Files
tony-remake/game/worldmap.py
T

202 lines
10 KiB
Python

"""Weltkarte mit Levelauswahl -- Marker/Koepfe aus KARTE0-9.PCC, Pfad-,
Levelpunkt- und Namensdaten fest eingebettet (siehe SEGMENTS unten).
Die Daten wurden einmalig aus dem START.EXE-Binary extrahiert
(NE-Datensegment, Offsets ~145114..146760; Extraktor:
tools/worldmap_extract.py). Binary-Struktur dort, Fund 25.07.2026:
Header, dann pro Level ein Segment aus 0xffff-terminierten u16-Records:
[x y 0 25] Standpunkt (Wiederholung des vorigen Endpunkts)
[x y 1 25] ... Wegpunkte (die Figur laeuft sie ab; 25 = Ticks)
[x y 0 25] Endpunkt = Standpunkt an diesem Level
[label_x label_y] Position des Levelpunkt-Markers auf der Karte
[0] (Flag/Reserve)
danach die 22 Levelnamen als Pascal-Strings (\x04W1L0...).
Karten-Sprites: KARTE0/2 = grosser oranger/blauer Punkt, KARTE1/3 = kleine
Varianten, KARTE4-7 = Mini-Koepfe (Tony, Smacks, Toucan, Coco) als
Spielfigur-Marker.
"""
import time
import pygame
from . import intro
# Mini-Kopf-Sprite je Charakter (KARTE4=Tony, 5=Smacks, 6=Toucan, 7=Coco)
HEAD_SPRITE = {'TONY': 'KARTE4', 'SMACKS': 'KARTE5', 'TOUCAN': 'KARTE6', 'COCO': 'KARTE7'}
STEP_SECONDS = 0.18 # Lauftempo der Kartenfigur pro Wegpunkt
BLINK_SECONDS = 0.5 # Blinkrhythmus der aktiven Position
# Die Binary-Koordinaten sind y-GEFLIPPT. Pixelexakte DOSBox-Nachmessung
# (Template-Matching der KARTE-Sprites, 26.07.2026): Binary-Label von W1L1
# ist (53,56); im Original steht KARTE0 (10x7) mit Topleft bei (58,162) und
# der Mini-Kopf KARTE4 (14x15) blinkt DARUEBER bei Topleft (53,146) --
# der Punkt bleibt also dauerhaft stehen, nur der Kopf geht an/aus.
# Daraus: Basis = (x_bin, 218 - y_bin), Punkt-Topleft = Basis+(5,0),
# Kopf-Topleft = Basis+(0,-16). Die Anker stehen nicht als Literal im
# Binary (Code rechnet sie indirekt), daher per Messung fixiert.
MAP_Y_FLIP = 218
DOT_OFF = (5, 0) # KARTE0/KARTE2 (10x7), Topleft relativ zur Basis
HEAD_OFF = (0, -16) # KARTE4-7 (14x15), steht auf dem Punkt
SMALL_OFF = (7, 2) # KARTE3 (6x4), zentriert auf dem grossen Punkt
def _tf(p):
return (p[0], MAP_Y_FLIP - p[1])
# 21 Pfadsegmente (Rohkoordinaten wie im Binary, y noch ungeflippt) --
# extrahiert am 26.07.2026 aus START.EXE mit tools/worldmap_extract.py.
# Segment i gehoert zu LEVEL_NAMES[i+1]: W1L0 hat KEINEN Kartenpunkt
# (Bonus-/Geheimlevel?), die 21 Punkte sind W1L1..W3L7 (3 Welten x 7).
LEVEL_NAMES = ['W1L0', 'W1L1', 'W1L2', 'W1L3', 'W1L4', 'W1L5', 'W1L6', 'W1L7',
'W2L1', 'W2L2', 'W2L3', 'W2L4', 'W2L5', 'W2L6', 'W2L7',
'W3L1', 'W3L2', 'W3L3', 'W3L4', 'W3L5', 'W3L6', 'W3L7']
SEGMENTS = [
dict(waypoints=[(58, 40), (58, 40)],
stand=(58, 40), label=(53, 56)),
dict(waypoints=[(58, 40), (68, 37), (74, 36), (81, 36), (87, 35), (94, 35), (101, 35), (107, 35), (113, 35)],
stand=(113, 35), label=(108, 51)),
dict(waypoints=[(113, 35), (119, 41), (122, 47), (125, 53), (128, 58), (131, 65)],
stand=(131, 65), label=(126, 81)),
dict(waypoints=[(131, 65), (139, 58), (142, 52), (144, 47), (146, 42), (147, 37)],
stand=(147, 37), label=(142, 53)),
dict(waypoints=[(147, 37), (155, 40), (160, 47)],
stand=(160, 47), label=(155, 63)),
dict(waypoints=[(160, 47), (168, 44), (173, 42), (177, 42)],
stand=(177, 42), label=(172, 58)),
dict(waypoints=[(177, 42), (187, 39), (192, 39), (197, 39), (202, 41)],
stand=(202, 41), label=(197, 57)),
dict(waypoints=[(202, 41), (211, 39), (215, 42), (217, 47), (218, 53), (218, 59), (220, 65), (223, 75)],
stand=(223, 75), label=(218, 91)),
dict(waypoints=[(223, 75), (226, 79), (226, 85), (224, 91), (219, 93), (210, 96)],
stand=(210, 96), label=(205, 112)),
dict(waypoints=[(210, 96), (204, 93), (199, 93), (189, 96)],
stand=(189, 96), label=(184, 112)),
dict(waypoints=[(189, 96), (184, 94), (178, 92), (172, 90), (163, 91)],
stand=(163, 91), label=(158, 107)),
dict(waypoints=[(163, 91), (158, 89), (153, 89), (147, 89), (137, 91)],
stand=(137, 91), label=(132, 107)),
dict(waypoints=[(137, 91), (132, 89), (127, 89), (121, 89), (112, 91)],
stand=(112, 91), label=(107, 107)),
dict(waypoints=[(112, 91), (107, 89), (102, 86), (97, 84), (92, 82), (86, 81), (80, 80), (74, 79), (65, 81)],
stand=(65, 81), label=(60, 97)),
dict(waypoints=[(65, 81), (65, 86), (63, 92), (61, 98), (56, 103), (50, 113)],
stand=(50, 113), label=(45, 129)),
dict(waypoints=[(50, 113), (58, 113), (63, 116), (68, 120), (73, 123), (78, 127), (83, 130)],
stand=(83, 130), label=(78, 146)),
dict(waypoints=[(83, 130), (92, 129), (98, 130), (103, 130), (108, 131), (113, 132), (119, 134), (125, 135), (131, 137), (136, 139)],
stand=(136, 139), label=(131, 155)),
dict(waypoints=[(136, 139), (144, 138), (149, 139), (154, 140), (159, 141), (164, 142), (169, 143), (174, 144), (179, 147)],
stand=(179, 147), label=(174, 163)),
dict(waypoints=[(179, 147), (188, 145), (194, 145), (200, 142), (206, 138), (212, 135), (218, 135), (224, 136), (229, 139), (223, 141), (237, 143)],
stand=(237, 143), label=(232, 159)),
dict(waypoints=[(237, 143), (245, 138), (250, 134)],
stand=(250, 134), label=(245, 150)),
dict(waypoints=[(250, 134), (256, 137), (255, 144), (256, 151), (259, 158)],
stand=(259, 158), label=(254, 174)),
]
class WorldMap:
'''Zustand + Zeichnen der Karte. current = Index des angewaehlten Levels.'''
def __init__(self, assets, menu_assets):
self.assets = assets
self.karte = menu_assets.karte
self.font = menu_assets.font_small
self.segments = [dict(waypoints=list(s['waypoints']),
stand=s['stand'], label=s['label'])
for s in SEGMENTS]
# segments[i] gehoert zu LEVEL_NAMES[i+1] (W1L0 ohne Kartenpunkt)
self.level_names = LEVEL_NAMES[1:]
# Positionen ins Screen-System transformieren (y-Flip)
for seg in self.segments:
seg['waypoints'] = [_tf(p) for p in seg['waypoints']]
if seg['stand']:
seg['stand'] = _tf(seg['stand'])
if seg['label']:
seg['label'] = _tf(seg['label'])
self.dot_big_on = intro.make_border_bg_transparent(assets.pcc_surface('KARTE0'))
self.dot_big_off = intro.make_border_bg_transparent(assets.pcc_surface('KARTE2'))
self.dot_small = intro.make_border_bg_transparent(assets.pcc_surface('KARTE3'))
self.heads = {c: intro.make_border_bg_transparent(assets.pcc_surface(n))
for c, n in HEAD_SPRITE.items()}
self.current = 0 # Segment 0 = W1L1 (DOSBox-Messung: Startpunkt (53,56))
def draw(self, canvas, char, t, walk_pos=None):
canvas.blit(self.karte, (0, 0))
head = self.heads.get(char, self.heads['TONY'])
head_phase = int(t / BLINK_SECONDS) % 2 == 0
for i, seg in enumerate(self.segments):
if seg['label'] is None:
continue
bx, by = seg['label']
if i == self.current and walk_pos is None:
# Original-Verhalten (DOSBox-Messung): der grosse Punkt
# steht dauerhaft, der Mini-Kopf blinkt DARUEBER an/aus
canvas.blit(self.dot_big_on, (bx + DOT_OFF[0], by + DOT_OFF[1]))
if head_phase:
canvas.blit(head, (bx + HEAD_OFF[0], by + HEAD_OFF[1]))
else:
canvas.blit(self.dot_small, (bx + SMALL_OFF[0], by + SMALL_OFF[1]))
# waehrend des Laufens: Kopf entlang des Pfads
if walk_pos is not None:
px, py = walk_pos
canvas.blit(head, (px + HEAD_OFF[0], py + HEAD_OFF[1]))
def run_worldmap(clock, assets, menu_assets, char='TONY', state={}):
'''Weltkarte: Links/Rechts wandert zum vorigen/naechsten Levelpunkt
(Figur laeuft die Original-Wegpunkte ab), Space/Return startet das
angewaehlte Level, ESC -> Menue.
Rueckgabe: ('level', name) | 'menu' | 'quit'.
state haelt die aktuelle Position ueber Aufrufe hinweg.'''
wm = state.get('wm')
if wm is None or wm.assets is not assets:
wm = WorldMap(assets, menu_assets)
state['wm'] = wm
walking = None # (Wegpunktliste, laufindex, richtung) waehrend der Bewegung
start = time.monotonic()
canvas = pygame.Surface((320, 200))
while True:
t = time.monotonic() - start
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 'menu'
if walking is None:
if event.key in (pygame.K_RIGHT, pygame.K_UP) and wm.current < len(wm.segments) - 1:
pts = wm.segments[wm.current + 1]['waypoints']
walking = {'pts': pts, 'i': 0.0, 'target': wm.current + 1}
elif event.key in (pygame.K_LEFT, pygame.K_DOWN) and wm.current > 0:
pts = list(reversed(wm.segments[wm.current]['waypoints']))
walking = {'pts': pts, 'i': 0.0, 'target': wm.current - 1}
elif event.key in (pygame.K_SPACE, pygame.K_RETURN):
return ('level', wm.level_names[wm.current])
dt = clock.tick(60) / 1000.0
walk_pos = None
if walking is not None:
walking['i'] += dt / STEP_SECONDS
pts = walking['pts']
if walking['i'] >= len(pts) - 1 or len(pts) < 2:
wm.current = walking['target']
walking = None
else:
i0 = int(walking['i'])
frac = walking['i'] - i0
x0, y0 = pts[i0]
x1, y1 = pts[min(i0 + 1, len(pts) - 1)]
walk_pos = (int(x0 + (x1 - x0) * frac), int(y0 + (y1 - y0) * frac))
wm.draw(canvas, char, t, walk_pos)
intro._blit_centered(intro.build_letterboxed(canvas))
pygame.display.flip()