8 if was_grounded else 0
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for ty2 in tys:
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surf = level.slope_surface(self.x, ty2)
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if surf is not None and ny >= surf - tol:
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ny = surf - 0.01
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self.vy = 0.0
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self.on_ground = True
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break
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# Nicht-Schwimmer tauchen NICHT unter (Original, Stefans Screenshot:
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# Tony "springt quasi auf der Wasseroberflaeche") -- die Oberflaeche
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# traegt wie weicher Boden, die Beine sinken nur WADE_DEPTH tief ein.
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# Springen von dort geht (on_ground), Herzverlust laeuft weiter.
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wy = level.info.get('water_y')
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if wy is not None and not self.d['can_swim']:
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wade_max = wy + WATER_WADE_DEPTH
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if ny >= wade_max:
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ny = wade_max
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self.vy = 0.0
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self.on_ground = True
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self.y = ny
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self._grounded_before = self.on_ground
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def _pick(self, key_r, key_l):
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i = self.d[key_r] if self.facing > 0 else self.d[key_l]
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return i
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def current_frame_index(self):
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d = self.d
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right = self.facing > 0
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if self.spawn_t > 0 and d.get('spawn_frame') is not None and self.on_ground:
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return d['spawn_frame']
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if self.swimming and d['swim_r']:
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seq = d['swim_r'] if right else d['swim_l']
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return seq[int(self.anim_t * 6) % len(seq)] if self.vx else seq[0]
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if self.ducking:
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return self._pick('duck_r', 'duck_l')
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if not self.on_ground:
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return self._pick('jump_r', 'jump_l')
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if self.vx:
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if self.running and d['run_r']:
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seq = d['run_r'] if right else d['run_l']
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fps = RUN_ANIM_FPS
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else:
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seq = d['walk_r'] if right else d['walk_l']
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fps = WALK_ANIM_FPS
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return seq[int(self.anim_t * fps) % len(seq)]
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if self.idle_t >= IDLE_ANIM_AFTER and d['idle_anim_r']:
|
|
seq = d['idle_anim_r'] if right else d['idle_anim_l']
|
|
return seq[int((self.idle_t - IDLE_ANIM_AFTER) * IDLE_ANIM_FPS) % len(seq)]
|
|
return self._pick('idle_r', 'idle_l')
|
|
|
|
def draw(self, screen, cam_x, cam_y):
|
|
i = self.current_frame_index()
|
|
surf = self.surfs[i] if i < len(self.surfs) else self.surfs[0]
|
|
screen.blit(surf, (int(self.x - surf.get_width() / 2 - cam_x),
|
|
int(self.y - surf.get_height() - cam_y)))
|
|
|
|
|
|
class Hud:
|
|
'''HUD-Balken nach Stefans Referenz-Screenshot: Kellogg's-Leiste,
|
|
Keks-Box MIT Item-Icon (ITE0-3 je Charakter), Item-Box, Score-Box,
|
|
Herz-Box (2x2-GRID), Charakter-Kopf (WECH, zeigt IMMER die aktuell
|
|
gewaehlte Figur) + Leben, Uhr.'''
|
|
|
|
# Farben nach Stefans Original-HUD-Screenshot: HELLE (creme-weisse)
|
|
# Boxrahmen auf dunkelrotem Grund -- nicht das satte Gold der ersten
|
|
# Version.
|
|
FRAME = (244, 232, 200)
|
|
RED = (146, 10, 10)
|
|
DARK = (80, 4, 4)
|
|
WHITE = (248, 248, 248)
|
|
|
|
def __init__(self, assets):
|
|
from .menu import BitmapFont, _mapping_from_rows
|
|
container = assets.container
|
|
frames = parse_bob(container.entries['GAMEBAR.BOB'])
|
|
palette = get_bob_palette(container.entries, 'GAMEBAR')
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|
self.icons = _frames_to_surfaces(frames, palette)
|
|
self.heart_full = self.icons[10]
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|
self.heart_empty = self.icons[11]
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|
self.font = BitmapFont(assets.pcc_surface('FON_1B'), 9, 7,
|
|
_mapping_from_rows(['1234567890;:!"%/()=?,.-\x7f#']),
|
|
spacing=8)
|
|
logo = assets.pcc_surface('KELLOGGS').subsurface((36, 26, 252, 66))
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|
self.kellogg = pygame.transform.smoothscale(logo, (50, 13))
|
|
# Item-Icons (Cerealien) + Charakter-Koepfe klein
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|
self.item_icons = {n: intro.make_border_bg_transparent(assets.pcc_surface(n))
|
|
for n in ('ITE0', 'ITE1', 'ITE2', 'ITE3')}
|
|
self.heads_small = []
|
|
for i in range(1, 5):
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|
head = intro.make_border_bg_transparent(assets.pcc_surface(f'WECH_{i}'))
|
|
self.heads_small.append(pygame.transform.smoothscale(head, (17, 16)))
|
|
|
|
def _box(self, canvas, x, y, w, h):
|
|
pygame.draw.rect(canvas, self.FRAME, (x - 1, y - 1, w + 2, h + 2),
|
|
border_radius=3)
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|
pygame.draw.rect(canvas, self.RED, (x, y, w, h), border_radius=2)
|
|
|
|
def _text(self, canvas, x, y, text):
|
|
canvas.blit(self.font.render(text, outline=(0, 0, 0)), (x, y))
|
|
|
|
def draw(self, canvas, y0, char_def, cookies, score, hearts, lives, time_left):
|
|
'''Layout nach Stefans Original-HUD-Screenshot (Positionen /2 aufs
|
|
320er-Raster gemessen): [Kellogg's][Icon+Keks][Item][Score][Herz 2x2]
|
|
[Kopf+Leben][Uhr], Boxen fast HUD-hoch mit hellem Rahmen.'''
|
|
pygame.draw.rect(canvas, self.DARK, (0, y0, 320, HUD_H))
|
|
box_y, box_h = y0 + 3, 18
|
|
text_y = y0 + 9
|
|
# Kellogg's-Leiste (weiss, abgerundet)
|
|
pygame.draw.rect(canvas, self.WHITE, (2, y0 + 2, 60, HUD_H - 4), border_radius=7)
|
|
canvas.blit(self.kellogg, (7, y0 + 6))
|
|
# Keks-Box: Cerealien-Icon (16x16, volle Groesse) + Zaehler
|
|
self._box(canvas, 66, box_y, 48, box_h)
|
|
icon = self.item_icons.get(char_def['item_icon'])
|
|
if icon:
|
|
canvas.blit(icon, (68, y0 + 4))
|
|
self._text(canvas, 87, text_y, f'{cookies:03d}')
|
|
# Item-Box (leer)
|
|
self._box(canvas, 118, box_y, 38, box_h)
|
|
# Score
|
|
self._box(canvas, 160, box_y, 56, box_h)
|
|
self._text(canvas, 164, text_y, f'{score:06d}')
|
|
# Herz-Box: 2x2-Grid; leere Plaetze bleiben dunkel (wie im Original)
|
|
self._box(canvas, 220, box_y, 24, box_h)
|
|
for i in range(min(hearts, 4)):
|
|
canvas.blit(self.heart_full, (222 + (i % 2) * 10, y0 + 4 + (i // 2) * 9))
|
|
# Charakter-Kopf (zeigt IMMER die gewaehlte Figur) + Leben
|
|
self._box(canvas, 248, box_y, 32, box_h)
|
|
canvas.blit(self.heads_small[char_def['head_index']], (249, y0 + 4))
|
|
self._text(canvas, 269, text_y, str(lives))
|
|
# Uhr
|
|
m, s = divmod(max(0, int(time_left)), 60)
|
|
self._box(canvas, 284, box_y, 34, box_h)
|
|
self._text(canvas, 287, text_y, f'{m}:{s:02d}')
|
|
|
|
|
|
def run_character_select(clock, assets, available, current):
|
|
'''Tuer-Menue "MIT WEM MOECHTEST DU SPIELEN?" -- Koepfe WECH_1-4 (farbig)
|
|
bzw. WECH_5-8 (grau = in diesem Level nicht verfuegbar). Links/Rechts +
|
|
Return; ESC bricht ab. Rueckgabe: Charaktername, None (abgebrochen) oder
|
|
'quit' (Fenster-X).'''
|
|
from .menu import MenuAssets, BLINK_SECONDS
|
|
m = MenuAssets(assets)
|
|
heads_color = [intro.make_border_bg_transparent(assets.pcc_surface(f'WECH_{i}')) for i in range(1, 5)]
|
|
heads_grey = [intro.make_border_bg_transparent(assets.pcc_surface(f'WECH_{i}')) for i in range(5, 9)]
|
|
names = CHAR_ORDER
|
|
sel = [names.index(current) if current in names else 0]
|
|
start = time.monotonic()
|
|
|
|
while True:
|
|
for event in pygame.event.get():
|
|
if event.type == pygame.QUIT:
|
|
return 'quit'
|
|
if event.type == pygame.KEYDOWN:
|
|
if event.key == pygame.K_RETURN and (event.mod & pygame.KMOD_ALT):
|
|
intro.toggle_fullscreen()
|
|
continue
|
|
if event.key == pygame.K_ESCAPE:
|
|
return None
|
|
if event.key in (pygame.K_LEFT, pygame.K_UP):
|
|
sel[0] = (sel[0] - 1) % 4
|
|
elif event.key in (pygame.K_RIGHT, pygame.K_DOWN):
|
|
sel[0] = (sel[0] + 1) % 4
|
|
elif event.key in (pygame.K_RETURN, pygame.K_SPACE):
|
|
if names[sel[0]] in available:
|
|
return names[sel[0]]
|
|
|
|
t = time.monotonic() - start
|
|
blink_on = int(t / BLINK_SECONDS) % 2 == 0
|
|
canvas = m.menu_bg.copy()
|
|
title = m.font_small.render('MIT WEM M\xd6CHTEST DU SPIELEN?', outline=(0, 0, 0))
|
|
canvas.blit(title, ((320 - title.get_width()) // 2, 48))
|
|
for i, name in enumerate(names):
|
|
x = 52 + i * 60
|
|
head = heads_color[i] if name in available else heads_grey[i]
|
|
if i == sel[0] and not blink_on:
|
|
pass # Auswahl blinkt
|
|
else:
|
|
canvas.blit(head, (x, 74))
|
|
label = m.font_small.render(name, outline=(0, 0, 0))
|
|
canvas.blit(label, (x + 24 - label.get_width() // 2, 124))
|
|
intro._blit_centered(intro.build_letterboxed(canvas))
|
|
pygame.display.flip()
|
|
clock.tick(30)
|
|
|
|
|
|
def run_level(clock, assets, audio_paths, map_name='W1L1'):
|
|
'''Level spielen. ESC -> 'map', Fenster-X -> 'quit'.'''
|
|
level = Level(assets, map_name)
|
|
info = level.info
|
|
spawn_px = (info['spawn'][0] * TILE + 8, info['spawn'][1] * TILE - 0.01)
|
|
player = Player(assets, info['chars'][0], spawn_px)
|
|
hud = Hud(assets)
|
|
door = pygame.Rect(info['door_px']) if info.get('door_px') else None
|
|
door_head = pygame.transform.smoothscale(
|
|
intro.make_border_bg_transparent(assets.pcc_surface('WECH_1')), (16, 15))
|
|
|
|
if pygame.mixer.get_init():
|
|
path = audio_paths.get(('ONGAME2', None))
|
|
if path:
|
|
try:
|
|
pygame.mixer.music.load(path)
|
|
pygame.mixer.music.play(-1)
|
|
except Exception as exc:
|
|
print(f'[level] Levelmusik konnte nicht geladen werden: {exc}', file=sys.stderr)
|
|
|
|
canvas = pygame.Surface((320, 200))
|
|
start = time.monotonic()
|
|
map_w_px = level.width * TILE
|
|
map_h_px = level.height * TILE
|
|
hearts, lives = 4, 3
|
|
water_t = 0.0
|
|
|
|
while True:
|
|
dt = min(clock.tick(60) / 1000.0, 1 / 20)
|
|
for event in pygame.event.get():
|
|
if event.type == pygame.QUIT:
|
|
return 'quit'
|
|
if event.type == pygame.KEYDOWN:
|
|
if event.key == pygame.K_RETURN and (event.mod & pygame.KMOD_ALT):
|
|
intro.toggle_fullscreen()
|
|
continue
|
|
if event.key == pygame.K_ESCAPE:
|
|
return 'map'
|
|
# Tuer benutzen: ALT im STEHEN vor der Tuer (nicht beim
|
|
# Rennen -- Stefans Regel) -> Charakterwechsel-Menue
|
|
if event.key in (pygame.K_LALT, pygame.K_RALT):
|
|
if (door and door.collidepoint(player.x, player.y - 1)
|
|
and player.on_ground and abs(player.vx) < 1):
|
|
choice = run_character_select(clock, assets,
|
|
info['chars'], player.char)
|
|
if choice == 'quit':
|
|
return 'quit'
|
|
if choice and choice != player.char:
|
|
player.set_character(choice)
|
|
|
|
keys = pygame.key.get_pressed()
|
|
player.update(level, dt, keys)
|
|
|
|
# Wasser-Schaden (alle 5s ein Herz), Schwimmer sind sicher
|
|
if level.in_water(player.y) and not player.swimming:
|
|
water_t += dt
|
|
if water_t >= WATER_DAMAGE_EVERY:
|
|
water_t = 0.0
|
|
hearts -= 1
|
|
if hearts <= 0:
|
|
lives -= 1
|
|
hearts = 4
|
|
player.x, player.y = spawn_px
|
|
player.vy = 0.0
|
|
if lives <= 0:
|
|
return 'map'
|
|
else:
|
|
water_t = 0.0
|
|
|
|
cam_x = max(0, min(int(player.x) - VIEW_W // 2, map_w_px - VIEW_W))
|
|
cam_y = max(0, min(int(player.y) - VIEW_H * 2 // 3, map_h_px - VIEW_H))
|
|
|
|
canvas.blit(level.surface, (0, 0), (cam_x, cam_y, VIEW_W, VIEW_H))
|
|
# Tuer-Symbol (Kopf ueber dem Tuerfenster -- Charakterwechsel-Hinweis)
|
|
if door:
|
|
canvas.blit(door_head, (door.x + door.w // 2 - 8 - cam_x, door.y - cam_y))
|
|
player.draw(canvas, cam_x, cam_y)
|
|
# Wasser: dunkles Overlay unterhalb der Wasserlinie (im Original ein
|
|
# VGA-Palette-Effekt, nur bei machine=vgaonly sichtbar -- Stefans Fund)
|
|
wy = info.get('water_y')
|
|
if wy is not None and wy - cam_y < VIEW_H:
|
|
top = max(0, wy - cam_y)
|
|
overlay = pygame.Surface((VIEW_W, VIEW_H - top), pygame.SRCALPHA)
|
|
overlay.fill(WATER_TINT)
|
|
canvas.blit(overlay, (0, top))
|
|
|
|
time_left = info['time'] - (time.monotonic() - start)
|
|
hud.draw(canvas, VIEW_H, player.d, cookies=0, score=0,
|
|
hearts=hearts, lives=lives, time_left=time_left)
|
|
|
|
intro._blit_centered(intro.build_letterboxed(canvas))
|
|
pygame.display.flip()
|