zombie-escape 1.10.1__py3-none-any.whl → 1.12.3__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.
- zombie_escape/__about__.py +1 -1
- zombie_escape/colors.py +22 -14
- zombie_escape/entities.py +247 -47
- zombie_escape/entities_constants.py +15 -5
- zombie_escape/gameplay/__init__.py +2 -0
- zombie_escape/gameplay/footprints.py +4 -0
- zombie_escape/gameplay/interactions.py +38 -7
- zombie_escape/gameplay/layout.py +40 -15
- zombie_escape/gameplay/movement.py +38 -2
- zombie_escape/gameplay/spawn.py +174 -41
- zombie_escape/gameplay/state.py +17 -9
- zombie_escape/gameplay/survivors.py +9 -1
- zombie_escape/gameplay/utils.py +40 -21
- zombie_escape/gameplay_constants.py +8 -0
- zombie_escape/level_blueprints.py +139 -24
- zombie_escape/locales/ui.en.json +9 -1
- zombie_escape/locales/ui.ja.json +8 -0
- zombie_escape/models.py +11 -5
- zombie_escape/render.py +390 -43
- zombie_escape/render_assets.py +427 -174
- zombie_escape/render_constants.py +25 -4
- zombie_escape/screens/game_over.py +4 -4
- zombie_escape/screens/gameplay.py +31 -1
- zombie_escape/stage_constants.py +33 -16
- zombie_escape/zombie_escape.py +1 -1
- {zombie_escape-1.10.1.dist-info → zombie_escape-1.12.3.dist-info}/METADATA +7 -4
- zombie_escape-1.12.3.dist-info/RECORD +47 -0
- zombie_escape-1.10.1.dist-info/RECORD +0 -47
- {zombie_escape-1.10.1.dist-info → zombie_escape-1.12.3.dist-info}/WHEEL +0 -0
- {zombie_escape-1.10.1.dist-info → zombie_escape-1.12.3.dist-info}/entry_points.txt +0 -0
- {zombie_escape-1.10.1.dist-info → zombie_escape-1.12.3.dist-info}/licenses/LICENSE.txt +0 -0
zombie_escape/render_assets.py
CHANGED
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@@ -3,6 +3,7 @@
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3
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from __future__ import annotations
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import math
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from dataclasses import dataclass
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import pygame
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@@ -10,21 +11,22 @@ from .colors import (
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BLACK,
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BLUE,
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DARK_RED,
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-
RED,
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-
TRACKER_OUTLINE_COLOR,
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-
WALL_FOLLOWER_OUTLINE_COLOR,
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YELLOW,
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EnvironmentPalette,
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ORANGE,
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STEEL_BEAM_COLOR,
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STEEL_BEAM_LINE_COLOR,
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YELLOW,
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EnvironmentPalette,
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get_environment_palette,
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)
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from .render_constants import (
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ANGLE_BINS,
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BUDDY_COLOR,
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HAND_SPREAD_RAD,
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HUMANOID_OUTLINE_COLOR,
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HUMANOID_OUTLINE_WIDTH,
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SURVIVOR_COLOR,
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ZOMBIE_BODY_COLOR,
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ZOMBIE_OUTLINE_COLOR,
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FogRing,
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RenderAssets,
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)
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@@ -43,6 +45,197 @@ def _draw_outlined_circle(
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pygame.draw.circle(surface, outline_color, center, radius, width=outline_width)
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def _brighten_color(
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color: tuple[int, int, int], *, factor: float = 1.25
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) -> tuple[int, int, int]:
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return tuple(min(255, int(c * factor + 0.5)) for c in color)
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ANGLE_STEP = math.tau / ANGLE_BINS
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_PLAYER_UPSCALE_FACTOR = 4
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_CAR_UPSCALE_FACTOR = 4
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_PLAYER_DIRECTIONAL_CACHE: dict[tuple[int, int], list[pygame.Surface]] = {}
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_SURVIVOR_DIRECTIONAL_CACHE: dict[
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tuple[int, bool, bool, int], list[pygame.Surface]
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] = {}
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_ZOMBIE_DIRECTIONAL_CACHE: dict[tuple[int, bool, int], list[pygame.Surface]] = {}
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def angle_bin_from_vector(
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dx: float, dy: float, *, bins: int = ANGLE_BINS
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) -> int | None:
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if dx == 0 and dy == 0:
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return None
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angle = math.atan2(dy, dx)
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if angle < 0:
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angle += math.tau
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step = math.tau / bins
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return int(round(angle / step)) % bins
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def _hand_defaults(radius: int) -> tuple[int, int]:
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hand_radius = max(1, int(radius * 0.5))
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hand_distance = max(hand_radius + 1, int(radius * 1.0))
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return hand_radius, hand_distance
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def _draw_capped_circle(
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surface: pygame.Surface,
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center: tuple[int, int],
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radius: int,
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base_color: tuple[int, int, int],
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cap_color: tuple[int, int, int],
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outline_color: tuple[int, int, int],
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outline_width: int,
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*,
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angle_rad: float = 0.0,
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hand_spread_rad: float = HAND_SPREAD_RAD,
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hand_radius: int | None = None,
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hand_distance: int | None = None,
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draw_hands: bool = True,
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) -> None:
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if hand_radius is None or hand_distance is None:
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hand_radius, hand_distance = _hand_defaults(radius)
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if draw_hands:
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for direction in (-1, 1):
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hand_angle = angle_rad + (hand_spread_rad * direction)
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hand_x = int(round(center[0] + math.cos(hand_angle) * hand_distance))
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hand_y = int(round(center[1] + math.sin(hand_angle) * hand_distance))
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pygame.draw.circle(surface, base_color, (hand_x, hand_y), hand_radius)
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pygame.draw.circle(surface, cap_color, center, radius)
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if outline_width > 0:
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pygame.draw.circle(surface, outline_color, center, radius, width=outline_width)
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def _build_capped_surface(
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radius: int,
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base_color: tuple[int, int, int],
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cap_color: tuple[int, int, int],
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angle_bin: int,
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*,
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outline_scale: int = 1,
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draw_hands: bool = True,
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outline_color: tuple[int, int, int] = HUMANOID_OUTLINE_COLOR,
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) -> pygame.Surface:
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hand_radius, hand_distance = _hand_defaults(radius)
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max_extent = max(radius, hand_distance + hand_radius)
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size = max_extent * 2 + 2
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surface = pygame.Surface((size, size), pygame.SRCALPHA)
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center = (max_extent + 1, max_extent + 1)
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angle_rad = (angle_bin % ANGLE_BINS) * ANGLE_STEP
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_draw_capped_circle(
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surface,
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center,
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radius,
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base_color,
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cap_color,
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outline_color,
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HUMANOID_OUTLINE_WIDTH * outline_scale,
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angle_rad=angle_rad,
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hand_radius=hand_radius,
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hand_distance=hand_distance,
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draw_hands=draw_hands,
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)
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return surface
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@dataclass(frozen=True)
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class PolygonSpec:
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size: tuple[int, int]
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polygons: list[list[tuple[int, int]]]
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FUEL_CAN_SPEC = PolygonSpec(
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size=(13, 17),
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polygons=[
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[
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(1, 1),
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(7, 1),
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(12, 6),
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(12, 16),
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(1, 16),
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],
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[
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(10, 1),
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(12, 3),
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(9, 4),
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(7, 3),
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],
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],
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)
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FLASHLIGHT_SPEC = PolygonSpec(
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size=(12, 10),
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polygons=[
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[
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(1, 2),
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(8, 2),
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(8, 7),
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(1, 7),
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],
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[
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(8, 1),
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(11, 1),
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(11, 8),
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(8, 8),
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],
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],
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)
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SHOES_SPEC = PolygonSpec(
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size=(14, 10),
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polygons=[
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[
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(1, 1),
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(7, 1),
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(8, 4),
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(13, 6),
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(13, 9),
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(1, 9),
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],
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],
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)
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def _scale_polygons(
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spec: PolygonSpec,
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dst_size: tuple[int, int],
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) -> list[list[tuple[int, int]]]:
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src_w, src_h = spec.size
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dst_w, dst_h = dst_size
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scale_x = dst_w / max(1, src_w)
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scale_y = dst_h / max(1, src_h)
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scaled = []
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for poly in spec.polygons:
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scaled.append(
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[
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(
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int(round(x * scale_x)),
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int(round(y * scale_y)),
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)
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for x, y in poly
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]
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)
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return scaled
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def _draw_polygon_surface(
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width: int,
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height: int,
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spec: PolygonSpec,
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) -> pygame.Surface:
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surface = pygame.Surface((width, height), pygame.SRCALPHA)
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draw_polygons = spec.polygons
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if (width, height) != spec.size:
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draw_polygons = _scale_polygons(spec, (width, height))
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for poly in draw_polygons:
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pygame.draw.polygon(surface, YELLOW, poly)
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pygame.draw.polygon(surface, BLACK, poly, width=1)
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return surface
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def build_beveled_polygon(
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width: int,
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height: int,
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@@ -178,55 +371,145 @@ def resolve_steel_beam_colors(
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return STEEL_BEAM_COLOR, STEEL_BEAM_LINE_COLOR
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def
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def build_player_directional_surfaces(
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radius: int, *, bins: int = ANGLE_BINS
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) -> list[pygame.Surface]:
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cache_key = (radius, bins)
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if cache_key in _PLAYER_DIRECTIONAL_CACHE:
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return _PLAYER_DIRECTIONAL_CACHE[cache_key]
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surfaces = build_humanoid_directional_surfaces(
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radius,
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BLUE,
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base_color=BLUE,
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cap_color=_brighten_color(BLUE),
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bins=bins,
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outline_color=HUMANOID_OUTLINE_COLOR,
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)
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_PLAYER_DIRECTIONAL_CACHE[cache_key] = surfaces
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return surfaces
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def
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def build_humanoid_directional_surfaces(
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radius: int,
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*,
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base_color: tuple[int, int, int],
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cap_color: tuple[int, int, int],
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bins: int = ANGLE_BINS,
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draw_hands: bool = True,
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outline_color: tuple[int, int, int],
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) -> list[pygame.Surface]:
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base_radius = radius * _PLAYER_UPSCALE_FACTOR
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base_surface = _build_capped_surface(
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base_radius,
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base_color,
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cap_color,
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0,
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outline_scale=_PLAYER_UPSCALE_FACTOR,
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draw_hands=draw_hands,
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outline_color=outline_color,
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)
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target_surface = _build_capped_surface(
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radius,
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base_color,
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cap_color,
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0,
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draw_hands=draw_hands,
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outline_color=outline_color,
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)
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target_size = target_surface.get_size()
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scale = target_size[0] / base_surface.get_width()
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half_step_deg = 360.0 / (bins * 5)
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surfaces: list[pygame.Surface] = []
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for idx in range(bins):
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rotation_deg = -(idx * 360.0 / bins - half_step_deg)
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rotated = pygame.transform.rotozoom(base_surface, rotation_deg, scale)
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framed = pygame.Surface(target_size, pygame.SRCALPHA)
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framed.blit(rotated, rotated.get_rect(center=framed.get_rect().center))
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surfaces.append(framed)
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return surfaces
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431
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def draw_humanoid_hand(
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surface: pygame.Surface,
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*,
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434
|
+
radius: int,
|
|
435
|
+
angle_rad: float,
|
|
436
|
+
color: tuple[int, int, int],
|
|
437
|
+
hand_radius: int | None = None,
|
|
438
|
+
hand_distance: int | None = None,
|
|
439
|
+
) -> None:
|
|
440
|
+
if hand_radius is None or hand_distance is None:
|
|
441
|
+
hand_radius, hand_distance = _hand_defaults(radius)
|
|
442
|
+
center_x, center_y = surface.get_rect().center
|
|
443
|
+
hand_x = int(round(center_x + math.cos(angle_rad) * hand_distance))
|
|
444
|
+
hand_y = int(round(center_y + math.sin(angle_rad) * hand_distance))
|
|
445
|
+
pygame.draw.circle(surface, color, (hand_x, hand_y), hand_radius)
|
|
446
|
+
|
|
447
|
+
|
|
448
|
+
def draw_humanoid_nose(
|
|
449
|
+
surface: pygame.Surface,
|
|
450
|
+
*,
|
|
451
|
+
radius: int,
|
|
452
|
+
angle_rad: float,
|
|
453
|
+
color: tuple[int, int, int],
|
|
454
|
+
) -> None:
|
|
455
|
+
center_x, center_y = surface.get_rect().center
|
|
456
|
+
nose_length = max(2, int(radius * 0.45))
|
|
457
|
+
nose_offset = max(1, int(radius * 0.35))
|
|
458
|
+
start_x = center_x + math.cos(angle_rad) * nose_offset
|
|
459
|
+
start_y = center_y + math.sin(angle_rad) * nose_offset
|
|
460
|
+
end_x = center_x + math.cos(angle_rad) * (nose_offset + nose_length)
|
|
461
|
+
end_y = center_y + math.sin(angle_rad) * (nose_offset + nose_length)
|
|
462
|
+
pygame.draw.line(
|
|
198
463
|
surface,
|
|
199
|
-
|
|
464
|
+
color,
|
|
465
|
+
(int(start_x), int(start_y)),
|
|
466
|
+
(int(end_x), int(end_y)),
|
|
467
|
+
width=2,
|
|
468
|
+
)
|
|
469
|
+
|
|
470
|
+
|
|
471
|
+
def build_survivor_directional_surfaces(
|
|
472
|
+
radius: int,
|
|
473
|
+
*,
|
|
474
|
+
is_buddy: bool,
|
|
475
|
+
bins: int = ANGLE_BINS,
|
|
476
|
+
draw_hands: bool = True,
|
|
477
|
+
) -> list[pygame.Surface]:
|
|
478
|
+
cache_key = (radius, is_buddy, draw_hands, bins)
|
|
479
|
+
if cache_key in _SURVIVOR_DIRECTIONAL_CACHE:
|
|
480
|
+
return _SURVIVOR_DIRECTIONAL_CACHE[cache_key]
|
|
481
|
+
fill_color = BUDDY_COLOR if is_buddy else SURVIVOR_COLOR
|
|
482
|
+
surfaces = build_humanoid_directional_surfaces(
|
|
200
483
|
radius,
|
|
201
|
-
fill_color,
|
|
202
|
-
|
|
203
|
-
|
|
484
|
+
base_color=fill_color,
|
|
485
|
+
cap_color=_brighten_color(fill_color),
|
|
486
|
+
bins=bins,
|
|
487
|
+
draw_hands=draw_hands,
|
|
488
|
+
outline_color=HUMANOID_OUTLINE_COLOR,
|
|
204
489
|
)
|
|
205
|
-
|
|
490
|
+
_SURVIVOR_DIRECTIONAL_CACHE[cache_key] = surfaces
|
|
491
|
+
return surfaces
|
|
206
492
|
|
|
207
493
|
|
|
208
|
-
def
|
|
494
|
+
def build_zombie_directional_surfaces(
|
|
209
495
|
radius: int,
|
|
210
496
|
*,
|
|
211
|
-
|
|
212
|
-
|
|
213
|
-
) -> pygame.Surface:
|
|
214
|
-
|
|
215
|
-
|
|
216
|
-
|
|
217
|
-
|
|
218
|
-
else:
|
|
219
|
-
outline_color = DARK_RED
|
|
220
|
-
surface = pygame.Surface((radius * 2, radius * 2), pygame.SRCALPHA)
|
|
221
|
-
_draw_outlined_circle(
|
|
222
|
-
surface,
|
|
223
|
-
(radius, radius),
|
|
497
|
+
bins: int = ANGLE_BINS,
|
|
498
|
+
draw_hands: bool = True,
|
|
499
|
+
) -> list[pygame.Surface]:
|
|
500
|
+
cache_key = (radius, draw_hands, bins)
|
|
501
|
+
if cache_key in _ZOMBIE_DIRECTIONAL_CACHE:
|
|
502
|
+
return _ZOMBIE_DIRECTIONAL_CACHE[cache_key]
|
|
503
|
+
surfaces = build_humanoid_directional_surfaces(
|
|
224
504
|
radius,
|
|
225
|
-
|
|
226
|
-
|
|
227
|
-
|
|
505
|
+
base_color=ZOMBIE_BODY_COLOR,
|
|
506
|
+
cap_color=_brighten_color(ZOMBIE_BODY_COLOR),
|
|
507
|
+
bins=bins,
|
|
508
|
+
draw_hands=draw_hands,
|
|
509
|
+
outline_color=ZOMBIE_OUTLINE_COLOR,
|
|
228
510
|
)
|
|
229
|
-
|
|
511
|
+
_ZOMBIE_DIRECTIONAL_CACHE[cache_key] = surfaces
|
|
512
|
+
return surfaces
|
|
230
513
|
|
|
231
514
|
|
|
232
515
|
def build_car_surface(width: int, height: int) -> pygame.Surface:
|
|
@@ -240,54 +523,101 @@ def paint_car_surface(
|
|
|
240
523
|
height: int,
|
|
241
524
|
color: tuple[int, int, int],
|
|
242
525
|
) -> None:
|
|
243
|
-
|
|
526
|
+
upscale = _CAR_UPSCALE_FACTOR
|
|
527
|
+
if upscale > 1:
|
|
528
|
+
up_width = width * upscale
|
|
529
|
+
up_height = height * upscale
|
|
530
|
+
up_surface = pygame.Surface((up_width, up_height), pygame.SRCALPHA)
|
|
531
|
+
_paint_car_surface_base(
|
|
532
|
+
up_surface, width=up_width, height=up_height, color=color
|
|
533
|
+
)
|
|
534
|
+
scaled = pygame.transform.smoothscale(up_surface, (width, height))
|
|
535
|
+
surface.fill((0, 0, 0, 0))
|
|
536
|
+
surface.blit(scaled, (0, 0))
|
|
537
|
+
return
|
|
538
|
+
_paint_car_surface_base(surface, width=width, height=height, color=color)
|
|
244
539
|
|
|
245
|
-
body_rect = pygame.Rect(1, 4, width - 2, height - 8)
|
|
246
|
-
front_cap_height = max(8, body_rect.height // 3)
|
|
247
|
-
front_cap = pygame.Rect(
|
|
248
|
-
body_rect.left, body_rect.top, body_rect.width, front_cap_height
|
|
249
|
-
)
|
|
250
|
-
windshield_rect = pygame.Rect(
|
|
251
|
-
body_rect.left + 4,
|
|
252
|
-
body_rect.top + 3,
|
|
253
|
-
body_rect.width - 8,
|
|
254
|
-
front_cap_height - 5,
|
|
255
|
-
)
|
|
256
540
|
|
|
257
|
-
|
|
258
|
-
|
|
259
|
-
|
|
260
|
-
|
|
261
|
-
|
|
262
|
-
|
|
263
|
-
|
|
264
|
-
|
|
265
|
-
|
|
266
|
-
|
|
267
|
-
|
|
268
|
-
pygame.draw.rect(surface, wheel_color, left_wheel, border_radius=3)
|
|
269
|
-
pygame.draw.rect(surface, wheel_color, right_wheel, border_radius=3)
|
|
270
|
-
|
|
271
|
-
pygame.draw.rect(surface, body_color, body_rect, border_radius=4)
|
|
272
|
-
pygame.draw.rect(surface, trim_color, body_rect, width=2, border_radius=4)
|
|
273
|
-
pygame.draw.rect(surface, front_cap_color, front_cap, border_radius=10)
|
|
274
|
-
pygame.draw.rect(surface, trim_color, front_cap, width=2, border_radius=10)
|
|
275
|
-
pygame.draw.rect(surface, window_color, windshield_rect, border_radius=4)
|
|
276
|
-
|
|
277
|
-
headlight_color = (245, 245, 200)
|
|
278
|
-
for x in (front_cap.left + 5, front_cap.right - 5):
|
|
279
|
-
pygame.draw.circle(surface, headlight_color, (x, body_rect.top + 5), 2)
|
|
280
|
-
grille_rect = pygame.Rect(front_cap.centerx - 6, front_cap.top + 2, 12, 6)
|
|
281
|
-
pygame.draw.rect(surface, trim_color, grille_rect, border_radius=2)
|
|
541
|
+
def _paint_car_surface_base(
|
|
542
|
+
surface: pygame.Surface,
|
|
543
|
+
*,
|
|
544
|
+
width: int,
|
|
545
|
+
height: int,
|
|
546
|
+
color: tuple[int, int, int],
|
|
547
|
+
) -> None:
|
|
548
|
+
surface.fill((0, 0, 0, 0))
|
|
549
|
+
|
|
550
|
+
trim_color = tuple(int(c * 0.6) for c in color)
|
|
551
|
+
body_color = tuple(min(255, int(c * 1.15)) for c in color)
|
|
282
552
|
tail_light_color = (255, 80, 50)
|
|
283
|
-
|
|
284
|
-
|
|
285
|
-
|
|
286
|
-
|
|
287
|
-
|
|
288
|
-
|
|
553
|
+
headlight_color = (200, 200, 200)
|
|
554
|
+
|
|
555
|
+
base_width = 150.0
|
|
556
|
+
base_height = 210.0
|
|
557
|
+
scale_x = width / base_width
|
|
558
|
+
scale_y = height / base_height
|
|
559
|
+
|
|
560
|
+
def _rect(x: float, y: float, w: float, h: float) -> pygame.Rect:
|
|
561
|
+
return pygame.Rect(
|
|
562
|
+
int(round(x * scale_x)),
|
|
563
|
+
int(round(y * scale_y)),
|
|
564
|
+
max(1, int(round(w * scale_x))),
|
|
565
|
+
max(1, int(round(h * scale_y))),
|
|
289
566
|
)
|
|
290
567
|
|
|
568
|
+
def _radius(value: float) -> int:
|
|
569
|
+
return max(1, int(round(value * min(scale_x, scale_y))))
|
|
570
|
+
|
|
571
|
+
body_top = _rect(0, 0, 150, 140)
|
|
572
|
+
body_bottom = _rect(0, 70, 150, 140)
|
|
573
|
+
rear_bed = _rect(16, 98, 118, 88)
|
|
574
|
+
|
|
575
|
+
pygame.draw.rect(surface, trim_color, body_top, border_radius=_radius(50))
|
|
576
|
+
pygame.draw.rect(surface, trim_color, body_bottom, border_radius=_radius(37))
|
|
577
|
+
pygame.draw.rect(surface, body_color, rear_bed)
|
|
578
|
+
|
|
579
|
+
tail_left = _rect(30, 190, 30, 20)
|
|
580
|
+
tail_right = _rect(90, 190, 30, 20)
|
|
581
|
+
pygame.draw.rect(surface, tail_light_color, tail_left)
|
|
582
|
+
pygame.draw.rect(surface, tail_light_color, tail_right)
|
|
583
|
+
|
|
584
|
+
headlight_left = _rect(15, 7, 40, 20)
|
|
585
|
+
headlight_right = _rect(95, 7, 40, 20)
|
|
586
|
+
pygame.draw.ellipse(surface, headlight_color, headlight_left)
|
|
587
|
+
pygame.draw.ellipse(surface, headlight_color, headlight_right)
|
|
588
|
+
|
|
589
|
+
|
|
590
|
+
def build_car_directional_surfaces(
|
|
591
|
+
base_surface: pygame.Surface, *, bins: int = ANGLE_BINS
|
|
592
|
+
) -> list[pygame.Surface]:
|
|
593
|
+
"""Return pre-rotated car surfaces matching angle_bin_from_vector bins."""
|
|
594
|
+
surfaces: list[pygame.Surface] = []
|
|
595
|
+
upscale = _CAR_UPSCALE_FACTOR
|
|
596
|
+
if upscale > 1:
|
|
597
|
+
src_size = base_surface.get_size()
|
|
598
|
+
upscale_surface = pygame.transform.scale(
|
|
599
|
+
base_surface,
|
|
600
|
+
(src_size[0] * upscale, src_size[1] * upscale),
|
|
601
|
+
)
|
|
602
|
+
else:
|
|
603
|
+
upscale_surface = base_surface
|
|
604
|
+
for idx in range(bins):
|
|
605
|
+
angle_rad = idx * ANGLE_STEP
|
|
606
|
+
rotation_deg = -math.degrees(angle_rad) - 90
|
|
607
|
+
rotated = pygame.transform.rotate(upscale_surface, rotation_deg)
|
|
608
|
+
if upscale > 1:
|
|
609
|
+
scaled = pygame.transform.smoothscale(
|
|
610
|
+
rotated,
|
|
611
|
+
(
|
|
612
|
+
max(1, rotated.get_width() // upscale),
|
|
613
|
+
max(1, rotated.get_height() // upscale),
|
|
614
|
+
),
|
|
615
|
+
)
|
|
616
|
+
surfaces.append(scaled)
|
|
617
|
+
else:
|
|
618
|
+
surfaces.append(rotated)
|
|
619
|
+
return surfaces
|
|
620
|
+
|
|
291
621
|
|
|
292
622
|
def paint_wall_surface(
|
|
293
623
|
surface: pygame.Surface,
|
|
@@ -426,101 +756,20 @@ def paint_steel_beam_surface(
|
|
|
426
756
|
surface.blit(top_surface, top_rect.topleft)
|
|
427
757
|
|
|
428
758
|
|
|
429
|
-
def paint_zombie_surface(
|
|
430
|
-
surface: pygame.Surface,
|
|
431
|
-
*,
|
|
432
|
-
radius: int,
|
|
433
|
-
palm_angle: float | None = None,
|
|
434
|
-
tracker: bool = False,
|
|
435
|
-
wall_follower: bool = False,
|
|
436
|
-
) -> None:
|
|
437
|
-
if tracker:
|
|
438
|
-
outline_color = TRACKER_OUTLINE_COLOR
|
|
439
|
-
elif wall_follower:
|
|
440
|
-
outline_color = WALL_FOLLOWER_OUTLINE_COLOR
|
|
441
|
-
else:
|
|
442
|
-
outline_color = DARK_RED
|
|
443
|
-
surface.fill((0, 0, 0, 0))
|
|
444
|
-
_draw_outlined_circle(
|
|
445
|
-
surface,
|
|
446
|
-
(radius, radius),
|
|
447
|
-
radius,
|
|
448
|
-
RED,
|
|
449
|
-
outline_color,
|
|
450
|
-
1,
|
|
451
|
-
)
|
|
452
|
-
if palm_angle is None:
|
|
453
|
-
return
|
|
454
|
-
palm_radius = max(1, radius // 3)
|
|
455
|
-
palm_offset = radius - palm_radius * 0.3
|
|
456
|
-
palm_x = radius + math.cos(palm_angle) * palm_offset
|
|
457
|
-
palm_y = radius + math.sin(palm_angle) * palm_offset
|
|
458
|
-
pygame.draw.circle(
|
|
459
|
-
surface,
|
|
460
|
-
outline_color,
|
|
461
|
-
(int(palm_x), int(palm_y)),
|
|
462
|
-
palm_radius,
|
|
463
|
-
)
|
|
464
|
-
|
|
465
|
-
|
|
466
759
|
def build_fuel_can_surface(width: int, height: int) -> pygame.Surface:
|
|
467
|
-
|
|
468
|
-
|
|
469
|
-
# Jerrycan silhouette with cut corner
|
|
470
|
-
body_pts = [
|
|
471
|
-
(1, 4),
|
|
472
|
-
(width - 2, 4),
|
|
473
|
-
(width - 2, height - 2),
|
|
474
|
-
(1, height - 2),
|
|
475
|
-
(1, 8),
|
|
476
|
-
(4, 4),
|
|
477
|
-
]
|
|
478
|
-
pygame.draw.polygon(surface, YELLOW, body_pts)
|
|
479
|
-
pygame.draw.polygon(surface, BLACK, body_pts, width=2)
|
|
480
|
-
|
|
481
|
-
cap_size = max(2, width // 4)
|
|
482
|
-
cap_rect = pygame.Rect(width - cap_size - 2, 1, cap_size, 3)
|
|
483
|
-
pygame.draw.rect(surface, YELLOW, cap_rect, border_radius=1)
|
|
484
|
-
pygame.draw.rect(surface, BLACK, cap_rect, width=1, border_radius=1)
|
|
485
|
-
|
|
486
|
-
# Cross brace accent
|
|
487
|
-
brace_color = (240, 200, 40)
|
|
488
|
-
pygame.draw.line(
|
|
489
|
-
surface, brace_color, (3, height // 2), (width - 4, height // 2), width=2
|
|
490
|
-
)
|
|
491
|
-
pygame.draw.line(
|
|
492
|
-
surface, BLACK, (3, height // 2), (width - 4, height // 2), width=1
|
|
493
|
-
)
|
|
494
|
-
return surface
|
|
760
|
+
return _draw_polygon_surface(width, height, FUEL_CAN_SPEC)
|
|
495
761
|
|
|
496
762
|
|
|
497
763
|
def build_flashlight_surface(width: int, height: int) -> pygame.Surface:
|
|
498
|
-
|
|
764
|
+
return _draw_polygon_surface(width, height, FLASHLIGHT_SPEC)
|
|
499
765
|
|
|
500
|
-
body_color = (230, 200, 70)
|
|
501
|
-
trim_color = (80, 70, 40)
|
|
502
|
-
head_color = (200, 180, 90)
|
|
503
|
-
beam_color = (255, 240, 180, 150)
|
|
504
766
|
|
|
505
|
-
|
|
506
|
-
|
|
507
|
-
body_rect.right - 3, body_rect.top - 1, 4, body_rect.height + 2
|
|
508
|
-
)
|
|
509
|
-
beam_points = [
|
|
510
|
-
(head_rect.right + 4, head_rect.centery),
|
|
511
|
-
(head_rect.right + 2, head_rect.top),
|
|
512
|
-
(head_rect.right + 2, head_rect.bottom),
|
|
513
|
-
]
|
|
514
|
-
|
|
515
|
-
pygame.draw.rect(surface, body_color, body_rect, border_radius=2)
|
|
516
|
-
pygame.draw.rect(surface, trim_color, body_rect, width=1, border_radius=2)
|
|
517
|
-
pygame.draw.rect(surface, head_color, head_rect, border_radius=2)
|
|
518
|
-
pygame.draw.rect(surface, trim_color, head_rect, width=1, border_radius=2)
|
|
519
|
-
pygame.draw.polygon(surface, beam_color, beam_points)
|
|
520
|
-
return surface
|
|
767
|
+
def build_shoes_surface(width: int, height: int) -> pygame.Surface:
|
|
768
|
+
return _draw_polygon_surface(width, height, SHOES_SPEC)
|
|
521
769
|
|
|
522
770
|
|
|
523
771
|
__all__ = [
|
|
772
|
+
"angle_bin_from_vector",
|
|
524
773
|
"EnvironmentPalette",
|
|
525
774
|
"FogRing",
|
|
526
775
|
"RenderAssets",
|
|
@@ -529,14 +778,18 @@ __all__ = [
|
|
|
529
778
|
"resolve_car_color",
|
|
530
779
|
"resolve_steel_beam_colors",
|
|
531
780
|
"CAR_COLOR_SCHEMES",
|
|
532
|
-
"
|
|
533
|
-
"
|
|
534
|
-
"
|
|
781
|
+
"build_player_directional_surfaces",
|
|
782
|
+
"build_humanoid_directional_surfaces",
|
|
783
|
+
"draw_humanoid_hand",
|
|
784
|
+
"draw_humanoid_nose",
|
|
785
|
+
"build_survivor_directional_surfaces",
|
|
786
|
+
"build_zombie_directional_surfaces",
|
|
535
787
|
"build_car_surface",
|
|
788
|
+
"build_car_directional_surfaces",
|
|
536
789
|
"paint_car_surface",
|
|
537
790
|
"paint_wall_surface",
|
|
538
791
|
"paint_steel_beam_surface",
|
|
539
|
-
"paint_zombie_surface",
|
|
540
792
|
"build_fuel_can_surface",
|
|
541
793
|
"build_flashlight_surface",
|
|
794
|
+
"build_shoes_surface",
|
|
542
795
|
]
|