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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import pyray as rl
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from .registry import register_view
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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 ..bonuses import BonusId
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from ..effects_atlas import effect_src_rect
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from ..gameplay import GameplayState, PlayerState, bonus_apply
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from ..projectiles import ProjectileTypeId
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from ..weapons import (
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WEAPON_BY_ID,
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WEAPON_TABLE,
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weapon_entry_for_projectile_type_id,
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)
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WORLD_SIZE = 1024.0
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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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UI_ACCENT_COLOR = rl.Color(240, 200, 80, 255)
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@dataclass(slots=True)
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class DummyCreature:
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x: float
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y: float
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hp: float
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size: float = 42.0
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collision_flag: int = 0
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@dataclass(slots=True)
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class BeamFx:
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x0: float
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y0: float
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x1: float
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y1: float
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life: float
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@dataclass(slots=True)
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class EffectFx:
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effect_id: int
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x: float
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y: float
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life: float
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rotation: float
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scale: float
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_KNOWN_PROJ_FRAMES: dict[int, tuple[int, int]] = {
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# Based on docs/atlas.md (projectile `type_id` values index the weapon table).
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ProjectileTypeId.PULSE_GUN: (2, 0),
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ProjectileTypeId.SPLITTER_GUN: (4, 3),
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ProjectileTypeId.BLADE_GUN: (4, 6),
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ProjectileTypeId.ION_MINIGUN: (4, 2),
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ProjectileTypeId.ION_CANNON: (4, 2),
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ProjectileTypeId.SHRINKIFIER: (4, 2),
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ProjectileTypeId.FIRE_BULLETS: (4, 2),
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ProjectileTypeId.ION_RIFLE: (4, 2), # Shock Chain projectile
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}
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_BEAM_TYPES = frozenset(
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{
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ProjectileTypeId.ION_RIFLE,
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ProjectileTypeId.ION_MINIGUN,
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ProjectileTypeId.ION_CANNON,
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ProjectileTypeId.SHRINKIFIER,
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ProjectileTypeId.FIRE_BULLETS,
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ProjectileTypeId.BLADE_GUN,
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ProjectileTypeId.SPLITTER_GUN,
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}
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)
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def _clamp(value: float, lo: float, hi: float) -> float:
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if value < lo:
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return lo
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if value > hi:
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return hi
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return value
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def _lerp(a: float, b: float, t: float) -> float:
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return a + (b - a) * t
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def _angle_to_target(x0: float, y0: float, x1: float, y1: float) -> float:
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return math.atan2(y1 - y0, x1 - x0) + math.pi / 2.0
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class ProjectileFxView:
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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._projs: rl.Texture | None = None
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self._particles: rl.Texture | None = None
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self.close_requested = False
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self._paused = False
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self._show_help = True
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self._show_debug = True
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self._state = GameplayState()
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self._player = PlayerState(index=0, pos_x=WORLD_SIZE * 0.5, pos_y=WORLD_SIZE * 0.5)
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self._creatures: list[DummyCreature] = []
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self._camera_x = -1.0
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self._camera_y = -1.0
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max_type_id = max((int(entry.weapon_id) for entry in WEAPON_TABLE), default=0)
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self._type_ids = list(range(int(max_type_id) + 1))
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self._type_index = 0
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self._damage_scale_by_type = {}
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for entry in WEAPON_TABLE:
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if entry.weapon_id <= 0:
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continue
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self._damage_scale_by_type[int(entry.weapon_id)] = float(entry.damage_scale or 1.0)
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self._origin_x = WORLD_SIZE * 0.5
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self._origin_y = WORLD_SIZE * 0.5
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self._beams: list[BeamFx] = []
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self._effects: list[EffectFx] = []
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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 _camera_world_to_screen(self, x: float, y: float) -> tuple[float, float]:
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return self._camera_x + x, self._camera_y + y
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def _camera_screen_to_world(self, x: float, y: float) -> tuple[float, float]:
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return x - self._camera_x, y - self._camera_y
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def _update_camera(self, dt: float) -> None:
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screen_w = float(rl.get_screen_width())
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screen_h = float(rl.get_screen_height())
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if screen_w > WORLD_SIZE:
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screen_w = WORLD_SIZE
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if screen_h > WORLD_SIZE:
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screen_h = WORLD_SIZE
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desired_x = (screen_w * 0.5) - self._origin_x
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desired_y = (screen_h * 0.5) - self._origin_y
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min_x = screen_w - WORLD_SIZE
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min_y = screen_h - WORLD_SIZE
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if desired_x > -1.0:
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desired_x = -1.0
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if desired_x < min_x:
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desired_x = min_x
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if desired_y > -1.0:
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desired_y = -1.0
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if desired_y < min_y:
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desired_y = min_y
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t = _clamp(dt * 6.0, 0.0, 1.0)
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self._camera_x = _lerp(self._camera_x, desired_x, t)
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self._camera_y = _lerp(self._camera_y, desired_y, t)
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def _reset_scene(self) -> None:
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self._state.projectiles.reset()
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self._state.secondary_projectiles.reset()
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self._state.shock_chain_links_left = 0
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self._state.shock_chain_projectile_id = -1
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self._beams.clear()
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self._effects.clear()
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self._creatures = [
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DummyCreature(x=self._origin_x + 180.0, y=self._origin_y, hp=140.0, size=38.0),
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DummyCreature(x=self._origin_x + 260.0, y=self._origin_y + 40.0, hp=140.0, size=42.0),
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DummyCreature(x=self._origin_x - 220.0, y=self._origin_y + 140.0, hp=140.0, size=52.0),
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DummyCreature(x=self._origin_x - 300.0, y=self._origin_y - 120.0, hp=140.0, size=58.0),
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]
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def open(self) -> None:
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self._missing_assets.clear()
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try:
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self._small = load_small_font(self._assets_root, self._missing_assets)
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except Exception:
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self._small = None
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projs_path = self._assets_root / "crimson" / "game" / "projs.png"
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if not projs_path.is_file():
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self._missing_assets.append("game/projs.png")
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raise FileNotFoundError(f"Missing asset: {projs_path}")
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self._projs = rl.load_texture(str(projs_path))
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particles_path = self._assets_root / "crimson" / "game" / "particles.png"
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if particles_path.is_file():
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self._particles = rl.load_texture(str(particles_path))
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else:
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self._particles = None
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self._missing_assets.append("game/particles.png")
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self.close_requested = False
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self._paused = False
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self._state.rng.srand(0xBEEF)
|
|
224
|
+
self._reset_scene()
|
|
225
|
+
|
|
226
|
+
self._camera_x = -1.0
|
|
227
|
+
self._camera_y = -1.0
|
|
228
|
+
|
|
229
|
+
def close(self) -> None:
|
|
230
|
+
if self._projs is not None:
|
|
231
|
+
rl.unload_texture(self._projs)
|
|
232
|
+
self._projs = None
|
|
233
|
+
if self._particles is not None:
|
|
234
|
+
rl.unload_texture(self._particles)
|
|
235
|
+
self._particles = None
|
|
236
|
+
if self._small is not None:
|
|
237
|
+
rl.unload_texture(self._small.texture)
|
|
238
|
+
self._small = None
|
|
239
|
+
|
|
240
|
+
def _selected_type_id(self) -> int:
|
|
241
|
+
if not self._type_ids:
|
|
242
|
+
return 0
|
|
243
|
+
return int(self._type_ids[self._type_index % len(self._type_ids)])
|
|
244
|
+
|
|
245
|
+
def _projectile_meta_for(self, type_id: int) -> float:
|
|
246
|
+
entry = weapon_entry_for_projectile_type_id(int(type_id))
|
|
247
|
+
meta = entry.projectile_meta if entry is not None else None
|
|
248
|
+
return float(meta if meta is not None else 45.0)
|
|
249
|
+
|
|
250
|
+
def _spawn_effect(self, *, effect_id: int, x: float, y: float, scale: float, duration: float) -> None:
|
|
251
|
+
if self._particles is None:
|
|
252
|
+
return
|
|
253
|
+
self._effects.append(
|
|
254
|
+
EffectFx(
|
|
255
|
+
effect_id=int(effect_id),
|
|
256
|
+
x=float(x),
|
|
257
|
+
y=float(y),
|
|
258
|
+
life=float(duration),
|
|
259
|
+
rotation=float(int(self._state.rng.rand()) % 0x274) * 0.01,
|
|
260
|
+
scale=float(scale),
|
|
261
|
+
)
|
|
262
|
+
)
|
|
263
|
+
|
|
264
|
+
def _spawn_projectile(self, *, type_id: int, angle: float, owner_id: int = -100) -> None:
|
|
265
|
+
meta = self._projectile_meta_for(type_id)
|
|
266
|
+
self._spawn_effect(effect_id=0x12, x=self._origin_x, y=self._origin_y, scale=0.55, duration=0.18)
|
|
267
|
+
self._state.projectiles.spawn(
|
|
268
|
+
pos_x=self._origin_x,
|
|
269
|
+
pos_y=self._origin_y,
|
|
270
|
+
angle=float(angle),
|
|
271
|
+
type_id=int(type_id),
|
|
272
|
+
owner_id=int(owner_id),
|
|
273
|
+
base_damage=meta,
|
|
274
|
+
)
|
|
275
|
+
|
|
276
|
+
def _spawn_fire_bullets_volley(self, *, angle: float) -> None:
|
|
277
|
+
base = weapon_entry_for_projectile_type_id(self._selected_type_id())
|
|
278
|
+
pellet_count = int(getattr(base, "pellet_count", 1) or 1)
|
|
279
|
+
pellet_count = max(1, pellet_count)
|
|
280
|
+
meta = self._projectile_meta_for(ProjectileTypeId.FIRE_BULLETS)
|
|
281
|
+
self._spawn_effect(effect_id=0x12, x=self._origin_x, y=self._origin_y, scale=0.6, duration=0.2)
|
|
282
|
+
for _ in range(pellet_count):
|
|
283
|
+
jitter = (float(self._state.rng.rand() % 200) - 100.0) * 0.0015
|
|
284
|
+
self._state.projectiles.spawn(
|
|
285
|
+
pos_x=self._origin_x,
|
|
286
|
+
pos_y=self._origin_y,
|
|
287
|
+
angle=float(angle + jitter),
|
|
288
|
+
type_id=ProjectileTypeId.FIRE_BULLETS,
|
|
289
|
+
owner_id=-1,
|
|
290
|
+
base_damage=meta,
|
|
291
|
+
)
|
|
292
|
+
|
|
293
|
+
def _handle_input(self) -> None:
|
|
294
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_TAB):
|
|
295
|
+
self._paused = not self._paused
|
|
296
|
+
|
|
297
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_ESCAPE):
|
|
298
|
+
self.close_requested = True
|
|
299
|
+
|
|
300
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_H):
|
|
301
|
+
self._show_help = not self._show_help
|
|
302
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_F3):
|
|
303
|
+
self._show_debug = not self._show_debug
|
|
304
|
+
|
|
305
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_R):
|
|
306
|
+
self._reset_scene()
|
|
307
|
+
|
|
308
|
+
wheel = int(rl.get_mouse_wheel_move())
|
|
309
|
+
if wheel:
|
|
310
|
+
self._type_index = (self._type_index - wheel) % max(1, len(self._type_ids))
|
|
311
|
+
|
|
312
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_LEFT):
|
|
313
|
+
self._type_index = (self._type_index - 1) % max(1, len(self._type_ids))
|
|
314
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_RIGHT):
|
|
315
|
+
self._type_index = (self._type_index + 1) % max(1, len(self._type_ids))
|
|
316
|
+
|
|
317
|
+
mouse = rl.get_mouse_position()
|
|
318
|
+
aim_x, aim_y = self._camera_screen_to_world(float(mouse.x), float(mouse.y))
|
|
319
|
+
angle = _angle_to_target(self._origin_x, self._origin_y, aim_x, aim_y)
|
|
320
|
+
|
|
321
|
+
if rl.is_mouse_button_pressed(rl.MouseButton.MOUSE_BUTTON_RIGHT):
|
|
322
|
+
self._origin_x = _clamp(aim_x, 0.0, WORLD_SIZE)
|
|
323
|
+
self._origin_y = _clamp(aim_y, 0.0, WORLD_SIZE)
|
|
324
|
+
|
|
325
|
+
if rl.is_mouse_button_pressed(rl.MouseButton.MOUSE_BUTTON_LEFT):
|
|
326
|
+
self._spawn_projectile(type_id=self._selected_type_id(), angle=angle, owner_id=-1)
|
|
327
|
+
|
|
328
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_SPACE):
|
|
329
|
+
count = 12
|
|
330
|
+
step = math.tau / float(count)
|
|
331
|
+
for idx in range(count):
|
|
332
|
+
self._spawn_projectile(
|
|
333
|
+
type_id=self._selected_type_id(),
|
|
334
|
+
angle=float(idx) * step,
|
|
335
|
+
owner_id=-1,
|
|
336
|
+
)
|
|
337
|
+
|
|
338
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_F):
|
|
339
|
+
self._spawn_fire_bullets_volley(angle=angle)
|
|
340
|
+
|
|
341
|
+
if rl.is_key_pressed(rl.KeyboardKey.KEY_S):
|
|
342
|
+
self._player.pos_x = self._origin_x
|
|
343
|
+
self._player.pos_y = self._origin_y
|
|
344
|
+
bonus_apply(self._state, self._player, BonusId.SHOCK_CHAIN, origin=self._player, creatures=self._creatures)
|
|
345
|
+
|
|
346
|
+
def update(self, dt: float) -> None:
|
|
347
|
+
self._handle_input()
|
|
348
|
+
if self._paused:
|
|
349
|
+
dt = 0.0
|
|
350
|
+
|
|
351
|
+
if dt <= 0.0:
|
|
352
|
+
return
|
|
353
|
+
|
|
354
|
+
self._update_camera(dt)
|
|
355
|
+
|
|
356
|
+
self._beams = [beam for beam in self._beams if beam.life > 0.0]
|
|
357
|
+
for beam in self._beams:
|
|
358
|
+
beam.life -= dt
|
|
359
|
+
|
|
360
|
+
self._effects = [fx for fx in self._effects if fx.life > 0.0]
|
|
361
|
+
for fx in self._effects:
|
|
362
|
+
fx.life -= dt
|
|
363
|
+
|
|
364
|
+
hits = self._state.projectiles.update(
|
|
365
|
+
dt,
|
|
366
|
+
self._creatures,
|
|
367
|
+
world_size=WORLD_SIZE,
|
|
368
|
+
damage_scale_by_type=self._damage_scale_by_type,
|
|
369
|
+
detail_preset=5,
|
|
370
|
+
rng=self._state.rng.rand,
|
|
371
|
+
runtime_state=self._state,
|
|
372
|
+
)
|
|
373
|
+
for type_id, origin_x, origin_y, hit_x, hit_y, *_ in hits:
|
|
374
|
+
if type_id in _BEAM_TYPES:
|
|
375
|
+
self._beams.append(BeamFx(x0=origin_x, y0=origin_y, x1=hit_x, y1=hit_y, life=0.08))
|
|
376
|
+
self._spawn_effect(effect_id=0x01, x=hit_x, y=hit_y, scale=0.9, duration=0.25)
|
|
377
|
+
else:
|
|
378
|
+
effect_id = 0x11 if type_id in (ProjectileTypeId.GAUSS_GUN, ProjectileTypeId.FIRE_BULLETS) else 0x00
|
|
379
|
+
self._spawn_effect(effect_id=effect_id, x=hit_x, y=hit_y, scale=1.2, duration=0.35)
|
|
380
|
+
|
|
381
|
+
self._creatures = [c for c in self._creatures if c.hp > 0.0]
|
|
382
|
+
|
|
383
|
+
def _draw_atlas_sprite(
|
|
384
|
+
self,
|
|
385
|
+
texture: rl.Texture,
|
|
386
|
+
*,
|
|
387
|
+
grid: int,
|
|
388
|
+
frame: int,
|
|
389
|
+
x: float,
|
|
390
|
+
y: float,
|
|
391
|
+
scale: float,
|
|
392
|
+
rotation_rad: float = 0.0,
|
|
393
|
+
tint: rl.Color = rl.WHITE,
|
|
394
|
+
) -> None:
|
|
395
|
+
grid = max(1, int(grid))
|
|
396
|
+
frame = max(0, int(frame))
|
|
397
|
+
|
|
398
|
+
cell_w = float(texture.width) / float(grid)
|
|
399
|
+
cell_h = float(texture.height) / float(grid)
|
|
400
|
+
col = frame % grid
|
|
401
|
+
row = frame // grid
|
|
402
|
+
src = rl.Rectangle(cell_w * float(col), cell_h * float(row), cell_w, cell_h)
|
|
403
|
+
|
|
404
|
+
w = cell_w * float(scale)
|
|
405
|
+
h = cell_h * float(scale)
|
|
406
|
+
dst = rl.Rectangle(float(x), float(y), w, h)
|
|
407
|
+
origin = rl.Vector2(w * 0.5, h * 0.5)
|
|
408
|
+
rl.draw_texture_pro(texture, src, dst, origin, float(rotation_rad * 57.29577951308232), tint)
|
|
409
|
+
|
|
410
|
+
def _draw_projectile(self, proj: object) -> None:
|
|
411
|
+
texture = self._projs
|
|
412
|
+
if texture is None:
|
|
413
|
+
return
|
|
414
|
+
|
|
415
|
+
type_id = int(getattr(proj, "type_id", 0))
|
|
416
|
+
mapping = _KNOWN_PROJ_FRAMES.get(type_id)
|
|
417
|
+
sx, sy = self._camera_world_to_screen(float(getattr(proj, "pos_x", 0.0)), float(getattr(proj, "pos_y", 0.0)))
|
|
418
|
+
|
|
419
|
+
if mapping is None:
|
|
420
|
+
rl.draw_circle(int(sx), int(sy), 3.0, rl.Color(240, 220, 160, 255))
|
|
421
|
+
if self._show_debug:
|
|
422
|
+
rl.draw_text(f"{type_id:02x}", int(sx) + 6, int(sy) - 8, 10, UI_HINT_COLOR)
|
|
423
|
+
return
|
|
424
|
+
|
|
425
|
+
grid, frame = mapping
|
|
426
|
+
life = float(getattr(proj, "life_timer", 0.0))
|
|
427
|
+
angle = float(getattr(proj, "angle", 0.0))
|
|
428
|
+
|
|
429
|
+
color = rl.Color(240, 220, 160, 255)
|
|
430
|
+
if type_id in (ProjectileTypeId.ION_RIFLE, ProjectileTypeId.ION_MINIGUN, ProjectileTypeId.ION_CANNON):
|
|
431
|
+
color = rl.Color(120, 200, 255, 255)
|
|
432
|
+
elif type_id == ProjectileTypeId.FIRE_BULLETS:
|
|
433
|
+
color = rl.Color(255, 170, 90, 255)
|
|
434
|
+
elif type_id == ProjectileTypeId.SHRINKIFIER:
|
|
435
|
+
color = rl.Color(160, 255, 170, 255)
|
|
436
|
+
elif type_id == ProjectileTypeId.BLADE_GUN:
|
|
437
|
+
color = rl.Color(240, 120, 255, 255)
|
|
438
|
+
|
|
439
|
+
# Beam-style projectiles get a trail from origin to current position in the flight phase.
|
|
440
|
+
if type_id in _BEAM_TYPES and life >= 0.4:
|
|
441
|
+
ox = float(getattr(proj, "origin_x", 0.0))
|
|
442
|
+
oy = float(getattr(proj, "origin_y", 0.0))
|
|
443
|
+
dx = float(getattr(proj, "pos_x", 0.0)) - ox
|
|
444
|
+
dy = float(getattr(proj, "pos_y", 0.0)) - oy
|
|
445
|
+
dist = math.hypot(dx, dy)
|
|
446
|
+
if dist > 1e-6:
|
|
447
|
+
step = 14.0
|
|
448
|
+
seg_count = max(1, int(dist // step) + 1)
|
|
449
|
+
dir_x = dx / dist
|
|
450
|
+
dir_y = dy / dist
|
|
451
|
+
for idx in range(seg_count):
|
|
452
|
+
t = float(idx) / float(max(1, seg_count - 1))
|
|
453
|
+
px = ox + dir_x * dist * t
|
|
454
|
+
py = oy + dir_y * dist * t
|
|
455
|
+
alpha = int(220 * (1.0 - t * 0.75))
|
|
456
|
+
tint = rl.Color(color.r, color.g, color.b, alpha)
|
|
457
|
+
psx, psy = self._camera_world_to_screen(px, py)
|
|
458
|
+
self._draw_atlas_sprite(
|
|
459
|
+
texture,
|
|
460
|
+
grid=grid,
|
|
461
|
+
frame=frame,
|
|
462
|
+
x=psx,
|
|
463
|
+
y=psy,
|
|
464
|
+
scale=0.55,
|
|
465
|
+
rotation_rad=angle,
|
|
466
|
+
tint=tint,
|
|
467
|
+
)
|
|
468
|
+
return
|
|
469
|
+
|
|
470
|
+
alpha = int(_clamp(life / 0.4, 0.0, 1.0) * 255)
|
|
471
|
+
tint = rl.Color(color.r, color.g, color.b, alpha)
|
|
472
|
+
self._draw_atlas_sprite(texture, grid=grid, frame=frame, x=sx, y=sy, scale=0.6, rotation_rad=angle, tint=tint)
|
|
473
|
+
|
|
474
|
+
def draw(self) -> None:
|
|
475
|
+
rl.clear_background(rl.Color(10, 10, 12, 255))
|
|
476
|
+
if self._missing_assets and self._projs is None:
|
|
477
|
+
message = "Missing assets: " + ", ".join(self._missing_assets)
|
|
478
|
+
self._draw_ui_text(message, 24, 24, UI_ERROR_COLOR)
|
|
479
|
+
return
|
|
480
|
+
|
|
481
|
+
# World bounds.
|
|
482
|
+
x0, y0 = self._camera_world_to_screen(0.0, 0.0)
|
|
483
|
+
x1, y1 = self._camera_world_to_screen(WORLD_SIZE, WORLD_SIZE)
|
|
484
|
+
rl.draw_rectangle_lines(int(x0), int(y0), int(x1 - x0), int(y1 - y0), rl.Color(40, 40, 55, 255))
|
|
485
|
+
|
|
486
|
+
# Spawn origin marker.
|
|
487
|
+
sx, sy = self._camera_world_to_screen(self._origin_x, self._origin_y)
|
|
488
|
+
rl.draw_circle(int(sx), int(sy), 5.0, rl.Color(240, 200, 80, 255))
|
|
489
|
+
rl.draw_circle_lines(int(sx), int(sy), 9.0, rl.Color(70, 70, 90, 255))
|
|
490
|
+
|
|
491
|
+
# Creatures.
|
|
492
|
+
for creature in self._creatures:
|
|
493
|
+
cx, cy = self._camera_world_to_screen(creature.x, creature.y)
|
|
494
|
+
color = rl.Color(220, 90, 90, 255) if creature.collision_flag == 0 else rl.Color(240, 180, 90, 255)
|
|
495
|
+
rl.draw_circle(int(cx), int(cy), float(creature.size * 0.5), color)
|
|
496
|
+
rl.draw_circle_lines(int(cx), int(cy), float(creature.size * 0.5), rl.Color(40, 40, 55, 255))
|
|
497
|
+
|
|
498
|
+
# AOE rings for ion linger types.
|
|
499
|
+
for proj in self._state.projectiles.iter_active():
|
|
500
|
+
life = float(proj.life_timer)
|
|
501
|
+
if life >= 0.4:
|
|
502
|
+
continue
|
|
503
|
+
if proj.type_id == ProjectileTypeId.ION_RIFLE:
|
|
504
|
+
radius = 88.0
|
|
505
|
+
color = rl.Color(120, 200, 255, 50)
|
|
506
|
+
elif proj.type_id == ProjectileTypeId.ION_MINIGUN:
|
|
507
|
+
radius = 60.0
|
|
508
|
+
color = rl.Color(120, 200, 255, 40)
|
|
509
|
+
elif proj.type_id == ProjectileTypeId.ION_CANNON:
|
|
510
|
+
radius = 128.0
|
|
511
|
+
color = rl.Color(120, 200, 255, 40)
|
|
512
|
+
else:
|
|
513
|
+
continue
|
|
514
|
+
px, py = self._camera_world_to_screen(proj.pos_x, proj.pos_y)
|
|
515
|
+
rl.draw_circle(int(px), int(py), radius, color)
|
|
516
|
+
rl.draw_circle_lines(int(px), int(py), radius, rl.Color(120, 200, 255, 120))
|
|
517
|
+
|
|
518
|
+
# Beam flashes from hit events.
|
|
519
|
+
for beam in self._beams:
|
|
520
|
+
t = _clamp(beam.life / 0.08, 0.0, 1.0)
|
|
521
|
+
alpha = int(200 * t)
|
|
522
|
+
x0s, y0s = self._camera_world_to_screen(beam.x0, beam.y0)
|
|
523
|
+
x1s, y1s = self._camera_world_to_screen(beam.x1, beam.y1)
|
|
524
|
+
rl.draw_line_ex(
|
|
525
|
+
rl.Vector2(float(x0s), float(y0s)),
|
|
526
|
+
rl.Vector2(float(x1s), float(y1s)),
|
|
527
|
+
2.0,
|
|
528
|
+
rl.Color(150, 220, 255, alpha),
|
|
529
|
+
)
|
|
530
|
+
|
|
531
|
+
# Particle sprite effects.
|
|
532
|
+
if self._particles is not None:
|
|
533
|
+
for fx in self._effects:
|
|
534
|
+
src = effect_src_rect(
|
|
535
|
+
fx.effect_id,
|
|
536
|
+
texture_width=float(self._particles.width),
|
|
537
|
+
texture_height=float(self._particles.height),
|
|
538
|
+
)
|
|
539
|
+
if src is None:
|
|
540
|
+
continue
|
|
541
|
+
life = max(0.0, fx.life)
|
|
542
|
+
alpha = int(_clamp(life / 0.35, 0.0, 1.0) * 220)
|
|
543
|
+
tint = rl.Color(255, 255, 255, alpha)
|
|
544
|
+
sx, sy = self._camera_world_to_screen(fx.x, fx.y)
|
|
545
|
+
dst_scale = fx.scale * (1.0 + (0.7 - _clamp(life, 0.0, 0.7)) * 0.6)
|
|
546
|
+
dst = rl.Rectangle(float(sx), float(sy), src[2] * dst_scale, src[3] * dst_scale)
|
|
547
|
+
origin = rl.Vector2(dst.width * 0.5, dst.height * 0.5)
|
|
548
|
+
rl.draw_texture_pro(
|
|
549
|
+
self._particles,
|
|
550
|
+
rl.Rectangle(float(src[0]), float(src[1]), float(src[2]), float(src[3])),
|
|
551
|
+
dst,
|
|
552
|
+
origin,
|
|
553
|
+
float(fx.rotation * 57.29577951308232),
|
|
554
|
+
tint,
|
|
555
|
+
)
|
|
556
|
+
|
|
557
|
+
# Projectiles.
|
|
558
|
+
for proj in self._state.projectiles.iter_active():
|
|
559
|
+
self._draw_projectile(proj)
|
|
560
|
+
|
|
561
|
+
# UI.
|
|
562
|
+
margin = 18
|
|
563
|
+
x = float(margin)
|
|
564
|
+
y = float(margin)
|
|
565
|
+
line = self._ui_line_height()
|
|
566
|
+
|
|
567
|
+
type_id = self._selected_type_id()
|
|
568
|
+
weapon = WEAPON_BY_ID.get(int(type_id))
|
|
569
|
+
label = weapon.name if weapon is not None and weapon.name else f"type_{type_id}"
|
|
570
|
+
self._draw_ui_text(f"{label} (type_id {type_id} / 0x{type_id:02x})", x, y, UI_TEXT_COLOR)
|
|
571
|
+
y += line + 4
|
|
572
|
+
|
|
573
|
+
if self._show_debug:
|
|
574
|
+
meta = self._projectile_meta_for(type_id)
|
|
575
|
+
dmg = self._damage_scale_by_type.get(type_id, 1.0)
|
|
576
|
+
pellets = int(weapon.pellet_count) if weapon is not None and weapon.pellet_count is not None else 1
|
|
577
|
+
self._draw_ui_text(f"meta {meta:.1f} dmg_scale {dmg:.2f} pellet_count {pellets}", x, y, UI_HINT_COLOR)
|
|
578
|
+
y += line + 4
|
|
579
|
+
self._draw_ui_text(
|
|
580
|
+
f"shock_chain links {self._state.shock_chain_links_left} proj {self._state.shock_chain_projectile_id}",
|
|
581
|
+
x,
|
|
582
|
+
y,
|
|
583
|
+
UI_HINT_COLOR,
|
|
584
|
+
)
|
|
585
|
+
y += line + 8
|
|
586
|
+
|
|
587
|
+
if self._show_help:
|
|
588
|
+
self._draw_ui_text("controls:", x, y, UI_ACCENT_COLOR)
|
|
589
|
+
y += line + 2
|
|
590
|
+
self._draw_ui_text("- left/right: select projectile type", x, y, UI_HINT_COLOR)
|
|
591
|
+
y += line + 2
|
|
592
|
+
self._draw_ui_text("- mouse wheel: select type", x, y, UI_HINT_COLOR)
|
|
593
|
+
y += line + 2
|
|
594
|
+
self._draw_ui_text("- LMB: spawn projectile toward mouse", x, y, UI_HINT_COLOR)
|
|
595
|
+
y += line + 2
|
|
596
|
+
self._draw_ui_text("- RMB: move spawn origin", x, y, UI_HINT_COLOR)
|
|
597
|
+
y += line + 2
|
|
598
|
+
self._draw_ui_text("- space: spawn ring", x, y, UI_HINT_COLOR)
|
|
599
|
+
y += line + 2
|
|
600
|
+
self._draw_ui_text("- F: fire-bullets volley (uses pellet_count)", x, y, UI_HINT_COLOR)
|
|
601
|
+
y += line + 2
|
|
602
|
+
self._draw_ui_text("- S: apply Shock Chain bonus", x, y, UI_HINT_COLOR)
|
|
603
|
+
y += line + 2
|
|
604
|
+
self._draw_ui_text("- R: reset Tab: pause H: hide help F3: toggle debug", x, y, UI_HINT_COLOR, scale=0.9)
|
|
605
|
+
|
|
606
|
+
|
|
607
|
+
@register_view("projectile_fx", "Projectile FX lab")
|
|
608
|
+
def build_projectile_fx_view(ctx: ViewContext) -> View:
|
|
609
|
+
return ProjectileFxView(ctx)
|