START.EXE = MZ-Stub + ungepackte NE-Executable (Borland DPMI16). Im DATA-Segment liegen die ANIMATIONSTABELLEN im Klartext (Format [delay_ticks][frames...]ffff, 70Hz): Engine-Frame x2 = BOB-Frame. Bestaetigt: Gehzyklus 0-14/17.5fps, Idle 16, Sprung 18, Renn-Rad 26-32. Uebernommen: ECHTE Frosties-Idle-Sequenz (46,48,46,44,...,20x5, 2.8fps) und Original-Anim-Timings (17.5fps Gehen/Rad). Ausserdem im Binary gefunden: kompletter WELTKARTEN-LAUFPFAD + LEVELPUNKT- Koordinaten + 22 Levelnamen (Grundlage fuer die Karten-Levelauswahl) und den "Kellogg's Cheat-Mode" (Level-Waehler). Dump + Offsets in NOTES.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
764 lines
35 KiB
Python
764 lines
35 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, 175
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HUD_H = 25 # GAMEBAR.PCC ist exakt 320x25
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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 = 17.5 # Original: delay 4 Ticks @70Hz (Binary-Tabelle)
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RUN_ANIM_FPS = 17.5 # Rad hat dasselbe delay 4
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IDLE_ANIM_AFTER = 5.0 # Sekunden Stillstand bis zur Idle-Animation
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IDLE_ANIM_FPS = 2.8 # Original: delay 25 Ticks @70Hz
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WATER_DAMAGE_EVERY = 1.5 # im Wasser: alle 1.5s ein Herz (Stefan: 5s war arg lang)
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SPAWN_ANIM_SECONDS = 1.1 # Start-Sprite beim Levelstart/Charakterwechsel
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SPRITE_SINK = 4 # Fuesse sinken optisch in die Blaetter/Gras ein
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# (Stefans "Figuren schweben ein paar Pixel")
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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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WATER_BOUNCE_V = -110.0 # Auto-Huepfer auf der Wasseroberflaeche
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# (Endlosschleife, Stefans Beschreibung);
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# manueller Sprung (voll) geht trotzdem
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DEATH_ANIM_SECONDS = 2.4 # Tuch faellt, Figur fliegt aus dem Bild
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JUMP_SQUAT_SECONDS = 0.09 # Absprung-Hocke (DOSBox-Referenz: kurzer
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# Kauer-Frame im Absprungmoment, dann Streckung)
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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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# 16/17 = echte Steh-Frames (0/1 sind Schrittphasen -- "letzter
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# Lauf-Frame bleibt stehen"-Bug)
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idle_r=16, idle_l=17, 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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# ECHTE Sequenz aus der Binary-Animationstabelle (@143966, x2):
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idle_anim_r=[46, 48, 46, 44, 46, 44, 46, 44, 46, 48, 46, 44, 46, 20, 20, 20, 20, 20],
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idle_anim_l=[47, 49, 47, 45, 47, 45, 47, 45, 47, 49, 47, 45, 47, 21, 21, 21, 21, 21],
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spawn_frame=22, # Arm nach oben gestreckt
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death_frame=38, drop_frame=40, # erschrocken; fallendes HALSTUCH
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peek_frame=50, # in die Tuer reinschauen (Rueckenansicht -- Stefans Fund)
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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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# Zyklus OHNE 12-15 (das sind Steh-/Uebergangsframes)
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walk_r=[0, 2, 4, 6, 8, 10], walk_l=[1, 3, 5, 7, 9, 11],
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run_r=None, run_l=None,
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# Idle 12/13: Smacks' echte Steh-Frames (0/1 sind Schrittphasen --
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# Stefans Bug "beim Anhalten wird noch das Laufen-Sprite angezeigt")
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idle_r=12, idle_l=13, 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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death_frame=26, drop_frame=29, # erschrocken; fallende KAPPE
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peek_frame=48, # Reinschau-Frame (letzter vor den Platzhaltern)
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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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death_frame=None, drop_frame=None, peek_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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death_frame=None, drop_frame=None, peek_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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# 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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# Bodenhoehe genommen -- die Figur laeuft exakt auf der Graskante.
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# Spalten, die komplett Himmel sind (z.B. im oberen von zwei
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# gestapelten Hang-Tiles), tragen nicht (Profil=TILE -> kein Boden).
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# Sky-Index: haeufigster Pixelwert des HAEUFIGSTEN Luft-Tiles (nicht
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# der ersten Luft-Zelle -- die kann ein Randfueller-Tile sein).
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from collections import Counter
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air_tiles = Counter(t for t, ct in self.cells if ct == 0 and t < len(tiles))
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sky = None
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if air_tiles:
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common_tile = air_tiles.most_common(1)[0][0]
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sky = Counter(tiles[common_tile]).most_common(1)[0][0]
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self.slope_profiles = {}
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for tile, ct in self.cells:
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if ct == SLOPE_CT and tile < len(tiles) and tile not in self.slope_profiles:
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grid = tiles[tile]
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prof = []
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for x in range(TILE):
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top = TILE
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for y in range(TILE):
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if grid[y * TILE + x] != sky:
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top = y
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break
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prof.append(top)
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self.slope_profiles[tile] = prof
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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 - 1:
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# Rand ist solide; die UNTERSTE Zeile ebenfalls (dort liegt der
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# Grafik-Bodenstreifen ohne eigene ctype-Werte -- Stefans Bug
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# "beim Tieftauchen haengt die Figur im Boden").
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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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'''Pixelgenaue Bodenhoehe im Slope-Tile (ctype 16) an Pixel-x px --
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oberster Nicht-Himmel-Pixel der Tile-Grafik (siehe slope_profiles).
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None, wenn dort kein Slope-Tile liegt oder die Spalte reiner Himmel
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ist (dann traegt erst ein tieferes Tile).'''
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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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prof = self.slope_profiles.get(self.cells[ty * self.width + tx][0])
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if prof is None:
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return (ty + 1) * TILE - 1
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top = prof[min(TILE - 1, max(0, int(px - tx * TILE)))]
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if top >= TILE:
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return None
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return ty * TILE + top
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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.force_frame = None # erzwungener Frame (Tuer-Peek, Tod)
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self.hurt_t = 0.0 # Rest-Blinkzeit nach Schaden
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self.jump_squat_t = 0.0 # Absprung-Hocke (kurz nach dem Absprung)
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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.hurt_t > 0:
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self.hurt_t -= dt
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if self.jump_squat_t > 0:
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self.jump_squat_t -= dt
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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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# Ducken geht NICHT im Wasser (Stefans Regel -- auch nicht fuer
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# Nicht-Schwimmer, die auf der Oberflaeche huepfen)
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self.ducking = (self.on_ground and not self.swimming and not in_water
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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.jump_squat_t = JUMP_SQUAT_SECONDS
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self.vy = min(self.vy + GRAVITY * dt, 480.0)
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# X + Wandkollision. STEP_UP: die untersten Pixel der Hitbox blocken
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# nicht -- kleine Stufen (z.B. der 4px-Rest an der Plateau-Kante ueber
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# einem Hang) werden durchlaufen und vom Boden-Code hochgehoben.
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STEP_UP = 6
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nx = self.x + self.vx * dt
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r = self.rect()
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wall_bottom = (r.bottom - 1 - (STEP_UP if self.on_ground else 0)) // TILE
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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, wall_bottom + 1)):
|
|
nx = tx * TILE - self.HITBOX_W / 2 - 0.01
|
|
elif self.vx < 0:
|
|
tx = int((nx - self.HITBOX_W / 2) // TILE)
|
|
if any(level.solid(tx, ty) for ty in range(r.top // TILE, wall_bottom + 1)):
|
|
nx = (tx + 1) * TILE + self.HITBOX_W / 2 + 0.01
|
|
self.x = nx
|
|
|
|
# Y + Boden/Decke
|
|
ny = self.y + self.vy * dt
|
|
left_tx = int((self.x - self.HITBOX_W / 2) // TILE)
|
|
right_tx = int((self.x + self.HITBOX_W / 2 - 1) // TILE)
|
|
if self.vy >= 0:
|
|
ty = int(ny // TILE)
|
|
if any(level.solid(tx, ty) for tx in range(left_tx, right_tx + 1)):
|
|
ny = ty * TILE - 0.01
|
|
self.vy = 0.0
|
|
self.on_ground = True
|
|
else:
|
|
self.on_ground = False
|
|
else:
|
|
ty = int((ny - self.HITBOX_H) // TILE)
|
|
if any(level.solid(tx, ty) for tx in range(left_tx, right_tx + 1)):
|
|
ny = (ty + 1) * TILE + self.HITBOX_H + 0.01
|
|
self.vy = 0.0
|
|
|
|
# Schraegen (ctype 16). WICHTIG (Stefans Bug "Figuren stehen auf
|
|
# Schraegen in der Luft"): in der LUFT nur snappen, wenn der Fuss die
|
|
# Diagonale wirklich durchdrungen hat (ny >= surf). Nur wer schon am
|
|
# Boden ist (bergauf laufen), darf mit Toleranz nach OBEN aufsteigen.
|
|
if self.vy >= 0:
|
|
was_grounded = self.on_ground or self._grounded_before
|
|
old_ty = int(self.y // TILE)
|
|
foot_ty = int(ny // TILE)
|
|
# SWEPT: alle zwischen alter und neuer Position ueberstrichenen
|
|
# Zeilen pruefen -- bei schnellem Fall (bis 8px/Frame) konnte die
|
|
# duenne Graskante sonst uebersprungen werden (Stefans "falle
|
|
# durch den Slope-Boden wenn ich ungluecklich lande").
|
|
start = min(old_ty, foot_ty) - (1 if was_grounded else 0)
|
|
tol = 8 if was_grounded else 0
|
|
for ty2 in range(start, foot_ty + 2):
|
|
surf = level.slope_surface(self.x, ty2)
|
|
if (surf is not None and ny >= surf - tol
|
|
and self.y <= surf + tol + 6):
|
|
ny = surf - 0.01
|
|
self.vy = 0.0
|
|
self.on_ground = True
|
|
break
|
|
# Nicht-Schwimmer tauchen NICHT unter (Original, Stefans Screenshot:
|
|
# Tony "springt quasi auf der Wasseroberflaeche") -- die Oberflaeche
|
|
# traegt wie weicher Boden, die Beine sinken nur WADE_DEPTH tief ein.
|
|
# Springen von dort geht (on_ground), Herzverlust laeuft weiter.
|
|
wy = level.info.get('water_y')
|
|
if wy is not None and not self.d['can_swim']:
|
|
wade_max = wy + WATER_WADE_DEPTH
|
|
if ny >= wade_max:
|
|
ny = wade_max
|
|
# Auto-Huepfer: die Oberflaeche "federt" -- kleiner Sprung in
|
|
# Endlosschleife (kein Idle im Wasser). on_ground=True laesst
|
|
# den naechsten Frame trotzdem einen VOLLEN manuellen Sprung
|
|
# zu (Rauskommen bleibt moeglich, Steuerung normal).
|
|
self.vy = WATER_BOUNCE_V
|
|
self.on_ground = True
|
|
self.idle_t = 0.0
|
|
|
|
self.y = ny
|
|
self._grounded_before = self.on_ground
|
|
|
|
def _pick(self, key_r, key_l):
|
|
i = self.d[key_r] if self.facing > 0 else self.d[key_l]
|
|
return i
|
|
|
|
def current_frame_index(self):
|
|
d = self.d
|
|
right = self.facing > 0
|
|
if self.force_frame is not None:
|
|
return self.force_frame
|
|
if self.spawn_t > 0 and d.get('spawn_frame') is not None and self.on_ground:
|
|
return d['spawn_frame']
|
|
if self.swimming and d['swim_r']:
|
|
seq = d['swim_r'] if right else d['swim_l']
|
|
return seq[int(self.anim_t * 6) % len(seq)] if self.vx else seq[0]
|
|
if self.ducking:
|
|
return self._pick('duck_r', 'duck_l')
|
|
if not self.on_ground:
|
|
if self.jump_squat_t > 0:
|
|
return self._pick('duck_r', 'duck_l') # Absprung-Hocke
|
|
return self._pick('jump_r', 'jump_l')
|
|
if self.vx:
|
|
if self.running and d['run_r']:
|
|
seq = d['run_r'] if right else d['run_l']
|
|
fps = RUN_ANIM_FPS
|
|
else:
|
|
seq = d['walk_r'] if right else d['walk_l']
|
|
fps = WALK_ANIM_FPS
|
|
return seq[int(self.anim_t * fps) % len(seq)]
|
|
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):
|
|
# Schadens-Blinken: nach Herzverlust flackert die Figur kurz
|
|
# (klassisches Sichtbarkeits-Toggle -- ein eigenes "Aua"-Sprite gibt
|
|
# es in den BOBs nicht)
|
|
if self.hurt_t > 0 and int(self.hurt_t * 12) % 2 == 0:
|
|
return
|
|
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) + SPRITE_SINK))
|
|
|
|
|
|
class Hud:
|
|
'''HUD auf Basis der ECHTEN GAMEBAR.PCC (320x25, liegt im PCKELL.DAT --
|
|
Stefans Fund). Die Grafik liefert Kellogg's-Leiste, Boxrahmen und sogar
|
|
den ":" der Uhr; die weissen Box-Innenflaechen fuellt die Original-Engine
|
|
zur Laufzeit dunkelrot (wir ebenso, per Pixel-Ersetzung rechts der
|
|
Kellogg's-Leiste). Inhalte an den gemessenen Box-Positionen:
|
|
[57-99 Icon+Kekse][105-154 Item][160-210 Score][216-248 Herzen 2x2]
|
|
[254-280 Kopf+Leben][286-315 Uhr].'''
|
|
|
|
def __init__(self, assets):
|
|
from .formats import load_pcc
|
|
container = assets.container
|
|
# Die Boxen der GAMEBAR.PCC bleiben WEISS (die Grafik hat das schon
|
|
# richtig -- Stefans Korrektur); Ziffern/Herzen kommen aus
|
|
# GAMEBAR.BOB, gerendert mit der GAMEBAR.PCC-PALETTE (damit sind die
|
|
# Ziffern ROT mit dunkler Umrandung wie im Original -- mit der
|
|
# bob-Regel-Palette waren sie braun).
|
|
_, _, _, gb_pal = load_pcc(container.entries['GAMEBAR.PCC'])
|
|
frames = parse_bob(container.entries['GAMEBAR.BOB'])
|
|
self.icons = _frames_to_surfaces(frames, gb_pal)
|
|
self.digits = self.icons[0:10] # 7x13, rot
|
|
self.heart_full = self.icons[10]
|
|
self.bar = assets.pcc_surface('GAMEBAR').convert()
|
|
self.item_icons = {n: intro.make_border_bg_transparent(assets.pcc_surface(n))
|
|
for n in ('ITE0', 'ITE1', 'ITE2', 'ITE3')}
|
|
# Kleine Charakter-Koepfe: WECH-Koepfe pixelig (nearest) verkleinert
|
|
# + schwarzer 1px-Umriss -- Stefans Feedback: das Original-Icon ist
|
|
# ein klarer Pixel-Kopf mit schwarzem Rand (kein weichgezeichnetes
|
|
# Bild). Gleicher Stil wie das Tuerschild in DOORS.BOB.
|
|
self.heads_small = []
|
|
for i in range(1, 5):
|
|
head = intro.make_border_bg_transparent(assets.pcc_surface(f'WECH_{i}'))
|
|
small = pygame.transform.scale(head, (15, 14))
|
|
outlined = pygame.Surface((17, 16), pygame.SRCALPHA)
|
|
mask = small.copy()
|
|
tint = pygame.Surface(mask.get_size(), pygame.SRCALPHA)
|
|
tint.fill((0, 0, 0, 255))
|
|
mask.blit(tint, (0, 0), special_flags=pygame.BLEND_RGBA_MULT)
|
|
for dx, dy in ((0, 1), (2, 1), (1, 0), (1, 2)):
|
|
outlined.blit(mask, (dx, dy))
|
|
outlined.blit(small, (1, 1))
|
|
self.heads_small.append(outlined)
|
|
|
|
def _number(self, canvas, x, y, value, width):
|
|
s = str(max(0, int(value))).rjust(width, '0')[-width:]
|
|
for i, ch in enumerate(s):
|
|
canvas.blit(self.digits[int(ch)], (x + i * 8, y))
|
|
|
|
def draw(self, canvas, y0, char_def, cookies, score, hearts, lives, time_left):
|
|
canvas.blit(self.bar, (0, y0))
|
|
num_y = y0 + 6
|
|
# Box 1 (57-99): Cerealien-Icon des aktiven Charakters + Keks-Zaehler
|
|
icon = self.item_icons.get(char_def['item_icon'])
|
|
if icon:
|
|
canvas.blit(icon, (58, y0 + 4))
|
|
self._number(canvas, 75, num_y, cookies, 3)
|
|
# Box 2 (105-154): Item -- noch leer
|
|
# Box 3 (160-210): Score
|
|
self._number(canvas, 161, num_y, score, 6)
|
|
# Box 4 (216-248): Herzen, 3x2-Grid, max 6 (Original-Screenshot);
|
|
# leere Plaetze bleiben weiss
|
|
for i in range(min(hearts, 6)):
|
|
canvas.blit(self.heart_full, (218 + (i % 3) * 10, y0 + 4 + (i // 3) * 9))
|
|
# Box 5 (254-280): Charakter-Kopf (immer die gewaehlte Figur) + Leben
|
|
canvas.blit(self.heads_small[char_def['head_index']], (254, y0 + 4))
|
|
self._number(canvas, 272, num_y, lives, 1)
|
|
# Box 6 (286-315): Uhr -- der ":" ist Teil der Grafik (auf weiss
|
|
# sichtbar, Stefans Bestaetigung)
|
|
m, s = divmod(max(0, int(time_left)), 60)
|
|
self._number(canvas, 288, num_y, m, 1)
|
|
self._number(canvas, 300, num_y, s, 2)
|
|
|
|
|
|
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
|
|
# Tuergrafiken (DOORS.BOB): Frame 0 = OFFENE Tuer (Stefans Korrektur),
|
|
# Frame 5 = Kopf-Schild einzeln. Ruhezustand = geschlossene Tile-Tuer der
|
|
# Map + Schild; bei ALT oeffnet sich die Tuer (Frame 0) und nach ~1s
|
|
# passiert die Tuer-Aktion (hier: Charakterwechsel-Menue). Frames 1-4
|
|
# sind die Schluessel-Tueren mit farbigen Knaeufen (spaeter).
|
|
_door_surfs = _frames_to_surfaces(parse_bob(assets.container.entries['DOORS.BOB']),
|
|
get_bob_palette(assets.container.entries, 'DOORS'))
|
|
door_open_sprite = _door_surfs[0]
|
|
door_sign_sprite = _door_surfs[5]
|
|
door_open_t = None # None = zu; sonst Sekunden seit ALT-Druck
|
|
|
|
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 = 6, 3 # 6 Herzen (3x2) -- Original-Screenshot
|
|
water_t = 0.0
|
|
duck_hold = 0.0
|
|
down_gap = 0.0 # Grace gegen Taste/on_ground-Flackern
|
|
look_down = 0.0 # Kamera-Offset beim gehaltenen Ducken
|
|
dying = None # dict(t, vy, drop_y, drop_vy) waehrend Tod-Anim
|
|
|
|
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) -> Tuer oeffnet sich (Frame 0),
|
|
# ~1s spaeter kommt die Tuer-Aktion (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
|
|
and door_open_t is None):
|
|
door_open_t = 0.0
|
|
|
|
keys = pygame.key.get_pressed()
|
|
if dying is None:
|
|
player.update(level, dt, keys)
|
|
else:
|
|
# Tod-Animation: Figur fliegt (ohne Kollision) aus dem Bild,
|
|
# das Halstuch (Tony) bzw. die Kappe (Smacks) flattert herab.
|
|
dying['t'] += dt
|
|
dying['vy'] += GRAVITY * 0.6 * dt
|
|
player.y += dying['vy'] * dt
|
|
dying['drop_y'] += dying['drop_vy'] * dt
|
|
dying['drop_vy'] = min(dying['drop_vy'] + 60 * dt, 40.0)
|
|
if dying['t'] >= DEATH_ANIM_SECONDS:
|
|
player.force_frame = None
|
|
dying = None
|
|
lives -= 1
|
|
if lives <= 0:
|
|
return 'map'
|
|
hearts = 6
|
|
player.x, player.y = spawn_px
|
|
player.vy = 0.0
|
|
player.spawn_t = SPAWN_ANIM_SECONDS
|
|
|
|
# Tuer-Sequenz: offen zeigen (Figur schaut rein), nach 1s die Aktion
|
|
if door_open_t is not None:
|
|
door_open_t += dt
|
|
if player.d.get('peek_frame') is not None:
|
|
player.force_frame = player.d['peek_frame']
|
|
if door_open_t >= 1.0:
|
|
door_open_t = None
|
|
player.force_frame = None
|
|
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)
|
|
|
|
# Wasser-Schaden (alle 5s ein Herz), Schwimmer sind sicher
|
|
if dying is None and level.in_water(player.y) and not player.swimming:
|
|
water_t += dt
|
|
if water_t >= WATER_DAMAGE_EVERY:
|
|
water_t = 0.0
|
|
hearts -= 1
|
|
player.hurt_t = 0.9 # Schadens-Blinken
|
|
if hearts <= 0 and player.d.get('death_frame') is not None:
|
|
# Tod-Animation starten: erschrockener Frame, Flug nach
|
|
# oben aus dem Bild, Tuch/Kappe faellt herunter
|
|
player.hurt_t = 0.0 # kein Blink-Toggle waehrend der Anim
|
|
player.force_frame = player.d['death_frame']
|
|
dying = dict(t=0.0, vy=-260.0,
|
|
drop_y=player.y - 40.0, drop_vy=-30.0)
|
|
elif hearts <= 0:
|
|
lives -= 1
|
|
hearts = 6
|
|
player.x, player.y = spawn_px
|
|
player.vy = 0.0
|
|
if lives <= 0:
|
|
return 'map'
|
|
else:
|
|
water_t = 0.0
|
|
|
|
# Kamera: Standard so, dass die Figur bei ~75%% der Hoehe steht
|
|
# (Stefans Referenz-Screenshot); haelt man DUCKEN gedrueckt, faehrt
|
|
# die Kamera nach kurzer Zeit sanft ~40px nach unten (Wasser unterm
|
|
# Abgrund sichtbar -- Original-Verhalten).
|
|
# Grace-Period: kurze Unterbrechungen (X11-Autorepeat sendet
|
|
# Release/Press-Paare; on_ground kann 1 Frame flackern) setzen den
|
|
# Halte-Timer NICHT zurueck -- Stefans "Kamera geht sporadisch
|
|
# wieder rauf, obwohl ich die Taste nicht losgelassen habe".
|
|
if keys[pygame.K_DOWN] and player.on_ground and dying is None:
|
|
duck_hold += dt
|
|
down_gap = 0.0
|
|
else:
|
|
down_gap += dt
|
|
if down_gap > 0.2:
|
|
duck_hold = 0.0
|
|
target_down = 40.0 if duck_hold >= 1.2 else 0.0
|
|
look_down += (target_down - look_down) * min(1.0, dt * 3.0)
|
|
cam_x = max(0, min(int(player.x) - VIEW_W // 2, map_w_px - VIEW_W))
|
|
cam_y = max(0, min(int(player.y) - int(VIEW_H * 0.75) + int(look_down),
|
|
map_h_px - VIEW_H))
|
|
|
|
canvas.blit(level.surface, (0, 0), (cam_x, cam_y, VIEW_W, VIEW_H))
|
|
# Tuer: zu = Tile-Tuer + Kopf-Schild; offen (nach ALT) = Frame 0
|
|
if door:
|
|
if door_open_t is not None:
|
|
canvas.blit(door_open_sprite, (door.x - cam_x, door.y - cam_y))
|
|
else:
|
|
canvas.blit(door_sign_sprite, (door.x - cam_x, door.y - cam_y))
|
|
player.draw(canvas, cam_x, cam_y)
|
|
if dying is not None and player.d.get('drop_frame') is not None:
|
|
drop = player.surfs[player.d['drop_frame']]
|
|
canvas.blit(drop, (int(player.x - drop.get_width() / 2 - cam_x),
|
|
int(dying['drop_y'] - cam_y)))
|
|
# Tuer offen: Level abdunkeln (Original dimmt die Szene waehrend der
|
|
# Tuer-Interaktion -- DOSBox-Referenz)
|
|
if door_open_t is not None:
|
|
dim = pygame.Surface((VIEW_W, VIEW_H), pygame.SRCALPHA)
|
|
dim.fill((0, 0, 30, 120))
|
|
canvas.blit(dim, (0, 0))
|
|
# 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()
|