zombie-escape 1.12.0__py3-none-any.whl → 1.13.1__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/__main__.py +7 -0
- zombie_escape/colors.py +22 -14
- zombie_escape/entities.py +756 -147
- zombie_escape/entities_constants.py +35 -14
- zombie_escape/export_images.py +296 -0
- zombie_escape/gameplay/__init__.py +2 -1
- zombie_escape/gameplay/constants.py +6 -0
- zombie_escape/gameplay/footprints.py +4 -0
- zombie_escape/gameplay/interactions.py +19 -7
- zombie_escape/gameplay/layout.py +103 -34
- zombie_escape/gameplay/movement.py +85 -5
- zombie_escape/gameplay/spawn.py +139 -90
- zombie_escape/gameplay/state.py +18 -9
- zombie_escape/gameplay/survivors.py +13 -2
- zombie_escape/gameplay/utils.py +40 -21
- zombie_escape/level_blueprints.py +256 -19
- zombie_escape/locales/ui.en.json +12 -2
- zombie_escape/locales/ui.ja.json +12 -2
- zombie_escape/models.py +14 -7
- zombie_escape/render.py +149 -37
- zombie_escape/render_assets.py +419 -124
- zombie_escape/render_constants.py +27 -0
- zombie_escape/screens/game_over.py +14 -3
- zombie_escape/screens/gameplay.py +72 -14
- zombie_escape/screens/title.py +18 -7
- zombie_escape/stage_constants.py +51 -15
- zombie_escape/zombie_escape.py +24 -1
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/METADATA +41 -15
- zombie_escape-1.13.1.dist-info/RECORD +49 -0
- zombie_escape-1.12.0.dist-info/RECORD +0 -47
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/WHEEL +0 -0
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/entry_points.txt +0 -0
- {zombie_escape-1.12.0.dist-info → zombie_escape-1.13.1.dist-info}/licenses/LICENSE.txt +0 -0
zombie_escape/render_assets.py
CHANGED
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@@ -12,20 +12,22 @@ from .colors import (
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BLUE,
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DARK_RED,
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ORANGE,
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RED,
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STEEL_BEAM_COLOR,
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STEEL_BEAM_LINE_COLOR,
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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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get_environment_palette,
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)
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from .entities_constants import INTERNAL_WALL_BEVEL_DEPTH
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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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@@ -44,6 +46,118 @@ 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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_RUBBLE_SURFACE_CACHE: dict[tuple, pygame.Surface] = {}
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RUBBLE_ROTATION_DEG = 5.0
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RUBBLE_OFFSET_RATIO = 0.06
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RUBBLE_SCALE_RATIO = 0.9
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RUBBLE_SHADOW_RATIO = 0.9
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def _scale_color(
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color: tuple[int, int, int], *, ratio: float
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) -> tuple[int, int, int]:
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return tuple(max(0, min(255, int(c * ratio + 0.5))) for c in color)
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def rubble_offset_for_size(size: int) -> int:
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return max(1, int(round(size * RUBBLE_OFFSET_RATIO)))
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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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@@ -93,7 +207,7 @@ SHOES_SPEC = PolygonSpec(
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[
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(1, 1),
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(7, 1),
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(
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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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@@ -274,55 +388,145 @@ 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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def draw_humanoid_hand(
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surface: pygame.Surface,
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*,
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radius: int,
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angle_rad: float,
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color: tuple[int, int, int],
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hand_radius: int | None = None,
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hand_distance: int | None = None,
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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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center_x, center_y = surface.get_rect().center
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hand_x = int(round(center_x + math.cos(angle_rad) * hand_distance))
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hand_y = int(round(center_y + math.sin(angle_rad) * hand_distance))
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pygame.draw.circle(surface, color, (hand_x, hand_y), hand_radius)
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def draw_humanoid_nose(
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surface: pygame.Surface,
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*,
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radius: int,
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angle_rad: float,
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color: tuple[int, int, int],
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) -> None:
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center_x, center_y = surface.get_rect().center
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nose_length = max(2, int(radius * 0.45))
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nose_offset = max(1, int(radius * 0.35))
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start_x = center_x + math.cos(angle_rad) * nose_offset
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start_y = center_y + math.sin(angle_rad) * nose_offset
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end_x = center_x + math.cos(angle_rad) * (nose_offset + nose_length)
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end_y = center_y + math.sin(angle_rad) * (nose_offset + nose_length)
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pygame.draw.line(
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surface,
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-
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color,
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(int(start_x), int(start_y)),
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(int(end_x), int(end_y)),
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width=2,
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)
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def build_survivor_directional_surfaces(
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radius: int,
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*,
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is_buddy: bool,
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bins: int = ANGLE_BINS,
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draw_hands: bool = True,
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) -> list[pygame.Surface]:
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cache_key = (radius, is_buddy, draw_hands, bins)
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if cache_key in _SURVIVOR_DIRECTIONAL_CACHE:
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return _SURVIVOR_DIRECTIONAL_CACHE[cache_key]
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fill_color = BUDDY_COLOR if is_buddy else SURVIVOR_COLOR
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surfaces = build_humanoid_directional_surfaces(
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radius,
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fill_color,
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base_color=fill_color,
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cap_color=_brighten_color(fill_color),
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bins=bins,
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draw_hands=draw_hands,
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outline_color=HUMANOID_OUTLINE_COLOR,
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)
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-
|
|
507
|
+
_SURVIVOR_DIRECTIONAL_CACHE[cache_key] = surfaces
|
|
508
|
+
return surfaces
|
|
302
509
|
|
|
303
510
|
|
|
304
|
-
def
|
|
511
|
+
def build_zombie_directional_surfaces(
|
|
305
512
|
radius: int,
|
|
306
513
|
*,
|
|
307
|
-
|
|
308
|
-
|
|
309
|
-
) -> pygame.Surface:
|
|
310
|
-
|
|
311
|
-
|
|
312
|
-
|
|
313
|
-
|
|
314
|
-
else:
|
|
315
|
-
outline_color = DARK_RED
|
|
316
|
-
surface = pygame.Surface((radius * 2, radius * 2), pygame.SRCALPHA)
|
|
317
|
-
_draw_outlined_circle(
|
|
318
|
-
surface,
|
|
319
|
-
(radius, radius),
|
|
514
|
+
bins: int = ANGLE_BINS,
|
|
515
|
+
draw_hands: bool = True,
|
|
516
|
+
) -> list[pygame.Surface]:
|
|
517
|
+
cache_key = (radius, draw_hands, bins)
|
|
518
|
+
if cache_key in _ZOMBIE_DIRECTIONAL_CACHE:
|
|
519
|
+
return _ZOMBIE_DIRECTIONAL_CACHE[cache_key]
|
|
520
|
+
surfaces = build_humanoid_directional_surfaces(
|
|
320
521
|
radius,
|
|
321
|
-
|
|
322
|
-
|
|
323
|
-
|
|
522
|
+
base_color=ZOMBIE_BODY_COLOR,
|
|
523
|
+
cap_color=_brighten_color(ZOMBIE_BODY_COLOR),
|
|
524
|
+
bins=bins,
|
|
525
|
+
draw_hands=draw_hands,
|
|
526
|
+
outline_color=ZOMBIE_OUTLINE_COLOR,
|
|
324
527
|
)
|
|
325
|
-
|
|
528
|
+
_ZOMBIE_DIRECTIONAL_CACHE[cache_key] = surfaces
|
|
529
|
+
return surfaces
|
|
326
530
|
|
|
327
531
|
|
|
328
532
|
def build_car_surface(width: int, height: int) -> pygame.Surface:
|
|
@@ -336,53 +540,100 @@ def paint_car_surface(
|
|
|
336
540
|
height: int,
|
|
337
541
|
color: tuple[int, int, int],
|
|
338
542
|
) -> None:
|
|
339
|
-
|
|
543
|
+
upscale = _CAR_UPSCALE_FACTOR
|
|
544
|
+
if upscale > 1:
|
|
545
|
+
up_width = width * upscale
|
|
546
|
+
up_height = height * upscale
|
|
547
|
+
up_surface = pygame.Surface((up_width, up_height), pygame.SRCALPHA)
|
|
548
|
+
_paint_car_surface_base(
|
|
549
|
+
up_surface, width=up_width, height=up_height, color=color
|
|
550
|
+
)
|
|
551
|
+
scaled = pygame.transform.smoothscale(up_surface, (width, height))
|
|
552
|
+
surface.fill((0, 0, 0, 0))
|
|
553
|
+
surface.blit(scaled, (0, 0))
|
|
554
|
+
return
|
|
555
|
+
_paint_car_surface_base(surface, width=width, height=height, color=color)
|
|
340
556
|
|
|
341
|
-
body_rect = pygame.Rect(1, 4, width - 2, height - 8)
|
|
342
|
-
front_cap_height = max(8, body_rect.height // 3)
|
|
343
|
-
front_cap = pygame.Rect(
|
|
344
|
-
body_rect.left, body_rect.top, body_rect.width, front_cap_height
|
|
345
|
-
)
|
|
346
|
-
windshield_rect = pygame.Rect(
|
|
347
|
-
body_rect.left + 4,
|
|
348
|
-
body_rect.top + 3,
|
|
349
|
-
body_rect.width - 8,
|
|
350
|
-
front_cap_height - 5,
|
|
351
|
-
)
|
|
352
557
|
|
|
353
|
-
|
|
354
|
-
|
|
355
|
-
|
|
356
|
-
|
|
357
|
-
|
|
358
|
-
|
|
359
|
-
|
|
360
|
-
|
|
361
|
-
|
|
362
|
-
|
|
363
|
-
|
|
364
|
-
pygame.draw.rect(surface, wheel_color, left_wheel, border_radius=3)
|
|
365
|
-
pygame.draw.rect(surface, wheel_color, right_wheel, border_radius=3)
|
|
366
|
-
|
|
367
|
-
pygame.draw.rect(surface, body_color, body_rect, border_radius=4)
|
|
368
|
-
pygame.draw.rect(surface, trim_color, body_rect, width=2, border_radius=4)
|
|
369
|
-
pygame.draw.rect(surface, front_cap_color, front_cap, border_radius=10)
|
|
370
|
-
pygame.draw.rect(surface, trim_color, front_cap, width=2, border_radius=10)
|
|
371
|
-
pygame.draw.rect(surface, window_color, windshield_rect, border_radius=4)
|
|
372
|
-
|
|
373
|
-
headlight_color = (245, 245, 200)
|
|
374
|
-
for x in (front_cap.left + 5, front_cap.right - 5):
|
|
375
|
-
pygame.draw.circle(surface, headlight_color, (x, body_rect.top + 5), 2)
|
|
376
|
-
grille_rect = pygame.Rect(front_cap.centerx - 6, front_cap.top + 2, 12, 6)
|
|
377
|
-
pygame.draw.rect(surface, trim_color, grille_rect, border_radius=2)
|
|
558
|
+
def _paint_car_surface_base(
|
|
559
|
+
surface: pygame.Surface,
|
|
560
|
+
*,
|
|
561
|
+
width: int,
|
|
562
|
+
height: int,
|
|
563
|
+
color: tuple[int, int, int],
|
|
564
|
+
) -> None:
|
|
565
|
+
surface.fill((0, 0, 0, 0))
|
|
566
|
+
|
|
567
|
+
trim_color = tuple(int(c * 0.6) for c in color)
|
|
568
|
+
body_color = tuple(min(255, int(c * 1.15)) for c in color)
|
|
378
569
|
tail_light_color = (255, 80, 50)
|
|
379
|
-
|
|
380
|
-
|
|
381
|
-
|
|
382
|
-
|
|
383
|
-
|
|
384
|
-
|
|
570
|
+
headlight_color = (200, 200, 200)
|
|
571
|
+
|
|
572
|
+
base_width = 150.0
|
|
573
|
+
base_height = 210.0
|
|
574
|
+
scale_x = width / base_width
|
|
575
|
+
scale_y = height / base_height
|
|
576
|
+
|
|
577
|
+
def _rect(x: float, y: float, w: float, h: float) -> pygame.Rect:
|
|
578
|
+
return pygame.Rect(
|
|
579
|
+
int(round(x * scale_x)),
|
|
580
|
+
int(round(y * scale_y)),
|
|
581
|
+
max(1, int(round(w * scale_x))),
|
|
582
|
+
max(1, int(round(h * scale_y))),
|
|
583
|
+
)
|
|
584
|
+
|
|
585
|
+
def _radius(value: float) -> int:
|
|
586
|
+
return max(1, int(round(value * min(scale_x, scale_y))))
|
|
587
|
+
|
|
588
|
+
body_top = _rect(0, 0, 150, 140)
|
|
589
|
+
body_bottom = _rect(0, 70, 150, 140)
|
|
590
|
+
rear_bed = _rect(16, 98, 118, 88)
|
|
591
|
+
|
|
592
|
+
pygame.draw.rect(surface, trim_color, body_top, border_radius=_radius(50))
|
|
593
|
+
pygame.draw.rect(surface, trim_color, body_bottom, border_radius=_radius(37))
|
|
594
|
+
pygame.draw.rect(surface, body_color, rear_bed)
|
|
595
|
+
|
|
596
|
+
tail_left = _rect(30, 190, 30, 20)
|
|
597
|
+
tail_right = _rect(90, 190, 30, 20)
|
|
598
|
+
pygame.draw.rect(surface, tail_light_color, tail_left)
|
|
599
|
+
pygame.draw.rect(surface, tail_light_color, tail_right)
|
|
600
|
+
|
|
601
|
+
headlight_left = _rect(15, 7, 40, 20)
|
|
602
|
+
headlight_right = _rect(95, 7, 40, 20)
|
|
603
|
+
pygame.draw.ellipse(surface, headlight_color, headlight_left)
|
|
604
|
+
pygame.draw.ellipse(surface, headlight_color, headlight_right)
|
|
605
|
+
|
|
606
|
+
|
|
607
|
+
def build_car_directional_surfaces(
|
|
608
|
+
base_surface: pygame.Surface, *, bins: int = ANGLE_BINS
|
|
609
|
+
) -> list[pygame.Surface]:
|
|
610
|
+
"""Return pre-rotated car surfaces matching angle_bin_from_vector bins."""
|
|
611
|
+
surfaces: list[pygame.Surface] = []
|
|
612
|
+
upscale = _CAR_UPSCALE_FACTOR
|
|
613
|
+
if upscale > 1:
|
|
614
|
+
src_size = base_surface.get_size()
|
|
615
|
+
upscale_surface = pygame.transform.scale(
|
|
616
|
+
base_surface,
|
|
617
|
+
(src_size[0] * upscale, src_size[1] * upscale),
|
|
385
618
|
)
|
|
619
|
+
else:
|
|
620
|
+
upscale_surface = base_surface
|
|
621
|
+
for idx in range(bins):
|
|
622
|
+
angle_rad = idx * ANGLE_STEP
|
|
623
|
+
rotation_deg = -math.degrees(angle_rad) - 90
|
|
624
|
+
rotated = pygame.transform.rotate(upscale_surface, rotation_deg)
|
|
625
|
+
if upscale > 1:
|
|
626
|
+
scaled = pygame.transform.smoothscale(
|
|
627
|
+
rotated,
|
|
628
|
+
(
|
|
629
|
+
max(1, rotated.get_width() // upscale),
|
|
630
|
+
max(1, rotated.get_height() // upscale),
|
|
631
|
+
),
|
|
632
|
+
)
|
|
633
|
+
surfaces.append(scaled)
|
|
634
|
+
else:
|
|
635
|
+
surfaces.append(rotated)
|
|
636
|
+
return surfaces
|
|
386
637
|
|
|
387
638
|
|
|
388
639
|
def paint_wall_surface(
|
|
@@ -472,6 +723,80 @@ def paint_wall_surface(
|
|
|
472
723
|
_draw_face(surface)
|
|
473
724
|
|
|
474
725
|
|
|
726
|
+
def build_rubble_wall_surface(
|
|
727
|
+
size: int,
|
|
728
|
+
*,
|
|
729
|
+
fill_color: tuple[int, int, int],
|
|
730
|
+
border_color: tuple[int, int, int],
|
|
731
|
+
angle_deg: float,
|
|
732
|
+
offset_px: int | None = None,
|
|
733
|
+
scale_ratio: float = RUBBLE_SCALE_RATIO,
|
|
734
|
+
shadow_ratio: float = RUBBLE_SHADOW_RATIO,
|
|
735
|
+
bevel_depth: int = INTERNAL_WALL_BEVEL_DEPTH,
|
|
736
|
+
) -> pygame.Surface:
|
|
737
|
+
offset_px = offset_px if offset_px is not None else rubble_offset_for_size(size)
|
|
738
|
+
safe_size = max(1, size)
|
|
739
|
+
base_size = max(1, int(round(safe_size * scale_ratio)))
|
|
740
|
+
tuned_bevel = min(bevel_depth, max(1, base_size // 2))
|
|
741
|
+
cache_key = (
|
|
742
|
+
safe_size,
|
|
743
|
+
fill_color,
|
|
744
|
+
border_color,
|
|
745
|
+
angle_deg,
|
|
746
|
+
offset_px,
|
|
747
|
+
scale_ratio,
|
|
748
|
+
shadow_ratio,
|
|
749
|
+
tuned_bevel,
|
|
750
|
+
)
|
|
751
|
+
cached = _RUBBLE_SURFACE_CACHE.get(cache_key)
|
|
752
|
+
if cached is not None:
|
|
753
|
+
return cached
|
|
754
|
+
|
|
755
|
+
top_surface = pygame.Surface((base_size, base_size), pygame.SRCALPHA)
|
|
756
|
+
paint_wall_surface(
|
|
757
|
+
top_surface,
|
|
758
|
+
fill_color=fill_color,
|
|
759
|
+
border_color=border_color,
|
|
760
|
+
bevel_depth=tuned_bevel,
|
|
761
|
+
bevel_mask=(False, False, False, False),
|
|
762
|
+
draw_bottom_side=False,
|
|
763
|
+
bottom_side_ratio=0.1,
|
|
764
|
+
side_shade_ratio=0.9,
|
|
765
|
+
)
|
|
766
|
+
|
|
767
|
+
shadow_fill = _scale_color(fill_color, ratio=shadow_ratio)
|
|
768
|
+
shadow_border = _scale_color(border_color, ratio=shadow_ratio)
|
|
769
|
+
shadow_surface = pygame.Surface((base_size, base_size), pygame.SRCALPHA)
|
|
770
|
+
paint_wall_surface(
|
|
771
|
+
shadow_surface,
|
|
772
|
+
fill_color=shadow_fill,
|
|
773
|
+
border_color=shadow_border,
|
|
774
|
+
bevel_depth=tuned_bevel,
|
|
775
|
+
bevel_mask=(False, False, False, False),
|
|
776
|
+
draw_bottom_side=False,
|
|
777
|
+
bottom_side_ratio=0.1,
|
|
778
|
+
side_shade_ratio=0.9,
|
|
779
|
+
)
|
|
780
|
+
|
|
781
|
+
if angle_deg:
|
|
782
|
+
top_surface = pygame.transform.rotate(top_surface, angle_deg)
|
|
783
|
+
shadow_surface = pygame.transform.rotate(shadow_surface, angle_deg)
|
|
784
|
+
|
|
785
|
+
final_surface = pygame.Surface((safe_size, safe_size), pygame.SRCALPHA)
|
|
786
|
+
center = final_surface.get_rect().center
|
|
787
|
+
|
|
788
|
+
shadow_rect = shadow_surface.get_rect(
|
|
789
|
+
center=(center[0] + offset_px, center[1] + offset_px)
|
|
790
|
+
)
|
|
791
|
+
final_surface.blit(shadow_surface, shadow_rect.topleft)
|
|
792
|
+
|
|
793
|
+
top_rect = top_surface.get_rect(center=center)
|
|
794
|
+
final_surface.blit(top_surface, top_rect.topleft)
|
|
795
|
+
|
|
796
|
+
_RUBBLE_SURFACE_CACHE[cache_key] = final_surface
|
|
797
|
+
return final_surface
|
|
798
|
+
|
|
799
|
+
|
|
475
800
|
def paint_steel_beam_surface(
|
|
476
801
|
surface: pygame.Surface,
|
|
477
802
|
*,
|
|
@@ -522,43 +847,6 @@ def paint_steel_beam_surface(
|
|
|
522
847
|
surface.blit(top_surface, top_rect.topleft)
|
|
523
848
|
|
|
524
849
|
|
|
525
|
-
def paint_zombie_surface(
|
|
526
|
-
surface: pygame.Surface,
|
|
527
|
-
*,
|
|
528
|
-
radius: int,
|
|
529
|
-
palm_angle: float | None = None,
|
|
530
|
-
tracker: bool = False,
|
|
531
|
-
wall_follower: bool = False,
|
|
532
|
-
) -> None:
|
|
533
|
-
if tracker:
|
|
534
|
-
outline_color = TRACKER_OUTLINE_COLOR
|
|
535
|
-
elif wall_follower:
|
|
536
|
-
outline_color = WALL_FOLLOWER_OUTLINE_COLOR
|
|
537
|
-
else:
|
|
538
|
-
outline_color = DARK_RED
|
|
539
|
-
surface.fill((0, 0, 0, 0))
|
|
540
|
-
_draw_outlined_circle(
|
|
541
|
-
surface,
|
|
542
|
-
(radius, radius),
|
|
543
|
-
radius,
|
|
544
|
-
RED,
|
|
545
|
-
outline_color,
|
|
546
|
-
1,
|
|
547
|
-
)
|
|
548
|
-
if palm_angle is None:
|
|
549
|
-
return
|
|
550
|
-
palm_radius = max(1, radius // 3)
|
|
551
|
-
palm_offset = radius - palm_radius * 0.3
|
|
552
|
-
palm_x = radius + math.cos(palm_angle) * palm_offset
|
|
553
|
-
palm_y = radius + math.sin(palm_angle) * palm_offset
|
|
554
|
-
pygame.draw.circle(
|
|
555
|
-
surface,
|
|
556
|
-
outline_color,
|
|
557
|
-
(int(palm_x), int(palm_y)),
|
|
558
|
-
palm_radius,
|
|
559
|
-
)
|
|
560
|
-
|
|
561
|
-
|
|
562
850
|
def build_fuel_can_surface(width: int, height: int) -> pygame.Surface:
|
|
563
851
|
return _draw_polygon_surface(width, height, FUEL_CAN_SPEC)
|
|
564
852
|
|
|
@@ -572,6 +860,7 @@ def build_shoes_surface(width: int, height: int) -> pygame.Surface:
|
|
|
572
860
|
|
|
573
861
|
|
|
574
862
|
__all__ = [
|
|
863
|
+
"angle_bin_from_vector",
|
|
575
864
|
"EnvironmentPalette",
|
|
576
865
|
"FogRing",
|
|
577
866
|
"RenderAssets",
|
|
@@ -580,14 +869,20 @@ __all__ = [
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580
869
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"resolve_car_color",
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581
870
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"resolve_steel_beam_colors",
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582
871
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"CAR_COLOR_SCHEMES",
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583
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-
"
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584
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-
"
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585
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-
"
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872
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+
"build_player_directional_surfaces",
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873
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+
"build_humanoid_directional_surfaces",
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874
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+
"draw_humanoid_hand",
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875
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+
"draw_humanoid_nose",
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876
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+
"build_survivor_directional_surfaces",
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877
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+
"build_zombie_directional_surfaces",
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586
878
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"build_car_surface",
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879
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+
"build_car_directional_surfaces",
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587
880
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"paint_car_surface",
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588
881
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"paint_wall_surface",
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882
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+
"build_rubble_wall_surface",
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883
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+
"rubble_offset_for_size",
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884
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+
"RUBBLE_ROTATION_DEG",
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589
885
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"paint_steel_beam_surface",
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590
|
-
"paint_zombie_surface",
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591
886
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"build_fuel_can_surface",
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592
887
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"build_flashlight_surface",
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593
888
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"build_shoes_surface",
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@@ -2,6 +2,7 @@
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2
2
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3
3
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from __future__ import annotations
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4
4
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5
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+
import math
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5
6
|
from dataclasses import dataclass
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6
7
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7
8
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from .entities_constants import FOV_RADIUS, PLAYER_RADIUS
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@@ -11,9 +12,14 @@ HUMANOID_OUTLINE_COLOR = (0, 80, 200)
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11
12
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HUMANOID_OUTLINE_WIDTH = 1
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12
13
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BUDDY_COLOR = (0, 180, 63)
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13
14
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SURVIVOR_COLOR = (198, 198, 198)
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15
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+
ZOMBIE_BODY_COLOR = (180, 0, 0)
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16
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+
ZOMBIE_OUTLINE_COLOR = (255, 60, 60)
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17
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+
ZOMBIE_NOSE_COLOR = (255, 80, 80)
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14
18
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FALLING_ZOMBIE_COLOR = (45, 45, 45)
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15
19
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FALLING_WHIRLWIND_COLOR = (200, 200, 200, 120)
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16
20
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FALLING_DUST_COLOR = (70, 70, 70, 130)
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21
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+
ANGLE_BINS = 16
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22
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+
HAND_SPREAD_RAD = math.radians(75)
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17
23
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18
24
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19
25
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@dataclass(frozen=True)
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@@ -61,6 +67,15 @@ ENTITY_SHADOW_EDGE_SOFTNESS = 0.32
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61
67
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PLAYER_SHADOW_RADIUS_MULT = 1.6
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62
68
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PLAYER_SHADOW_ALPHA_MULT = 0.8
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63
69
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70
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+
# --- Pitfall rendering ---
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71
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+
PITFALL_ABYSS_COLOR = (21, 20, 20)
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72
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+
PITFALL_SHADOW_RIM_COLOR = (38, 34, 34)
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73
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+
PITFALL_SHADOW_WIDTH = 6
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74
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+
PITFALL_EDGE_METAL_COLOR = (110, 110, 115)
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75
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+
PITFALL_EDGE_STRIPE_COLOR = (75, 75, 80)
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76
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+
PITFALL_EDGE_STRIPE_SPACING = 6
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77
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+
PITFALL_EDGE_DEPTH_OFFSET = 3
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|
78
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+
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|
64
79
|
FOG_RINGS = [
|
|
65
80
|
FogRing(radius_factor=0.536, thickness=2),
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66
81
|
FogRing(radius_factor=0.645, thickness=3),
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@@ -93,6 +108,11 @@ __all__ = [
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93
108
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"FALLING_ZOMBIE_COLOR",
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94
109
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"FALLING_WHIRLWIND_COLOR",
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|
95
110
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"FALLING_DUST_COLOR",
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|
111
|
+
"ZOMBIE_BODY_COLOR",
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|
112
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+
"ZOMBIE_OUTLINE_COLOR",
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|
113
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+
"ZOMBIE_NOSE_COLOR",
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|
114
|
+
"ANGLE_BINS",
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115
|
+
"HAND_SPREAD_RAD",
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96
116
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"HUMANOID_OUTLINE_COLOR",
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97
117
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"HUMANOID_OUTLINE_WIDTH",
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98
118
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"SURVIVOR_COLOR",
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@@ -110,6 +130,13 @@ __all__ = [
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110
130
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"ENTITY_SHADOW_EDGE_SOFTNESS",
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111
131
|
"PLAYER_SHADOW_RADIUS_MULT",
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|
112
132
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"PLAYER_SHADOW_ALPHA_MULT",
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|
133
|
+
"PITFALL_ABYSS_COLOR",
|
|
134
|
+
"PITFALL_SHADOW_RIM_COLOR",
|
|
135
|
+
"PITFALL_SHADOW_WIDTH",
|
|
136
|
+
"PITFALL_EDGE_METAL_COLOR",
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|
137
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+
"PITFALL_EDGE_STRIPE_COLOR",
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|
138
|
+
"PITFALL_EDGE_STRIPE_SPACING",
|
|
139
|
+
"PITFALL_EDGE_DEPTH_OFFSET",
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|
113
140
|
"FLASHLIGHT_HATCH_EXTRA_SCALE",
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114
141
|
"build_render_assets",
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115
142
|
]
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