crimsonland 0.1.0.dev5__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- crimson/__init__.py +24 -0
- crimson/assets_fetch.py +60 -0
- crimson/atlas.py +92 -0
- crimson/audio_router.py +155 -0
- crimson/bonuses.py +167 -0
- crimson/camera.py +75 -0
- crimson/cli.py +380 -0
- crimson/creatures/__init__.py +8 -0
- crimson/creatures/ai.py +186 -0
- crimson/creatures/anim.py +173 -0
- crimson/creatures/damage.py +103 -0
- crimson/creatures/runtime.py +1019 -0
- crimson/creatures/spawn.py +2871 -0
- crimson/debug.py +7 -0
- crimson/demo.py +1360 -0
- crimson/demo_trial.py +140 -0
- crimson/effects.py +1086 -0
- crimson/effects_atlas.py +73 -0
- crimson/frontend/__init__.py +1 -0
- crimson/frontend/assets.py +43 -0
- crimson/frontend/boot.py +424 -0
- crimson/frontend/menu.py +700 -0
- crimson/frontend/panels/__init__.py +1 -0
- crimson/frontend/panels/base.py +410 -0
- crimson/frontend/panels/controls.py +132 -0
- crimson/frontend/panels/mods.py +128 -0
- crimson/frontend/panels/options.py +409 -0
- crimson/frontend/panels/play_game.py +627 -0
- crimson/frontend/panels/stats.py +351 -0
- crimson/frontend/transitions.py +31 -0
- crimson/game.py +2533 -0
- crimson/game_modes.py +15 -0
- crimson/game_world.py +652 -0
- crimson/gameplay.py +2467 -0
- crimson/input_codes.py +176 -0
- crimson/modes/__init__.py +1 -0
- crimson/modes/base_gameplay_mode.py +219 -0
- crimson/modes/quest_mode.py +502 -0
- crimson/modes/rush_mode.py +300 -0
- crimson/modes/survival_mode.py +792 -0
- crimson/modes/tutorial_mode.py +648 -0
- crimson/modes/typo_mode.py +472 -0
- crimson/paths.py +23 -0
- crimson/perks.py +828 -0
- crimson/persistence/__init__.py +1 -0
- crimson/persistence/highscores.py +385 -0
- crimson/persistence/save_status.py +245 -0
- crimson/player_damage.py +77 -0
- crimson/projectiles.py +1133 -0
- crimson/quests/__init__.py +18 -0
- crimson/quests/helpers.py +147 -0
- crimson/quests/registry.py +49 -0
- crimson/quests/results.py +164 -0
- crimson/quests/runtime.py +91 -0
- crimson/quests/tier1.py +620 -0
- crimson/quests/tier2.py +652 -0
- crimson/quests/tier3.py +579 -0
- crimson/quests/tier4.py +721 -0
- crimson/quests/tier5.py +886 -0
- crimson/quests/timeline.py +115 -0
- crimson/quests/types.py +70 -0
- crimson/render/__init__.py +1 -0
- crimson/render/terrain_fx.py +88 -0
- crimson/render/world_renderer.py +1941 -0
- crimson/sim/__init__.py +1 -0
- crimson/sim/world_defs.py +67 -0
- crimson/sim/world_state.py +422 -0
- crimson/terrain_assets.py +19 -0
- crimson/tutorial/__init__.py +12 -0
- crimson/tutorial/timeline.py +291 -0
- crimson/typo/__init__.py +2 -0
- crimson/typo/names.py +233 -0
- crimson/typo/player.py +43 -0
- crimson/typo/spawns.py +73 -0
- crimson/typo/typing.py +52 -0
- crimson/ui/__init__.py +3 -0
- crimson/ui/cursor.py +95 -0
- crimson/ui/demo_trial_overlay.py +235 -0
- crimson/ui/game_over.py +660 -0
- crimson/ui/hud.py +601 -0
- crimson/ui/perk_menu.py +388 -0
- crimson/views/__init__.py +40 -0
- crimson/views/aim_debug.py +276 -0
- crimson/views/animations.py +274 -0
- crimson/views/arsenal_debug.py +404 -0
- crimson/views/audio_bootstrap.py +47 -0
- crimson/views/bonuses.py +201 -0
- crimson/views/camera_debug.py +359 -0
- crimson/views/camera_shake.py +229 -0
- crimson/views/corpse_stamp_debug.py +324 -0
- crimson/views/decals_debug.py +739 -0
- crimson/views/empty.py +19 -0
- crimson/views/fonts.py +114 -0
- crimson/views/game_over.py +117 -0
- crimson/views/ground.py +259 -0
- crimson/views/lighting_debug.py +1166 -0
- crimson/views/particles.py +293 -0
- crimson/views/perk_menu_debug.py +430 -0
- crimson/views/perks.py +398 -0
- crimson/views/player.py +434 -0
- crimson/views/player_sprite_debug.py +314 -0
- crimson/views/projectile_fx.py +609 -0
- crimson/views/projectile_render_debug.py +393 -0
- crimson/views/projectiles.py +221 -0
- crimson/views/quest_title_overlay.py +108 -0
- crimson/views/registry.py +34 -0
- crimson/views/rush.py +16 -0
- crimson/views/small_font_debug.py +204 -0
- crimson/views/spawn_plan.py +363 -0
- crimson/views/sprites.py +214 -0
- crimson/views/survival.py +15 -0
- crimson/views/terrain.py +132 -0
- crimson/views/ui.py +123 -0
- crimson/views/wicons.py +166 -0
- crimson/weapon_sfx.py +63 -0
- crimson/weapons.py +860 -0
- crimsonland-0.1.0.dev5.dist-info/METADATA +9 -0
- crimsonland-0.1.0.dev5.dist-info/RECORD +139 -0
- crimsonland-0.1.0.dev5.dist-info/WHEEL +4 -0
- crimsonland-0.1.0.dev5.dist-info/entry_points.txt +4 -0
- grim/__init__.py +20 -0
- grim/app.py +92 -0
- grim/assets.py +231 -0
- grim/audio.py +106 -0
- grim/config.py +294 -0
- grim/console.py +737 -0
- grim/fonts/__init__.py +7 -0
- grim/fonts/grim_mono.py +111 -0
- grim/fonts/small.py +120 -0
- grim/input.py +44 -0
- grim/jaz.py +103 -0
- grim/math.py +17 -0
- grim/music.py +403 -0
- grim/paq.py +76 -0
- grim/rand.py +37 -0
- grim/sfx.py +276 -0
- grim/sfx_map.py +103 -0
- grim/terrain_render.py +840 -0
- grim/view.py +16 -0
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from __future__ import annotations
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from dataclasses import dataclass
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import math
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from pathlib import Path
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import pyray as rl
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from grim.assets import resolve_asset_path
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from grim.fonts.small import SmallFontData, draw_small_text, load_small_font
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from grim.view import View, ViewContext
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from .registry import register_view
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WORLD_SIZE = 1024.0
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WINDOW_W = 640
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WINDOW_H = 480
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GRID_STEP = 64.0
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SPRITE_GRID = 8
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SPRITE_PAD_PX = 2.0
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LEG_FRAME_COUNT = 15
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UI_TEXT_SCALE = 1.0
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UI_TEXT_COLOR = rl.Color(220, 220, 220, 255)
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UI_HINT_COLOR = rl.Color(140, 140, 140, 255)
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UI_ERROR_COLOR = rl.Color(240, 80, 80, 255)
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@dataclass(slots=True)
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class PlayerSpriteAssets:
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trooper: rl.Texture
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class PlayerSpriteDebugView:
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def __init__(self, ctx: ViewContext) -> None:
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self._assets_root = ctx.assets_dir
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self._missing_assets: list[str] = []
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self._small: SmallFontData | None = None
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self._assets: PlayerSpriteAssets | None = None
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self._player_x = WORLD_SIZE * 0.5
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self._player_y = WORLD_SIZE * 0.5
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self._player_size = 50.0
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self._move_phase = 0.0
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self._move_heading = 0.0
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self._aim_heading = 0.0
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self._muzzle_flash = 0.0
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self._leg_base = 0
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self._torso_base = 16
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self._frame_count = LEG_FRAME_COUNT
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self._show_grid = True
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self._show_shadow = True
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self._use_torso_offset = True
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def _ui_line_height(self, scale: float = UI_TEXT_SCALE) -> int:
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if self._small is not None:
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return int(self._small.cell_size * scale)
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return int(20 * scale)
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def _draw_ui_text(
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self,
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text: str,
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x: float,
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y: float,
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color: rl.Color,
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scale: float = UI_TEXT_SCALE,
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) -> None:
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if self._small is not None:
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draw_small_text(self._small, text, x, y, scale, color)
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else:
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rl.draw_text(text, int(x), int(y), int(20 * scale), color)
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def _frame_src(self, texture: rl.Texture, frame_index: int) -> rl.Rectangle:
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cell = float(texture.width) / float(SPRITE_GRID)
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pad = SPRITE_PAD_PX
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frame = max(0, int(frame_index)) % (SPRITE_GRID * SPRITE_GRID)
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col = frame % SPRITE_GRID
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row = frame // SPRITE_GRID
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u0 = col * cell + pad
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v0 = row * cell + pad
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size = cell - pad * 2.0
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return rl.Rectangle(u0, v0, size, size)
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def _draw_sprite(
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self,
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texture: rl.Texture,
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frame_index: int,
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*,
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x: float,
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y: float,
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size: float,
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rotation_rad: float,
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tint: rl.Color,
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shadow: bool,
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offset_x: float = 0.0,
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offset_y: float = 0.0,
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) -> None:
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src = self._frame_src(texture, frame_index)
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origin = rl.Vector2(size * 0.5, size * 0.5)
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rotation_deg = float(rotation_rad * 57.29577951308232)
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if shadow:
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shadow_color = rl.Color(0, 0, 0, 90)
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dst = rl.Rectangle(x + offset_x + 1.0, y + offset_y + 1.0, size, size)
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rl.draw_texture_pro(texture, src, dst, origin, rotation_deg, shadow_color)
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dst = rl.Rectangle(x + offset_x, y + offset_y, size, size)
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rl.draw_texture_pro(texture, src, dst, origin, rotation_deg, tint)
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def open(self) -> None:
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rl.set_window_size(WINDOW_W, WINDOW_H)
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self._missing_assets.clear()
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self._small = load_small_font(self._assets_root, self._missing_assets)
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trooper_path = resolve_asset_path(self._assets_root, "game/trooper.png")
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if trooper_path is None:
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self._missing_assets.append("game/trooper.png")
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if self._missing_assets:
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raise FileNotFoundError("Missing assets: " + ", ".join(self._missing_assets))
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trooper = rl.load_texture(str(trooper_path))
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self._assets = PlayerSpriteAssets(trooper=trooper)
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def close(self) -> None:
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if self._assets is not None:
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rl.unload_texture(self._assets.trooper)
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self._assets = None
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if self._small is not None:
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rl.unload_texture(self._small.texture)
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self._small = None
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def update(self, dt: float) -> None:
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if rl.is_key_pressed(rl.KeyboardKey.KEY_F1):
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self._show_grid = not self._show_grid
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if rl.is_key_pressed(rl.KeyboardKey.KEY_F2):
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self._show_shadow = not self._show_shadow
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if rl.is_key_pressed(rl.KeyboardKey.KEY_F3):
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self._use_torso_offset = not self._use_torso_offset
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if rl.is_key_pressed(rl.KeyboardKey.KEY_LEFT_BRACKET):
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self._torso_base = max(0, self._torso_base - 1)
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if rl.is_key_pressed(rl.KeyboardKey.KEY_RIGHT_BRACKET):
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self._torso_base = min(63, self._torso_base + 1)
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if rl.is_key_pressed(rl.KeyboardKey.KEY_SEMICOLON):
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self._leg_base = max(0, self._leg_base - 1)
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if rl.is_key_pressed(rl.KeyboardKey.KEY_APOSTROPHE):
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self._leg_base = min(63, self._leg_base + 1)
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if rl.is_key_pressed(rl.KeyboardKey.KEY_COMMA):
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self._frame_count = max(1, self._frame_count - 1)
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if rl.is_key_pressed(rl.KeyboardKey.KEY_PERIOD):
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self._frame_count = min(64, self._frame_count + 1)
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if rl.is_key_pressed(rl.KeyboardKey.KEY_R):
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self._player_x = WORLD_SIZE * 0.5
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self._player_y = WORLD_SIZE * 0.5
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self._move_phase = 0.0
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self._move_heading = 0.0
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move_x = 0.0
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move_y = 0.0
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if rl.is_key_down(rl.KeyboardKey.KEY_A):
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move_x -= 1.0
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if rl.is_key_down(rl.KeyboardKey.KEY_D):
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move_x += 1.0
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if rl.is_key_down(rl.KeyboardKey.KEY_W):
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move_y -= 1.0
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if rl.is_key_down(rl.KeyboardKey.KEY_S):
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move_y += 1.0
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moving = move_x != 0.0 or move_y != 0.0
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if moving:
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length = math.hypot(move_x, move_y)
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if length > 0.0:
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move_x /= length
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move_y /= length
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speed = 120.0
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if rl.is_key_down(rl.KeyboardKey.KEY_LEFT_SHIFT) or rl.is_key_down(rl.KeyboardKey.KEY_RIGHT_SHIFT):
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speed *= 2.0
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self._player_x += move_x * speed * dt
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self._player_y += move_y * speed * dt
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self._player_x = max(0.0, min(WORLD_SIZE, self._player_x))
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self._player_y = max(0.0, min(WORLD_SIZE, self._player_y))
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self._move_heading = math.atan2(move_y, move_x) + math.pi / 2.0
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move_speed = 2.0
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self._move_phase += dt * move_speed * 19.0
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while self._move_phase > 14.0:
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self._move_phase -= 14.0
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cam_x = float(rl.get_screen_width()) * 0.5 - self._player_x
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cam_y = float(rl.get_screen_height()) * 0.5 - self._player_y
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mouse = rl.get_mouse_position()
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aim_world_x = float(mouse.x) - cam_x
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aim_world_y = float(mouse.y) - cam_y
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aim_dx = aim_world_x - self._player_x
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aim_dy = aim_world_y - self._player_y
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if abs(aim_dx) > 1e-3 or abs(aim_dy) > 1e-3:
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self._aim_heading = math.atan2(aim_dy, aim_dx) + math.pi / 2.0
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if rl.is_mouse_button_down(rl.MouseButton.MOUSE_BUTTON_LEFT):
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self._muzzle_flash = 0.8
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else:
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self._muzzle_flash = max(0.0, self._muzzle_flash - dt * 2.5)
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def draw(self) -> None:
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rl.clear_background(rl.Color(10, 10, 12, 255))
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if self._assets is None:
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self._draw_ui_text("Trooper sprite not loaded.", 16, 16, UI_ERROR_COLOR)
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return
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|
+
cam_x = float(rl.get_screen_width()) * 0.5 - self._player_x
|
|
211
|
+
cam_y = float(rl.get_screen_height()) * 0.5 - self._player_y
|
|
212
|
+
|
|
213
|
+
if self._show_grid:
|
|
214
|
+
grid_major = rl.Color(70, 80, 95, 180)
|
|
215
|
+
grid_minor = rl.Color(40, 50, 65, 140)
|
|
216
|
+
for i in range(0, int(WORLD_SIZE) + 1, int(GRID_STEP)):
|
|
217
|
+
color = grid_major if i % 256 == 0 else grid_minor
|
|
218
|
+
sx = float(i) + cam_x
|
|
219
|
+
sy0 = cam_y
|
|
220
|
+
sy1 = WORLD_SIZE + cam_y
|
|
221
|
+
rl.draw_line(int(sx), int(sy0), int(sx), int(sy1), color)
|
|
222
|
+
sy = float(i) + cam_y
|
|
223
|
+
sx0 = cam_x
|
|
224
|
+
sx1 = WORLD_SIZE + cam_x
|
|
225
|
+
rl.draw_line(int(sx0), int(sy), int(sx1), int(sy), color)
|
|
226
|
+
|
|
227
|
+
px = self._player_x + cam_x
|
|
228
|
+
py = self._player_y + cam_y
|
|
229
|
+
|
|
230
|
+
frame = int(self._move_phase + 0.5)
|
|
231
|
+
if self._frame_count > 0:
|
|
232
|
+
frame %= self._frame_count
|
|
233
|
+
leg_frame = self._leg_base + frame
|
|
234
|
+
torso_frame = leg_frame
|
|
235
|
+
if self._use_torso_offset:
|
|
236
|
+
torso_frame = self._torso_base + frame
|
|
237
|
+
|
|
238
|
+
recoil_dir = self._aim_heading + math.pi / 2.0
|
|
239
|
+
recoil_offset = self._muzzle_flash * 12.0
|
|
240
|
+
torso_offset_x = math.cos(recoil_dir) * recoil_offset
|
|
241
|
+
torso_offset_y = math.sin(recoil_dir) * recoil_offset
|
|
242
|
+
|
|
243
|
+
tint = rl.Color(240, 240, 255, 255)
|
|
244
|
+
self._draw_sprite(
|
|
245
|
+
self._assets.trooper,
|
|
246
|
+
leg_frame,
|
|
247
|
+
x=px,
|
|
248
|
+
y=py,
|
|
249
|
+
size=self._player_size,
|
|
250
|
+
rotation_rad=self._move_heading,
|
|
251
|
+
tint=tint,
|
|
252
|
+
shadow=self._show_shadow,
|
|
253
|
+
)
|
|
254
|
+
self._draw_sprite(
|
|
255
|
+
self._assets.trooper,
|
|
256
|
+
torso_frame,
|
|
257
|
+
x=px,
|
|
258
|
+
y=py,
|
|
259
|
+
size=self._player_size,
|
|
260
|
+
rotation_rad=self._aim_heading,
|
|
261
|
+
tint=tint,
|
|
262
|
+
shadow=self._show_shadow,
|
|
263
|
+
offset_x=torso_offset_x,
|
|
264
|
+
offset_y=torso_offset_y,
|
|
265
|
+
)
|
|
266
|
+
|
|
267
|
+
# Aim/debug helpers.
|
|
268
|
+
mouse = rl.get_mouse_position()
|
|
269
|
+
rl.draw_circle(int(mouse.x), int(mouse.y), 3.0, rl.Color(120, 200, 255, 255))
|
|
270
|
+
rl.draw_line(int(px), int(py), int(mouse.x), int(mouse.y), rl.Color(120, 200, 255, 180))
|
|
271
|
+
|
|
272
|
+
hud_x = 16.0
|
|
273
|
+
hud_y = 16.0
|
|
274
|
+
line = self._ui_line_height()
|
|
275
|
+
self._draw_ui_text(
|
|
276
|
+
f"legs frame={leg_frame} (base {self._leg_base}, count {self._frame_count})",
|
|
277
|
+
hud_x,
|
|
278
|
+
hud_y,
|
|
279
|
+
UI_TEXT_COLOR,
|
|
280
|
+
)
|
|
281
|
+
hud_y += line
|
|
282
|
+
torso_label = "offset" if self._use_torso_offset else "match"
|
|
283
|
+
self._draw_ui_text(
|
|
284
|
+
f"torso frame={torso_frame} (base {self._torso_base}, mode {torso_label})",
|
|
285
|
+
hud_x,
|
|
286
|
+
hud_y,
|
|
287
|
+
UI_TEXT_COLOR,
|
|
288
|
+
)
|
|
289
|
+
hud_y += line
|
|
290
|
+
self._draw_ui_text(
|
|
291
|
+
f"move_heading={self._move_heading:.2f} aim_heading={self._aim_heading:.2f}",
|
|
292
|
+
hud_x,
|
|
293
|
+
hud_y,
|
|
294
|
+
UI_TEXT_COLOR,
|
|
295
|
+
)
|
|
296
|
+
hud_y += line
|
|
297
|
+
self._draw_ui_text(
|
|
298
|
+
"WASD move, mouse aim, LMB recoil, F1 grid, F2 shadow, F3 torso mode",
|
|
299
|
+
hud_x,
|
|
300
|
+
hud_y,
|
|
301
|
+
UI_HINT_COLOR,
|
|
302
|
+
)
|
|
303
|
+
hud_y += line
|
|
304
|
+
self._draw_ui_text(
|
|
305
|
+
"[/] torso base, ;/' legs base, ,/. frame count, R reset",
|
|
306
|
+
hud_x,
|
|
307
|
+
hud_y,
|
|
308
|
+
UI_HINT_COLOR,
|
|
309
|
+
)
|
|
310
|
+
|
|
311
|
+
|
|
312
|
+
@register_view("player-sprite-debug", "Player sprite debug")
|
|
313
|
+
def build_player_sprite_debug_view(*, ctx: ViewContext) -> View:
|
|
314
|
+
return PlayerSpriteDebugView(ctx)
|