zombie-escape 1.13.1__py3-none-any.whl → 1.14.4__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 +7 -21
- zombie_escape/entities.py +100 -191
- zombie_escape/export_images.py +39 -33
- zombie_escape/gameplay/ambient.py +2 -6
- zombie_escape/gameplay/footprints.py +8 -11
- zombie_escape/gameplay/interactions.py +17 -58
- zombie_escape/gameplay/layout.py +20 -46
- zombie_escape/gameplay/movement.py +7 -21
- zombie_escape/gameplay/spawn.py +12 -40
- zombie_escape/gameplay/state.py +1 -0
- zombie_escape/gameplay/survivors.py +5 -16
- zombie_escape/gameplay/utils.py +4 -13
- zombie_escape/input_utils.py +8 -31
- zombie_escape/level_blueprints.py +112 -69
- zombie_escape/level_constants.py +8 -0
- zombie_escape/locales/ui.en.json +12 -0
- zombie_escape/locales/ui.ja.json +12 -0
- zombie_escape/localization.py +3 -11
- zombie_escape/models.py +26 -9
- zombie_escape/render/__init__.py +30 -0
- zombie_escape/render/core.py +992 -0
- zombie_escape/render/hud.py +444 -0
- zombie_escape/render/overview.py +218 -0
- zombie_escape/render/shadows.py +343 -0
- zombie_escape/render_assets.py +11 -33
- zombie_escape/rng.py +4 -8
- zombie_escape/screens/__init__.py +14 -30
- zombie_escape/screens/game_over.py +43 -15
- zombie_escape/screens/gameplay.py +41 -104
- zombie_escape/screens/settings.py +19 -104
- zombie_escape/screens/title.py +36 -176
- zombie_escape/stage_constants.py +192 -67
- zombie_escape/zombie_escape.py +1 -1
- {zombie_escape-1.13.1.dist-info → zombie_escape-1.14.4.dist-info}/METADATA +100 -39
- zombie_escape-1.14.4.dist-info/RECORD +53 -0
- zombie_escape/render.py +0 -1746
- zombie_escape-1.13.1.dist-info/RECORD +0 -49
- {zombie_escape-1.13.1.dist-info → zombie_escape-1.14.4.dist-info}/WHEEL +0 -0
- {zombie_escape-1.13.1.dist-info → zombie_escape-1.14.4.dist-info}/entry_points.txt +0 -0
- {zombie_escape-1.13.1.dist-info → zombie_escape-1.14.4.dist-info}/licenses/LICENSE.txt +0 -0
zombie_escape/render.py
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from __future__ import annotations
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import math
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from enum import Enum
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from typing import Any, Callable
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import pygame
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import pygame.surfarray as pg_surfarray # type: ignore
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from pygame import sprite, surface
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from .colors import (
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BLACK,
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BLUE,
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FOOTPRINT_COLOR,
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LIGHT_GRAY,
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ORANGE,
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YELLOW,
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get_environment_palette,
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)
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from .entities import (
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Camera,
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Car,
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Flashlight,
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FuelCan,
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Player,
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Shoes,
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SteelBeam,
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Survivor,
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Wall,
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Zombie,
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)
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from .entities_constants import (
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FLASHLIGHT_HEIGHT,
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FLASHLIGHT_WIDTH,
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FUEL_CAN_HEIGHT,
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FUEL_CAN_WIDTH,
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INTERNAL_WALL_BEVEL_DEPTH,
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JUMP_SHADOW_OFFSET,
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SHOES_HEIGHT,
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SHOES_WIDTH,
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ZOMBIE_RADIUS,
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)
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from .font_utils import load_font
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from .gameplay_constants import (
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DEFAULT_FLASHLIGHT_SPAWN_COUNT,
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SURVIVAL_FAKE_CLOCK_RATIO,
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)
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from .localization import get_font_settings
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from .localization import translate as tr
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from .models import DustRing, FallingZombie, Footprint, GameData, Stage
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from .render_assets import (
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RenderAssets,
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build_flashlight_surface,
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build_fuel_can_surface,
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build_shoes_surface,
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resolve_steel_beam_colors,
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resolve_wall_colors,
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)
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from .render_constants import (
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ENTITY_SHADOW_ALPHA,
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ENTITY_SHADOW_EDGE_SOFTNESS,
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ENTITY_SHADOW_RADIUS_MULT,
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FALLING_DUST_COLOR,
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FALLING_WHIRLWIND_COLOR,
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FALLING_ZOMBIE_COLOR,
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FLASHLIGHT_FOG_SCALE_ONE,
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FLASHLIGHT_FOG_SCALE_TWO,
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PITFALL_ABYSS_COLOR,
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PITFALL_EDGE_DEPTH_OFFSET,
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PITFALL_EDGE_METAL_COLOR,
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PITFALL_EDGE_STRIPE_COLOR,
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PITFALL_EDGE_STRIPE_SPACING,
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PLAYER_SHADOW_ALPHA_MULT,
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PLAYER_SHADOW_RADIUS_MULT,
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SHADOW_MIN_RATIO,
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SHADOW_OVERSAMPLE,
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SHADOW_RADIUS_RATIO,
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SHADOW_STEPS,
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)
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_SHADOW_TILE_CACHE: dict[tuple[int, int, float], surface.Surface] = {}
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_SHADOW_LAYER_CACHE: dict[tuple[int, int], surface.Surface] = {}
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_SHADOW_CIRCLE_CACHE: dict[tuple[int, int, float], surface.Surface] = {}
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_HUD_ICON_CACHE: dict[str, surface.Surface] = {}
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HUD_ICON_SIZE = 12
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def _get_shadow_tile_surface(
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cell_size: int,
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alpha: int,
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*,
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edge_softness: float = 0.35,
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) -> surface.Surface:
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key = (max(1, cell_size), max(0, min(255, alpha)), edge_softness)
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if key in _SHADOW_TILE_CACHE:
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return _SHADOW_TILE_CACHE[key]
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size = key[0]
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oversample = SHADOW_OVERSAMPLE
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render_size = size * oversample
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render_surf = pygame.Surface((render_size, render_size), pygame.SRCALPHA)
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base_alpha = key[1]
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if edge_softness <= 0:
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render_surf.fill((0, 0, 0, base_alpha))
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if oversample > 1:
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surf = pygame.transform.smoothscale(render_surf, (size, size))
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else:
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surf = render_surf
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_SHADOW_TILE_CACHE[key] = surf
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return surf
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softness = max(0.0, min(1.0, edge_softness))
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fade_band = max(1, int(render_size * softness))
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base_radius = max(1, int(render_size * SHADOW_RADIUS_RATIO))
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render_surf.fill((0, 0, 0, 0))
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steps = SHADOW_STEPS
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min_ratio = SHADOW_MIN_RATIO
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for idx in range(steps):
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t = idx / (steps - 1) if steps > 1 else 1.0
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inset = int(fade_band * t)
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rect_size = render_size - inset * 2
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if rect_size <= 0:
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continue
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radius = max(0, base_radius - inset)
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layer_alpha = int(base_alpha * (min_ratio + (1.0 - min_ratio) * t))
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pygame.draw.rect(
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render_surf,
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(0, 0, 0, layer_alpha),
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pygame.Rect(inset, inset, rect_size, rect_size),
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border_radius=radius,
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)
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if oversample > 1:
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surf = pygame.transform.smoothscale(render_surf, (size, size))
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else:
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surf = render_surf
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_SHADOW_TILE_CACHE[key] = surf
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return surf
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def _get_shadow_layer(size: tuple[int, int]) -> surface.Surface:
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key = (max(1, size[0]), max(1, size[1]))
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if key in _SHADOW_LAYER_CACHE:
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return _SHADOW_LAYER_CACHE[key]
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layer = pygame.Surface(key, pygame.SRCALPHA)
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_SHADOW_LAYER_CACHE[key] = layer
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return layer
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def _scale_icon_to_box(icon: surface.Surface, size: int) -> surface.Surface:
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target_size = max(1, size)
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width = max(1, icon.get_width())
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height = max(1, icon.get_height())
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scale = min(target_size / width, target_size / height)
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target_width = max(1, int(width * scale))
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target_height = max(1, int(height * scale))
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scaled = pygame.transform.smoothscale(icon, (target_width, target_height))
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boxed = pygame.Surface((target_size, target_size), pygame.SRCALPHA)
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boxed.blit(
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scaled,
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(
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(target_size - target_width) // 2,
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(target_size - target_height) // 2,
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),
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)
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return boxed
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def _get_hud_icon(kind: str) -> surface.Surface:
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cached = _HUD_ICON_CACHE.get(kind)
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if cached is not None:
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return cached
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if kind == "fuel":
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icon = build_fuel_can_surface(FUEL_CAN_WIDTH, FUEL_CAN_HEIGHT)
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elif kind == "flashlight":
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icon = build_flashlight_surface(FLASHLIGHT_WIDTH, FLASHLIGHT_HEIGHT)
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elif kind == "shoes":
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icon = build_shoes_surface(SHOES_WIDTH, SHOES_HEIGHT)
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else:
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icon = pygame.Surface((1, 1), pygame.SRCALPHA)
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icon = _scale_icon_to_box(icon, HUD_ICON_SIZE)
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_HUD_ICON_CACHE[kind] = icon
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return icon
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def _get_shadow_circle_surface(
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radius: int,
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alpha: int,
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*,
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edge_softness: float = 0.12,
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) -> surface.Surface:
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key = (max(1, radius), max(0, min(255, alpha)), edge_softness)
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if key in _SHADOW_CIRCLE_CACHE:
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return _SHADOW_CIRCLE_CACHE[key]
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radius = key[0]
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oversample = SHADOW_OVERSAMPLE
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render_radius = radius * oversample
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render_size = render_radius * 2
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render_surf = pygame.Surface((render_size, render_size), pygame.SRCALPHA)
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base_alpha = key[1]
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if edge_softness <= 0:
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pygame.draw.circle(
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render_surf,
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(0, 0, 0, base_alpha),
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(render_radius, render_radius),
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render_radius,
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)
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if oversample > 1:
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surf = pygame.transform.smoothscale(render_surf, (radius * 2, radius * 2))
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else:
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surf = render_surf
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_SHADOW_CIRCLE_CACHE[key] = surf
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return surf
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softness = max(0.0, min(1.0, edge_softness))
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fade_band = max(1, int(render_radius * softness))
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steps = SHADOW_STEPS
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min_ratio = SHADOW_MIN_RATIO
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render_surf.fill((0, 0, 0, 0))
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for idx in range(steps):
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t = idx / (steps - 1) if steps > 1 else 1.0
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inset = int(fade_band * t)
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circle_radius = render_radius - inset
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if circle_radius <= 0:
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continue
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layer_alpha = int(base_alpha * (min_ratio + (1.0 - min_ratio) * t))
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pygame.draw.circle(
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render_surf,
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(0, 0, 0, layer_alpha),
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(render_radius, render_radius),
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circle_radius,
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)
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if oversample > 1:
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surf = pygame.transform.smoothscale(render_surf, (radius * 2, radius * 2))
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else:
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surf = render_surf
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_SHADOW_CIRCLE_CACHE[key] = surf
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return surf
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def show_message(
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screen: surface.Surface,
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text: str,
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size: int,
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color: tuple[int, int, int],
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position: tuple[int, int],
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) -> None:
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try:
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font_settings = get_font_settings()
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font = load_font(font_settings.resource, font_settings.scaled_size(size))
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text_surface = font.render(text, False, color)
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text_rect = text_surface.get_rect(center=position)
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# Add a semi-transparent background rectangle for better visibility
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bg_padding = 15
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bg_rect = text_rect.inflate(bg_padding * 2, bg_padding * 2)
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bg_surface = pygame.Surface((bg_rect.width, bg_rect.height), pygame.SRCALPHA)
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bg_surface.fill((0, 0, 0, 180)) # Black with 180 alpha (out of 255)
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screen.blit(bg_surface, bg_rect.topleft)
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screen.blit(text_surface, text_rect)
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except pygame.error as e:
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print(f"Error rendering font or surface: {e}")
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def draw_level_overview(
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assets: RenderAssets,
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surface: surface.Surface,
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wall_group: sprite.Group,
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player: Player | None,
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car: Car | None,
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waiting_cars: list[Car] | None,
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footprints: list[Footprint],
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*,
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fuel: FuelCan | None = None,
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flashlights: list[Flashlight] | None = None,
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shoes: list[Shoes] | None = None,
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buddies: list[Survivor] | None = None,
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survivors: list[Survivor] | None = None,
|
|
282
|
-
palette_key: str | None = None,
|
|
283
|
-
) -> None:
|
|
284
|
-
palette = get_environment_palette(palette_key)
|
|
285
|
-
base_floor = palette.floor_primary
|
|
286
|
-
dark_floor = tuple(max(0, int(channel * 0.55)) for channel in base_floor)
|
|
287
|
-
surface.fill(dark_floor)
|
|
288
|
-
for wall in wall_group:
|
|
289
|
-
if wall.max_health > 0:
|
|
290
|
-
health_ratio = max(0.0, min(1.0, wall.health / wall.max_health))
|
|
291
|
-
else:
|
|
292
|
-
health_ratio = 0.0
|
|
293
|
-
if isinstance(wall, Wall):
|
|
294
|
-
fill_color, _ = resolve_wall_colors(
|
|
295
|
-
health_ratio=health_ratio,
|
|
296
|
-
palette_category=wall.palette_category,
|
|
297
|
-
palette=palette,
|
|
298
|
-
)
|
|
299
|
-
pygame.draw.rect(surface, fill_color, wall.rect)
|
|
300
|
-
elif isinstance(wall, SteelBeam):
|
|
301
|
-
fill_color, _ = resolve_steel_beam_colors(
|
|
302
|
-
health_ratio=health_ratio,
|
|
303
|
-
palette=palette,
|
|
304
|
-
)
|
|
305
|
-
pygame.draw.rect(surface, fill_color, wall.rect)
|
|
306
|
-
now = pygame.time.get_ticks()
|
|
307
|
-
for fp in footprints:
|
|
308
|
-
age = now - fp.time
|
|
309
|
-
fade = 1 - (age / assets.footprint_lifetime_ms)
|
|
310
|
-
fade = max(assets.footprint_min_fade, fade)
|
|
311
|
-
color = tuple(int(c * fade) for c in FOOTPRINT_COLOR)
|
|
312
|
-
pygame.draw.circle(
|
|
313
|
-
surface,
|
|
314
|
-
color,
|
|
315
|
-
(int(fp.pos[0]), int(fp.pos[1])),
|
|
316
|
-
assets.footprint_overview_radius,
|
|
317
|
-
)
|
|
318
|
-
if fuel and fuel.alive():
|
|
319
|
-
pygame.draw.rect(surface, YELLOW, fuel.rect, border_radius=3)
|
|
320
|
-
pygame.draw.rect(surface, BLACK, fuel.rect, width=2, border_radius=3)
|
|
321
|
-
if flashlights:
|
|
322
|
-
for flashlight in flashlights:
|
|
323
|
-
if flashlight.alive():
|
|
324
|
-
pygame.draw.rect(surface, YELLOW, flashlight.rect, border_radius=2)
|
|
325
|
-
pygame.draw.rect(
|
|
326
|
-
surface, BLACK, flashlight.rect, width=2, border_radius=2
|
|
327
|
-
)
|
|
328
|
-
if shoes:
|
|
329
|
-
for item in shoes:
|
|
330
|
-
if item.alive():
|
|
331
|
-
surface.blit(item.image, item.rect)
|
|
332
|
-
if survivors:
|
|
333
|
-
for survivor in survivors:
|
|
334
|
-
if survivor.alive():
|
|
335
|
-
pygame.draw.circle(
|
|
336
|
-
surface,
|
|
337
|
-
(220, 220, 255),
|
|
338
|
-
survivor.rect.center,
|
|
339
|
-
assets.player_radius * 2,
|
|
340
|
-
)
|
|
341
|
-
if player:
|
|
342
|
-
pygame.draw.circle(surface, BLUE, player.rect.center, assets.player_radius * 2)
|
|
343
|
-
if buddies:
|
|
344
|
-
buddy_color = (0, 200, 70)
|
|
345
|
-
for buddy in buddies:
|
|
346
|
-
if buddy.alive() and not buddy.rescued:
|
|
347
|
-
pygame.draw.circle(
|
|
348
|
-
surface, buddy_color, buddy.rect.center, assets.player_radius * 2
|
|
349
|
-
)
|
|
350
|
-
drawn_cars: list[Car] = []
|
|
351
|
-
if car and car.alive():
|
|
352
|
-
car_rect = car.image.get_rect(center=car.rect.center)
|
|
353
|
-
surface.blit(car.image, car_rect)
|
|
354
|
-
drawn_cars.append(car)
|
|
355
|
-
if waiting_cars:
|
|
356
|
-
for parked in waiting_cars:
|
|
357
|
-
if not parked.alive() or parked in drawn_cars:
|
|
358
|
-
continue
|
|
359
|
-
parked_rect = parked.image.get_rect(center=parked.rect.center)
|
|
360
|
-
surface.blit(parked.image, parked_rect)
|
|
361
|
-
|
|
362
|
-
|
|
363
|
-
def _get_fog_scale(
|
|
364
|
-
assets: RenderAssets,
|
|
365
|
-
flashlight_count: int,
|
|
366
|
-
) -> float:
|
|
367
|
-
"""Return current fog scale factoring in flashlight bonus."""
|
|
368
|
-
scale = assets.fog_radius_scale
|
|
369
|
-
flashlight_count = max(0, int(flashlight_count))
|
|
370
|
-
if flashlight_count <= 0:
|
|
371
|
-
return scale
|
|
372
|
-
if flashlight_count == 1:
|
|
373
|
-
return max(scale, FLASHLIGHT_FOG_SCALE_ONE)
|
|
374
|
-
return max(scale, FLASHLIGHT_FOG_SCALE_TWO)
|
|
375
|
-
|
|
376
|
-
|
|
377
|
-
def _max_flashlight_pickups() -> int:
|
|
378
|
-
"""Return the maximum flashlight pickups available per stage."""
|
|
379
|
-
return max(1, DEFAULT_FLASHLIGHT_SPAWN_COUNT)
|
|
380
|
-
|
|
381
|
-
|
|
382
|
-
class FogProfile(Enum):
|
|
383
|
-
DARK0 = (0, (0, 0, 0, 255))
|
|
384
|
-
DARK1 = (1, (0, 0, 0, 255))
|
|
385
|
-
DARK2 = (2, (0, 0, 0, 255))
|
|
386
|
-
DAWN = (2, (50, 50, 50, 230))
|
|
387
|
-
|
|
388
|
-
def __init__(self, flashlight_count: int, color: tuple[int, int, int, int]) -> None:
|
|
389
|
-
self.flashlight_count = flashlight_count
|
|
390
|
-
self.color = color
|
|
391
|
-
|
|
392
|
-
def _scale(self, assets: RenderAssets, stage: Stage | None) -> float:
|
|
393
|
-
count = max(0, min(self.flashlight_count, _max_flashlight_pickups()))
|
|
394
|
-
return _get_fog_scale(assets, count)
|
|
395
|
-
|
|
396
|
-
@staticmethod
|
|
397
|
-
def _from_flashlight_count(count: int) -> "FogProfile":
|
|
398
|
-
safe_count = max(0, count)
|
|
399
|
-
if safe_count >= 2:
|
|
400
|
-
return FogProfile.DARK2
|
|
401
|
-
if safe_count == 1:
|
|
402
|
-
return FogProfile.DARK1
|
|
403
|
-
return FogProfile.DARK0
|
|
404
|
-
|
|
405
|
-
|
|
406
|
-
def prewarm_fog_overlays(
|
|
407
|
-
fog_data: dict[str, Any],
|
|
408
|
-
assets: RenderAssets,
|
|
409
|
-
*,
|
|
410
|
-
stage: Stage | None = None,
|
|
411
|
-
) -> None:
|
|
412
|
-
"""Populate fog overlay cache for each reachable flashlight count."""
|
|
413
|
-
|
|
414
|
-
for profile in FogProfile:
|
|
415
|
-
_get_fog_overlay_surfaces(
|
|
416
|
-
fog_data,
|
|
417
|
-
assets,
|
|
418
|
-
profile,
|
|
419
|
-
stage=stage,
|
|
420
|
-
)
|
|
421
|
-
|
|
422
|
-
|
|
423
|
-
def _get_hatch_pattern(
|
|
424
|
-
fog_data: dict[str, Any],
|
|
425
|
-
thickness: int,
|
|
426
|
-
*,
|
|
427
|
-
color: tuple[int, int, int, int] | None = None,
|
|
428
|
-
) -> surface.Surface:
|
|
429
|
-
"""Return cached dot hatch tile surface (Bayer-ordered, optionally chunky)."""
|
|
430
|
-
cache = fog_data.setdefault("hatch_patterns", {})
|
|
431
|
-
key = (thickness, color)
|
|
432
|
-
if key in cache:
|
|
433
|
-
return cache[key]
|
|
434
|
-
|
|
435
|
-
spacing = 4
|
|
436
|
-
oversample = 3
|
|
437
|
-
density = max(1, min(thickness, 16))
|
|
438
|
-
pattern_size = spacing * 8
|
|
439
|
-
hi_spacing = spacing * oversample
|
|
440
|
-
hi_pattern_size = pattern_size * oversample
|
|
441
|
-
pattern = pygame.Surface((hi_pattern_size, hi_pattern_size), pygame.SRCALPHA)
|
|
442
|
-
|
|
443
|
-
# 8x8 Bayer matrix values 0..63 for ordered dithering
|
|
444
|
-
bayer = [
|
|
445
|
-
[0, 32, 8, 40, 2, 34, 10, 42],
|
|
446
|
-
[48, 16, 56, 24, 50, 18, 58, 26],
|
|
447
|
-
[12, 44, 4, 36, 14, 46, 6, 38],
|
|
448
|
-
[60, 28, 52, 20, 62, 30, 54, 22],
|
|
449
|
-
[3, 35, 11, 43, 1, 33, 9, 41],
|
|
450
|
-
[51, 19, 59, 27, 49, 17, 57, 25],
|
|
451
|
-
[15, 47, 7, 39, 13, 45, 5, 37],
|
|
452
|
-
[63, 31, 55, 23, 61, 29, 53, 21],
|
|
453
|
-
]
|
|
454
|
-
threshold = int((density / 16) * 64)
|
|
455
|
-
dot_radius = max(
|
|
456
|
-
1,
|
|
457
|
-
min(hi_spacing, int(math.ceil((density / 16) * hi_spacing))),
|
|
458
|
-
)
|
|
459
|
-
dot_color = color or (0, 0, 0, 255)
|
|
460
|
-
for grid_y in range(8):
|
|
461
|
-
for grid_x in range(8):
|
|
462
|
-
if bayer[grid_y][grid_x] < threshold:
|
|
463
|
-
cx = grid_x * hi_spacing + hi_spacing // 2
|
|
464
|
-
cy = grid_y * hi_spacing + hi_spacing // 2
|
|
465
|
-
pygame.draw.circle(pattern, dot_color, (cx, cy), dot_radius)
|
|
466
|
-
|
|
467
|
-
if oversample > 1:
|
|
468
|
-
pattern = pygame.transform.smoothscale(pattern, (pattern_size, pattern_size))
|
|
469
|
-
|
|
470
|
-
cache[key] = pattern
|
|
471
|
-
return pattern
|
|
472
|
-
|
|
473
|
-
|
|
474
|
-
def _get_fog_overlay_surfaces(
|
|
475
|
-
fog_data: dict[str, Any],
|
|
476
|
-
assets: RenderAssets,
|
|
477
|
-
profile: FogProfile,
|
|
478
|
-
*,
|
|
479
|
-
stage: Stage | None = None,
|
|
480
|
-
) -> dict[str, Any]:
|
|
481
|
-
overlays = fog_data.setdefault("overlays", {})
|
|
482
|
-
key = profile
|
|
483
|
-
if key in overlays:
|
|
484
|
-
return overlays[key]
|
|
485
|
-
|
|
486
|
-
scale = profile._scale(assets, stage)
|
|
487
|
-
ring_scale = scale
|
|
488
|
-
if profile.flashlight_count >= 2:
|
|
489
|
-
ring_scale += max(0.0, assets.flashlight_hatch_extra_scale)
|
|
490
|
-
max_radius = int(assets.fov_radius * scale)
|
|
491
|
-
padding = 32
|
|
492
|
-
coverage_width = max(assets.screen_width * 2, max_radius * 2)
|
|
493
|
-
coverage_height = max(assets.screen_height * 2, max_radius * 2)
|
|
494
|
-
width = coverage_width + padding * 2
|
|
495
|
-
height = coverage_height + padding * 2
|
|
496
|
-
center = (width // 2, height // 2)
|
|
497
|
-
|
|
498
|
-
hard_surface = pygame.Surface((width, height), pygame.SRCALPHA)
|
|
499
|
-
base_color = profile.color
|
|
500
|
-
hard_surface.fill(base_color)
|
|
501
|
-
pygame.draw.circle(hard_surface, (0, 0, 0, 0), center, max_radius)
|
|
502
|
-
|
|
503
|
-
ring_surfaces: list[surface.Surface] = []
|
|
504
|
-
for ring in assets.fog_rings:
|
|
505
|
-
ring_surface = pygame.Surface((width, height), pygame.SRCALPHA)
|
|
506
|
-
pattern = _get_hatch_pattern(
|
|
507
|
-
fog_data,
|
|
508
|
-
ring.thickness,
|
|
509
|
-
color=base_color,
|
|
510
|
-
)
|
|
511
|
-
p_w, p_h = pattern.get_size()
|
|
512
|
-
for y in range(0, height, p_h):
|
|
513
|
-
for x in range(0, width, p_w):
|
|
514
|
-
ring_surface.blit(pattern, (x, y))
|
|
515
|
-
radius = int(assets.fov_radius * ring.radius_factor * ring_scale)
|
|
516
|
-
pygame.draw.circle(ring_surface, (0, 0, 0, 0), center, radius)
|
|
517
|
-
ring_surfaces.append(ring_surface)
|
|
518
|
-
|
|
519
|
-
combined_surface = hard_surface.copy()
|
|
520
|
-
for ring_surface in ring_surfaces:
|
|
521
|
-
combined_surface.blit(ring_surface, (0, 0))
|
|
522
|
-
|
|
523
|
-
visible_fade_surface = _build_flashlight_fade_surface(
|
|
524
|
-
(width, height), center, max_radius
|
|
525
|
-
)
|
|
526
|
-
combined_surface.blit(visible_fade_surface, (0, 0))
|
|
527
|
-
|
|
528
|
-
overlay_entry = {
|
|
529
|
-
"hard": hard_surface,
|
|
530
|
-
"rings": ring_surfaces,
|
|
531
|
-
"combined": combined_surface,
|
|
532
|
-
}
|
|
533
|
-
overlays[key] = overlay_entry
|
|
534
|
-
return overlay_entry
|
|
535
|
-
|
|
536
|
-
|
|
537
|
-
def _build_flashlight_fade_surface(
|
|
538
|
-
size: tuple[int, int],
|
|
539
|
-
center: tuple[int, int],
|
|
540
|
-
max_radius: int,
|
|
541
|
-
*,
|
|
542
|
-
start_ratio: float = 0.2,
|
|
543
|
-
max_alpha: int = 220,
|
|
544
|
-
outer_extension: int = 30,
|
|
545
|
-
) -> surface.Surface:
|
|
546
|
-
"""Return a radial gradient so flashlight edges softly darken again."""
|
|
547
|
-
|
|
548
|
-
width, height = size
|
|
549
|
-
fade_surface = pygame.Surface((width, height), pygame.SRCALPHA)
|
|
550
|
-
fade_surface.fill((0, 0, 0, 0))
|
|
551
|
-
|
|
552
|
-
start_radius = max(0.0, min(max_radius, max_radius * start_ratio))
|
|
553
|
-
end_radius = max(start_radius + 1, max_radius + outer_extension)
|
|
554
|
-
fade_range = max(1.0, end_radius - start_radius)
|
|
555
|
-
|
|
556
|
-
alpha_view = None
|
|
557
|
-
if pg_surfarray is not None:
|
|
558
|
-
alpha_view = pg_surfarray.pixels_alpha(fade_surface)
|
|
559
|
-
else: # pragma: no cover - numpy-less fallback
|
|
560
|
-
fade_surface.lock()
|
|
561
|
-
|
|
562
|
-
cx, cy = center
|
|
563
|
-
for y in range(height):
|
|
564
|
-
dy = y - cy
|
|
565
|
-
for x in range(width):
|
|
566
|
-
dx = x - cx
|
|
567
|
-
dist = math.hypot(dx, dy)
|
|
568
|
-
if dist > end_radius:
|
|
569
|
-
dist = end_radius
|
|
570
|
-
if dist <= start_radius:
|
|
571
|
-
alpha = 0
|
|
572
|
-
else:
|
|
573
|
-
progress = min(1.0, (dist - start_radius) / fade_range)
|
|
574
|
-
alpha = int(max_alpha * progress)
|
|
575
|
-
if alpha <= 0:
|
|
576
|
-
continue
|
|
577
|
-
if alpha_view is not None:
|
|
578
|
-
alpha_view[x, y] = alpha
|
|
579
|
-
else:
|
|
580
|
-
fade_surface.set_at((x, y), (0, 0, 0, alpha))
|
|
581
|
-
|
|
582
|
-
if alpha_view is not None:
|
|
583
|
-
del alpha_view
|
|
584
|
-
else: # pragma: no cover
|
|
585
|
-
fade_surface.unlock()
|
|
586
|
-
|
|
587
|
-
return fade_surface
|
|
588
|
-
|
|
589
|
-
|
|
590
|
-
def _draw_fall_whirlwind(
|
|
591
|
-
screen: surface.Surface,
|
|
592
|
-
camera: Camera,
|
|
593
|
-
center: tuple[int, int],
|
|
594
|
-
progress: float,
|
|
595
|
-
*,
|
|
596
|
-
scale: float = 1.0,
|
|
597
|
-
) -> None:
|
|
598
|
-
base_alpha = FALLING_WHIRLWIND_COLOR[3]
|
|
599
|
-
alpha = int(max(0, min(255, base_alpha * (1.0 - progress))))
|
|
600
|
-
if alpha <= 0:
|
|
601
|
-
return
|
|
602
|
-
color = (
|
|
603
|
-
FALLING_WHIRLWIND_COLOR[0],
|
|
604
|
-
FALLING_WHIRLWIND_COLOR[1],
|
|
605
|
-
FALLING_WHIRLWIND_COLOR[2],
|
|
606
|
-
alpha,
|
|
607
|
-
)
|
|
608
|
-
safe_scale = max(0.4, scale)
|
|
609
|
-
swirl_radius = max(2, int(ZOMBIE_RADIUS * 1.1 * safe_scale))
|
|
610
|
-
offset = max(1, int(ZOMBIE_RADIUS * 0.6 * safe_scale))
|
|
611
|
-
size = swirl_radius * 4
|
|
612
|
-
swirl = pygame.Surface((size, size), pygame.SRCALPHA)
|
|
613
|
-
cx = cy = size // 2
|
|
614
|
-
for idx in range(2):
|
|
615
|
-
angle = progress * math.tau * 0.3 + idx * (math.tau / 2)
|
|
616
|
-
ox = int(math.cos(angle) * offset)
|
|
617
|
-
oy = int(math.sin(angle) * offset)
|
|
618
|
-
pygame.draw.circle(swirl, color, (cx + ox, cy + oy), swirl_radius, width=2)
|
|
619
|
-
world_rect = pygame.Rect(0, 0, 1, 1)
|
|
620
|
-
world_rect.center = center
|
|
621
|
-
screen_center = camera.apply_rect(world_rect).center
|
|
622
|
-
screen.blit(swirl, swirl.get_rect(center=screen_center))
|
|
623
|
-
|
|
624
|
-
|
|
625
|
-
def _draw_falling_fx(
|
|
626
|
-
screen: surface.Surface,
|
|
627
|
-
camera: Camera,
|
|
628
|
-
falling_zombies: list[FallingZombie],
|
|
629
|
-
flashlight_count: int,
|
|
630
|
-
dust_rings: list[DustRing],
|
|
631
|
-
) -> None:
|
|
632
|
-
if not falling_zombies and not dust_rings:
|
|
633
|
-
return
|
|
634
|
-
now = pygame.time.get_ticks()
|
|
635
|
-
for fall in falling_zombies:
|
|
636
|
-
pre_fx_ms = max(0, fall.pre_fx_ms)
|
|
637
|
-
fall_duration_ms = max(1, fall.fall_duration_ms)
|
|
638
|
-
fall_start = fall.started_at_ms + pre_fx_ms
|
|
639
|
-
impact_at = fall_start + fall_duration_ms
|
|
640
|
-
if now < fall_start:
|
|
641
|
-
if flashlight_count > 0 and pre_fx_ms > 0:
|
|
642
|
-
fx_progress = max(0.0, min(1.0, (now - fall.started_at_ms) / pre_fx_ms))
|
|
643
|
-
# Make the premonition grow with the impending drop scale.
|
|
644
|
-
pre_scale = 1.0 + (0.9 * fx_progress)
|
|
645
|
-
_draw_fall_whirlwind(
|
|
646
|
-
screen,
|
|
647
|
-
camera,
|
|
648
|
-
fall.start_pos,
|
|
649
|
-
fx_progress,
|
|
650
|
-
scale=pre_scale,
|
|
651
|
-
)
|
|
652
|
-
continue
|
|
653
|
-
if now >= impact_at:
|
|
654
|
-
continue
|
|
655
|
-
fall_progress = max(0.0, min(1.0, (now - fall_start) / fall_duration_ms))
|
|
656
|
-
|
|
657
|
-
if getattr(fall, "mode", "spawn") == "pitfall":
|
|
658
|
-
scale = 1.0 - fall_progress
|
|
659
|
-
scale = scale * scale
|
|
660
|
-
y_offset = 0.0
|
|
661
|
-
else:
|
|
662
|
-
eased = 1.0 - (1.0 - fall_progress) * (1.0 - fall_progress)
|
|
663
|
-
scale = 2.0 - (1.0 * eased)
|
|
664
|
-
# Add an extra vertical drop from above (1.5x wall depth)
|
|
665
|
-
y_offset = -INTERNAL_WALL_BEVEL_DEPTH * 1.5 * (1.0 - eased)
|
|
666
|
-
|
|
667
|
-
radius = ZOMBIE_RADIUS * scale
|
|
668
|
-
cx = fall.target_pos[0]
|
|
669
|
-
cy = fall.target_pos[1] + ZOMBIE_RADIUS - radius + y_offset
|
|
670
|
-
|
|
671
|
-
world_rect = pygame.Rect(0, 0, radius * 2, radius * 2)
|
|
672
|
-
world_rect.center = (int(cx), int(cy))
|
|
673
|
-
screen_rect = camera.apply_rect(world_rect)
|
|
674
|
-
pygame.draw.circle(
|
|
675
|
-
screen,
|
|
676
|
-
FALLING_ZOMBIE_COLOR,
|
|
677
|
-
screen_rect.center,
|
|
678
|
-
max(1, int(screen_rect.width / 2)),
|
|
679
|
-
)
|
|
680
|
-
|
|
681
|
-
for ring in list(dust_rings):
|
|
682
|
-
elapsed = now - ring.started_at_ms
|
|
683
|
-
if elapsed >= ring.duration_ms:
|
|
684
|
-
dust_rings.remove(ring)
|
|
685
|
-
continue
|
|
686
|
-
progress = max(0.0, min(1.0, elapsed / ring.duration_ms))
|
|
687
|
-
alpha = int(max(0, min(255, FALLING_DUST_COLOR[3] * (1.0 - progress))))
|
|
688
|
-
if alpha <= 0:
|
|
689
|
-
continue
|
|
690
|
-
radius = int(ZOMBIE_RADIUS * (0.7 + progress * 1.9))
|
|
691
|
-
color = (
|
|
692
|
-
FALLING_DUST_COLOR[0],
|
|
693
|
-
FALLING_DUST_COLOR[1],
|
|
694
|
-
FALLING_DUST_COLOR[2],
|
|
695
|
-
alpha,
|
|
696
|
-
)
|
|
697
|
-
world_rect = pygame.Rect(0, 0, 1, 1)
|
|
698
|
-
world_rect.center = ring.pos
|
|
699
|
-
screen_center = camera.apply_rect(world_rect).center
|
|
700
|
-
pygame.draw.circle(screen, color, screen_center, radius, width=2)
|
|
701
|
-
|
|
702
|
-
|
|
703
|
-
def _draw_hint_arrow(
|
|
704
|
-
screen: surface.Surface,
|
|
705
|
-
camera: Camera,
|
|
706
|
-
assets: RenderAssets,
|
|
707
|
-
player: Player,
|
|
708
|
-
target_pos: tuple[int, int],
|
|
709
|
-
*,
|
|
710
|
-
color: tuple[int, int, int] | None = None,
|
|
711
|
-
ring_radius: float | None = None,
|
|
712
|
-
) -> None:
|
|
713
|
-
"""Draw a soft directional hint from player to a target position."""
|
|
714
|
-
color = color or YELLOW
|
|
715
|
-
player_screen = camera.apply(player).center
|
|
716
|
-
target_rect = pygame.Rect(target_pos[0], target_pos[1], 0, 0)
|
|
717
|
-
target_screen = camera.apply_rect(target_rect).center
|
|
718
|
-
dx = target_screen[0] - player_screen[0]
|
|
719
|
-
dy = target_screen[1] - player_screen[1]
|
|
720
|
-
dist = math.hypot(dx, dy)
|
|
721
|
-
if dist < 10:
|
|
722
|
-
return
|
|
723
|
-
dir_x = dx / dist
|
|
724
|
-
dir_y = dy / dist
|
|
725
|
-
ring_radius = (
|
|
726
|
-
ring_radius
|
|
727
|
-
if ring_radius is not None
|
|
728
|
-
else assets.fov_radius * 0.5 * assets.fog_radius_scale
|
|
729
|
-
)
|
|
730
|
-
center_x = player_screen[0] + dir_x * ring_radius
|
|
731
|
-
center_y = player_screen[1] + dir_y * ring_radius
|
|
732
|
-
arrow_len = 6
|
|
733
|
-
tip = (center_x + dir_x * arrow_len, center_y + dir_y * arrow_len)
|
|
734
|
-
base = (center_x - dir_x * 6, center_y - dir_y * 6)
|
|
735
|
-
left = (
|
|
736
|
-
base[0] - dir_y * 5,
|
|
737
|
-
base[1] + dir_x * 5,
|
|
738
|
-
)
|
|
739
|
-
right = (
|
|
740
|
-
base[0] + dir_y * 5,
|
|
741
|
-
base[1] - dir_x * 5,
|
|
742
|
-
)
|
|
743
|
-
pygame.draw.polygon(screen, color, [tip, left, right])
|
|
744
|
-
|
|
745
|
-
|
|
746
|
-
def _draw_status_bar(
|
|
747
|
-
screen: surface.Surface,
|
|
748
|
-
assets: RenderAssets,
|
|
749
|
-
config: dict[str, Any],
|
|
750
|
-
*,
|
|
751
|
-
stage: Stage | None = None,
|
|
752
|
-
seed: int | None = None,
|
|
753
|
-
debug_mode: bool = False,
|
|
754
|
-
zombie_group: sprite.Group | None = None,
|
|
755
|
-
falling_spawn_carry: int | None = None,
|
|
756
|
-
show_fps: bool = False,
|
|
757
|
-
fps: float | None = None,
|
|
758
|
-
) -> None:
|
|
759
|
-
"""Render a compact status bar with current config flags and stage info."""
|
|
760
|
-
bar_rect = pygame.Rect(
|
|
761
|
-
0,
|
|
762
|
-
assets.screen_height - assets.status_bar_height,
|
|
763
|
-
assets.screen_width,
|
|
764
|
-
assets.status_bar_height,
|
|
765
|
-
)
|
|
766
|
-
overlay = pygame.Surface((bar_rect.width, bar_rect.height), pygame.SRCALPHA)
|
|
767
|
-
overlay.fill((0, 0, 0, 140))
|
|
768
|
-
screen.blit(overlay, bar_rect.topleft)
|
|
769
|
-
|
|
770
|
-
footprints_on = config.get("footprints", {}).get("enabled", True)
|
|
771
|
-
fast_on = config.get("fast_zombies", {}).get("enabled", True)
|
|
772
|
-
hint_on = config.get("car_hint", {}).get("enabled", True)
|
|
773
|
-
steel_on = config.get("steel_beams", {}).get("enabled", False)
|
|
774
|
-
if stage:
|
|
775
|
-
# Keep the label compact for the status bar
|
|
776
|
-
if stage.id.startswith("stage"):
|
|
777
|
-
stage_suffix = stage.id.removeprefix("stage")
|
|
778
|
-
stage_label = f"#{stage_suffix}" if stage_suffix else stage.id
|
|
779
|
-
else:
|
|
780
|
-
stage_label = stage.id
|
|
781
|
-
else:
|
|
782
|
-
stage_label = "#1"
|
|
783
|
-
|
|
784
|
-
parts = [tr("status.stage", label=stage_label)]
|
|
785
|
-
if footprints_on:
|
|
786
|
-
parts.append(tr("status.footprints"))
|
|
787
|
-
if hint_on:
|
|
788
|
-
parts.append(tr("status.car_hint"))
|
|
789
|
-
if fast_on:
|
|
790
|
-
parts.append(tr("status.fast"))
|
|
791
|
-
if steel_on:
|
|
792
|
-
parts.append(tr("status.steel"))
|
|
793
|
-
if debug_mode:
|
|
794
|
-
if zombie_group is not None:
|
|
795
|
-
zombies = [z for z in zombie_group if z.alive()]
|
|
796
|
-
total = len(zombies)
|
|
797
|
-
tracker = sum(1 for z in zombies if z.tracker)
|
|
798
|
-
wall = sum(1 for z in zombies if z.wall_hugging)
|
|
799
|
-
normal = max(0, total - tracker - wall)
|
|
800
|
-
debug_counts = f"Z:{total} N:{normal} T:{tracker} W:{wall}"
|
|
801
|
-
if falling_spawn_carry is not None:
|
|
802
|
-
debug_counts = f"{debug_counts} C:{max(0, falling_spawn_carry)}"
|
|
803
|
-
parts.append(debug_counts)
|
|
804
|
-
status_text = " | ".join(parts)
|
|
805
|
-
color = LIGHT_GRAY
|
|
806
|
-
|
|
807
|
-
try:
|
|
808
|
-
font_settings = get_font_settings()
|
|
809
|
-
font = load_font(font_settings.resource, font_settings.scaled_size(11))
|
|
810
|
-
text_surface = font.render(status_text, False, color)
|
|
811
|
-
text_rect = text_surface.get_rect(left=12, centery=bar_rect.centery)
|
|
812
|
-
screen.blit(text_surface, text_rect)
|
|
813
|
-
if seed is not None:
|
|
814
|
-
seed_text = tr("status.seed", value=str(seed))
|
|
815
|
-
seed_surface = font.render(seed_text, False, LIGHT_GRAY)
|
|
816
|
-
seed_rect = seed_surface.get_rect(
|
|
817
|
-
right=bar_rect.right - 12, centery=bar_rect.centery
|
|
818
|
-
)
|
|
819
|
-
screen.blit(seed_surface, seed_rect)
|
|
820
|
-
if show_fps and fps is not None:
|
|
821
|
-
fps_text = f"FPS:{fps:.1f}"
|
|
822
|
-
fps_surface = font.render(fps_text, False, LIGHT_GRAY)
|
|
823
|
-
fps_rect = fps_surface.get_rect(
|
|
824
|
-
left=12,
|
|
825
|
-
bottom=max(2, bar_rect.top - 4),
|
|
826
|
-
)
|
|
827
|
-
screen.blit(fps_surface, fps_rect)
|
|
828
|
-
except pygame.error as e:
|
|
829
|
-
print(f"Error rendering status bar: {e}")
|
|
830
|
-
|
|
831
|
-
|
|
832
|
-
def _draw_play_area(
|
|
833
|
-
screen: surface.Surface,
|
|
834
|
-
camera: Camera,
|
|
835
|
-
assets: RenderAssets,
|
|
836
|
-
palette: Any,
|
|
837
|
-
field_rect: pygame.Rect,
|
|
838
|
-
outside_cells: set[tuple[int, int]],
|
|
839
|
-
fall_spawn_cells: set[tuple[int, int]],
|
|
840
|
-
pitfall_cells: set[tuple[int, int]],
|
|
841
|
-
) -> tuple[int, int, int, int, set[tuple[int, int]]]:
|
|
842
|
-
xs, ys, xe, ye = (
|
|
843
|
-
field_rect.left,
|
|
844
|
-
field_rect.top,
|
|
845
|
-
field_rect.right,
|
|
846
|
-
field_rect.bottom,
|
|
847
|
-
)
|
|
848
|
-
xs //= assets.internal_wall_grid_snap
|
|
849
|
-
ys //= assets.internal_wall_grid_snap
|
|
850
|
-
xe //= assets.internal_wall_grid_snap
|
|
851
|
-
ye //= assets.internal_wall_grid_snap
|
|
852
|
-
|
|
853
|
-
play_area_rect = pygame.Rect(
|
|
854
|
-
xs * assets.internal_wall_grid_snap,
|
|
855
|
-
ys * assets.internal_wall_grid_snap,
|
|
856
|
-
(xe - xs) * assets.internal_wall_grid_snap,
|
|
857
|
-
(ye - ys) * assets.internal_wall_grid_snap,
|
|
858
|
-
)
|
|
859
|
-
play_area_screen_rect = camera.apply_rect(play_area_rect)
|
|
860
|
-
pygame.draw.rect(screen, palette.floor_primary, play_area_screen_rect)
|
|
861
|
-
|
|
862
|
-
view_world = pygame.Rect(
|
|
863
|
-
-camera.camera.x,
|
|
864
|
-
-camera.camera.y,
|
|
865
|
-
assets.screen_width,
|
|
866
|
-
assets.screen_height,
|
|
867
|
-
)
|
|
868
|
-
margin = assets.internal_wall_grid_snap * 2
|
|
869
|
-
view_world.inflate_ip(margin * 2, margin * 2)
|
|
870
|
-
min_world_x = max(xs * assets.internal_wall_grid_snap, view_world.left)
|
|
871
|
-
max_world_x = min(xe * assets.internal_wall_grid_snap, view_world.right)
|
|
872
|
-
min_world_y = max(ys * assets.internal_wall_grid_snap, view_world.top)
|
|
873
|
-
max_world_y = min(ye * assets.internal_wall_grid_snap, view_world.bottom)
|
|
874
|
-
start_x = max(xs, int(min_world_x // assets.internal_wall_grid_snap))
|
|
875
|
-
end_x = min(xe, int(math.ceil(max_world_x / assets.internal_wall_grid_snap)))
|
|
876
|
-
start_y = max(ys, int(min_world_y // assets.internal_wall_grid_snap))
|
|
877
|
-
end_y = min(ye, int(math.ceil(max_world_y / assets.internal_wall_grid_snap)))
|
|
878
|
-
|
|
879
|
-
for y in range(start_y, end_y):
|
|
880
|
-
for x in range(start_x, end_x):
|
|
881
|
-
if (x, y) in outside_cells:
|
|
882
|
-
lx, ly = (
|
|
883
|
-
x * assets.internal_wall_grid_snap,
|
|
884
|
-
y * assets.internal_wall_grid_snap,
|
|
885
|
-
)
|
|
886
|
-
r = pygame.Rect(
|
|
887
|
-
lx,
|
|
888
|
-
ly,
|
|
889
|
-
assets.internal_wall_grid_snap,
|
|
890
|
-
assets.internal_wall_grid_snap,
|
|
891
|
-
)
|
|
892
|
-
sr = camera.apply_rect(r)
|
|
893
|
-
if sr.colliderect(screen.get_rect()):
|
|
894
|
-
pygame.draw.rect(screen, palette.outside, sr)
|
|
895
|
-
continue
|
|
896
|
-
|
|
897
|
-
if (x, y) in pitfall_cells:
|
|
898
|
-
lx, ly = (
|
|
899
|
-
x * assets.internal_wall_grid_snap,
|
|
900
|
-
y * assets.internal_wall_grid_snap,
|
|
901
|
-
)
|
|
902
|
-
r = pygame.Rect(
|
|
903
|
-
lx,
|
|
904
|
-
ly,
|
|
905
|
-
assets.internal_wall_grid_snap,
|
|
906
|
-
assets.internal_wall_grid_snap,
|
|
907
|
-
)
|
|
908
|
-
sr = camera.apply_rect(r)
|
|
909
|
-
if not sr.colliderect(screen.get_rect()):
|
|
910
|
-
continue
|
|
911
|
-
pygame.draw.rect(screen, PITFALL_ABYSS_COLOR, sr)
|
|
912
|
-
|
|
913
|
-
if (x, y - 1) not in pitfall_cells:
|
|
914
|
-
edge_h = max(
|
|
915
|
-
1, INTERNAL_WALL_BEVEL_DEPTH - PITFALL_EDGE_DEPTH_OFFSET
|
|
916
|
-
)
|
|
917
|
-
pygame.draw.rect(
|
|
918
|
-
screen, PITFALL_EDGE_METAL_COLOR, (sr.x, sr.y, sr.w, edge_h)
|
|
919
|
-
)
|
|
920
|
-
for sx in range(
|
|
921
|
-
sr.x - edge_h, sr.right, PITFALL_EDGE_STRIPE_SPACING
|
|
922
|
-
):
|
|
923
|
-
pygame.draw.line(
|
|
924
|
-
screen,
|
|
925
|
-
PITFALL_EDGE_STRIPE_COLOR,
|
|
926
|
-
(max(sr.x, sx), sr.y),
|
|
927
|
-
(min(sr.right - 1, sx + edge_h), sr.y + edge_h - 1),
|
|
928
|
-
width=2,
|
|
929
|
-
)
|
|
930
|
-
|
|
931
|
-
continue
|
|
932
|
-
|
|
933
|
-
use_secondary = ((x // 2) + (y // 2)) % 2 == 0
|
|
934
|
-
if (x, y) in fall_spawn_cells:
|
|
935
|
-
color = (
|
|
936
|
-
palette.fall_zone_secondary
|
|
937
|
-
if use_secondary
|
|
938
|
-
else palette.fall_zone_primary
|
|
939
|
-
)
|
|
940
|
-
elif not use_secondary:
|
|
941
|
-
continue
|
|
942
|
-
else:
|
|
943
|
-
color = palette.floor_secondary
|
|
944
|
-
lx, ly = (
|
|
945
|
-
x * assets.internal_wall_grid_snap,
|
|
946
|
-
y * assets.internal_wall_grid_snap,
|
|
947
|
-
)
|
|
948
|
-
r = pygame.Rect(
|
|
949
|
-
lx,
|
|
950
|
-
ly,
|
|
951
|
-
assets.internal_wall_grid_snap,
|
|
952
|
-
assets.internal_wall_grid_snap,
|
|
953
|
-
)
|
|
954
|
-
sr = camera.apply_rect(r)
|
|
955
|
-
if sr.colliderect(screen.get_rect()):
|
|
956
|
-
pygame.draw.rect(screen, color, sr)
|
|
957
|
-
|
|
958
|
-
return xs, ys, xe, ye, outside_cells
|
|
959
|
-
|
|
960
|
-
|
|
961
|
-
def abs_clip(value: float, min_v: float, max_v: float) -> float:
|
|
962
|
-
value_sign = 1.0 if value >= 0.0 else -1.0
|
|
963
|
-
value = abs(value)
|
|
964
|
-
if value < min_v:
|
|
965
|
-
value = min_v
|
|
966
|
-
elif value > max_v:
|
|
967
|
-
value = max_v
|
|
968
|
-
return value_sign * value
|
|
969
|
-
|
|
970
|
-
|
|
971
|
-
def _draw_wall_shadows(
|
|
972
|
-
shadow_layer: surface.Surface,
|
|
973
|
-
camera: Camera,
|
|
974
|
-
*,
|
|
975
|
-
wall_cells: set[tuple[int, int]],
|
|
976
|
-
wall_group: sprite.Group | None,
|
|
977
|
-
outer_wall_cells: set[tuple[int, int]] | None,
|
|
978
|
-
cell_size: int,
|
|
979
|
-
light_source_pos: tuple[int, int] | None,
|
|
980
|
-
alpha: int = 68,
|
|
981
|
-
) -> bool:
|
|
982
|
-
if not wall_cells or cell_size <= 0 or light_source_pos is None:
|
|
983
|
-
return False
|
|
984
|
-
inner_wall_cells = set(wall_cells)
|
|
985
|
-
if outer_wall_cells:
|
|
986
|
-
inner_wall_cells.difference_update(outer_wall_cells)
|
|
987
|
-
if wall_group and cell_size > 0:
|
|
988
|
-
for wall in wall_group:
|
|
989
|
-
if isinstance(wall, SteelBeam):
|
|
990
|
-
cell_x = int(wall.rect.centerx // cell_size)
|
|
991
|
-
cell_y = int(wall.rect.centery // cell_size)
|
|
992
|
-
inner_wall_cells.add((cell_x, cell_y))
|
|
993
|
-
if not inner_wall_cells:
|
|
994
|
-
return False
|
|
995
|
-
base_shadow_size = max(cell_size + 2, int(cell_size * 1.35))
|
|
996
|
-
shadow_size = max(1, int(base_shadow_size * 1.5))
|
|
997
|
-
shadow_surface = _get_shadow_tile_surface(
|
|
998
|
-
shadow_size,
|
|
999
|
-
alpha,
|
|
1000
|
-
edge_softness=0.12,
|
|
1001
|
-
)
|
|
1002
|
-
screen_rect = shadow_layer.get_rect()
|
|
1003
|
-
px, py = light_source_pos
|
|
1004
|
-
drew = False
|
|
1005
|
-
clip_max = shadow_size * 0.25
|
|
1006
|
-
for cell_x, cell_y in inner_wall_cells:
|
|
1007
|
-
world_x = cell_x * cell_size
|
|
1008
|
-
world_y = cell_y * cell_size
|
|
1009
|
-
wall_rect = pygame.Rect(world_x, world_y, cell_size, cell_size)
|
|
1010
|
-
wall_screen_rect = camera.apply_rect(wall_rect)
|
|
1011
|
-
if not wall_screen_rect.colliderect(screen_rect):
|
|
1012
|
-
continue
|
|
1013
|
-
center_x = world_x + cell_size / 2
|
|
1014
|
-
center_y = world_y + cell_size / 2
|
|
1015
|
-
dx = (center_x - px) * 0.5
|
|
1016
|
-
dy = (center_y - py) * 0.5
|
|
1017
|
-
dx = int(abs_clip(dx, 0, clip_max))
|
|
1018
|
-
dy = int(abs_clip(dy, 0, clip_max))
|
|
1019
|
-
shadow_rect = pygame.Rect(0, 0, shadow_size, shadow_size)
|
|
1020
|
-
shadow_rect.center = (
|
|
1021
|
-
int(center_x + dx),
|
|
1022
|
-
int(center_y + dy),
|
|
1023
|
-
)
|
|
1024
|
-
shadow_screen_rect = camera.apply_rect(shadow_rect)
|
|
1025
|
-
if not shadow_screen_rect.colliderect(screen_rect):
|
|
1026
|
-
continue
|
|
1027
|
-
shadow_layer.blit(
|
|
1028
|
-
shadow_surface,
|
|
1029
|
-
shadow_screen_rect.topleft,
|
|
1030
|
-
special_flags=pygame.BLEND_RGBA_MAX,
|
|
1031
|
-
)
|
|
1032
|
-
drew = True
|
|
1033
|
-
return drew
|
|
1034
|
-
|
|
1035
|
-
|
|
1036
|
-
def _draw_entity_shadows(
|
|
1037
|
-
shadow_layer: surface.Surface,
|
|
1038
|
-
camera: Camera,
|
|
1039
|
-
all_sprites: sprite.LayeredUpdates,
|
|
1040
|
-
*,
|
|
1041
|
-
light_source_pos: tuple[int, int] | None,
|
|
1042
|
-
exclude_car: Car | None,
|
|
1043
|
-
outside_cells: set[tuple[int, int]] | None,
|
|
1044
|
-
cell_size: int,
|
|
1045
|
-
shadow_radius: int = int(ZOMBIE_RADIUS * ENTITY_SHADOW_RADIUS_MULT),
|
|
1046
|
-
alpha: int = ENTITY_SHADOW_ALPHA,
|
|
1047
|
-
) -> bool:
|
|
1048
|
-
if light_source_pos is None or shadow_radius <= 0:
|
|
1049
|
-
return False
|
|
1050
|
-
if cell_size <= 0:
|
|
1051
|
-
outside_cells = None
|
|
1052
|
-
shadow_surface = _get_shadow_circle_surface(
|
|
1053
|
-
shadow_radius,
|
|
1054
|
-
alpha,
|
|
1055
|
-
edge_softness=ENTITY_SHADOW_EDGE_SOFTNESS,
|
|
1056
|
-
)
|
|
1057
|
-
screen_rect = shadow_layer.get_rect()
|
|
1058
|
-
px, py = light_source_pos
|
|
1059
|
-
offset_dist = max(1.0, shadow_radius * 0.6)
|
|
1060
|
-
drew = False
|
|
1061
|
-
for entity in all_sprites:
|
|
1062
|
-
if not entity.alive():
|
|
1063
|
-
continue
|
|
1064
|
-
if isinstance(entity, Player):
|
|
1065
|
-
continue
|
|
1066
|
-
if isinstance(entity, Car):
|
|
1067
|
-
if exclude_car is not None and entity is exclude_car:
|
|
1068
|
-
continue
|
|
1069
|
-
if not isinstance(entity, (Zombie, Survivor, Car)):
|
|
1070
|
-
continue
|
|
1071
|
-
if outside_cells:
|
|
1072
|
-
cell = (
|
|
1073
|
-
int(entity.rect.centerx // cell_size),
|
|
1074
|
-
int(entity.rect.centery // cell_size),
|
|
1075
|
-
)
|
|
1076
|
-
if cell in outside_cells:
|
|
1077
|
-
continue
|
|
1078
|
-
cx, cy = entity.rect.center
|
|
1079
|
-
dx = cx - px
|
|
1080
|
-
dy = cy - py
|
|
1081
|
-
dist = math.hypot(dx, dy)
|
|
1082
|
-
if dist > 0.001:
|
|
1083
|
-
scale = offset_dist / dist
|
|
1084
|
-
offset_x = dx * scale
|
|
1085
|
-
offset_y = dy * scale
|
|
1086
|
-
else:
|
|
1087
|
-
offset_x = 0.0
|
|
1088
|
-
offset_y = 0.0
|
|
1089
|
-
|
|
1090
|
-
jump_dy = 0.0
|
|
1091
|
-
if getattr(entity, "is_jumping", False):
|
|
1092
|
-
jump_dy = JUMP_SHADOW_OFFSET
|
|
1093
|
-
|
|
1094
|
-
shadow_rect = shadow_surface.get_rect(
|
|
1095
|
-
center=(int(cx + offset_x), int(cy + offset_y + jump_dy))
|
|
1096
|
-
)
|
|
1097
|
-
shadow_screen_rect = camera.apply_rect(shadow_rect)
|
|
1098
|
-
if not shadow_screen_rect.colliderect(screen_rect):
|
|
1099
|
-
continue
|
|
1100
|
-
shadow_layer.blit(
|
|
1101
|
-
shadow_surface,
|
|
1102
|
-
shadow_screen_rect.topleft,
|
|
1103
|
-
special_flags=pygame.BLEND_RGBA_MAX,
|
|
1104
|
-
)
|
|
1105
|
-
drew = True
|
|
1106
|
-
return drew
|
|
1107
|
-
|
|
1108
|
-
|
|
1109
|
-
def _draw_single_entity_shadow(
|
|
1110
|
-
shadow_layer: surface.Surface,
|
|
1111
|
-
camera: Camera,
|
|
1112
|
-
*,
|
|
1113
|
-
entity: pygame.sprite.Sprite | None,
|
|
1114
|
-
light_source_pos: tuple[int, int] | None,
|
|
1115
|
-
outside_cells: set[tuple[int, int]] | None,
|
|
1116
|
-
cell_size: int,
|
|
1117
|
-
shadow_radius: int,
|
|
1118
|
-
alpha: int,
|
|
1119
|
-
edge_softness: float = ENTITY_SHADOW_EDGE_SOFTNESS,
|
|
1120
|
-
) -> bool:
|
|
1121
|
-
if (
|
|
1122
|
-
entity is None
|
|
1123
|
-
or not entity.alive()
|
|
1124
|
-
or light_source_pos is None
|
|
1125
|
-
or shadow_radius <= 0
|
|
1126
|
-
):
|
|
1127
|
-
return False
|
|
1128
|
-
if outside_cells and cell_size > 0:
|
|
1129
|
-
cell = (
|
|
1130
|
-
int(entity.rect.centerx // cell_size),
|
|
1131
|
-
int(entity.rect.centery // cell_size),
|
|
1132
|
-
)
|
|
1133
|
-
if cell in outside_cells:
|
|
1134
|
-
return False
|
|
1135
|
-
shadow_surface = _get_shadow_circle_surface(
|
|
1136
|
-
shadow_radius,
|
|
1137
|
-
alpha,
|
|
1138
|
-
edge_softness=edge_softness,
|
|
1139
|
-
)
|
|
1140
|
-
screen_rect = shadow_layer.get_rect()
|
|
1141
|
-
px, py = light_source_pos
|
|
1142
|
-
cx, cy = entity.rect.center
|
|
1143
|
-
dx = cx - px
|
|
1144
|
-
dy = cy - py
|
|
1145
|
-
dist = math.hypot(dx, dy)
|
|
1146
|
-
offset_dist = max(1.0, shadow_radius * 0.6)
|
|
1147
|
-
if dist > 0.001:
|
|
1148
|
-
scale = offset_dist / dist
|
|
1149
|
-
offset_x = dx * scale
|
|
1150
|
-
offset_y = dy * scale
|
|
1151
|
-
else:
|
|
1152
|
-
offset_x = 0.0
|
|
1153
|
-
offset_y = 0.0
|
|
1154
|
-
|
|
1155
|
-
jump_dy = 0.0
|
|
1156
|
-
if getattr(entity, "is_jumping", False):
|
|
1157
|
-
jump_dy = JUMP_SHADOW_OFFSET
|
|
1158
|
-
|
|
1159
|
-
shadow_rect = shadow_surface.get_rect(
|
|
1160
|
-
center=(int(cx + offset_x), int(cy + offset_y + jump_dy))
|
|
1161
|
-
)
|
|
1162
|
-
shadow_screen_rect = camera.apply_rect(shadow_rect)
|
|
1163
|
-
if not shadow_screen_rect.colliderect(screen_rect):
|
|
1164
|
-
return False
|
|
1165
|
-
shadow_layer.blit(
|
|
1166
|
-
shadow_surface,
|
|
1167
|
-
shadow_screen_rect.topleft,
|
|
1168
|
-
special_flags=pygame.BLEND_RGBA_MAX,
|
|
1169
|
-
)
|
|
1170
|
-
return True
|
|
1171
|
-
|
|
1172
|
-
|
|
1173
|
-
def _draw_footprints(
|
|
1174
|
-
screen: surface.Surface,
|
|
1175
|
-
camera: Camera,
|
|
1176
|
-
assets: RenderAssets,
|
|
1177
|
-
footprints: list[Footprint],
|
|
1178
|
-
*,
|
|
1179
|
-
config: dict[str, Any],
|
|
1180
|
-
) -> None:
|
|
1181
|
-
if not config.get("footprints", {}).get("enabled", True):
|
|
1182
|
-
return
|
|
1183
|
-
now = pygame.time.get_ticks()
|
|
1184
|
-
for fp in footprints:
|
|
1185
|
-
age = now - fp.time
|
|
1186
|
-
fade = 1 - (age / assets.footprint_lifetime_ms)
|
|
1187
|
-
fade = max(assets.footprint_min_fade, fade)
|
|
1188
|
-
color = tuple(int(c * fade) for c in FOOTPRINT_COLOR)
|
|
1189
|
-
fp_rect = pygame.Rect(
|
|
1190
|
-
fp.pos[0] - assets.footprint_radius,
|
|
1191
|
-
fp.pos[1] - assets.footprint_radius,
|
|
1192
|
-
assets.footprint_radius * 2,
|
|
1193
|
-
assets.footprint_radius * 2,
|
|
1194
|
-
)
|
|
1195
|
-
sr = camera.apply_rect(fp_rect)
|
|
1196
|
-
if sr.colliderect(screen.get_rect().inflate(30, 30)):
|
|
1197
|
-
pygame.draw.circle(screen, color, sr.center, assets.footprint_radius)
|
|
1198
|
-
|
|
1199
|
-
|
|
1200
|
-
def _draw_entities(
|
|
1201
|
-
screen: surface.Surface,
|
|
1202
|
-
camera: Camera,
|
|
1203
|
-
all_sprites: sprite.LayeredUpdates,
|
|
1204
|
-
player: Player,
|
|
1205
|
-
*,
|
|
1206
|
-
has_fuel: bool,
|
|
1207
|
-
) -> pygame.Rect:
|
|
1208
|
-
screen_rect_inflated = screen.get_rect().inflate(100, 100)
|
|
1209
|
-
player_screen_rect: pygame.Rect | None = None
|
|
1210
|
-
for entity in all_sprites:
|
|
1211
|
-
sprite_screen_rect = camera.apply_rect(entity.rect)
|
|
1212
|
-
if sprite_screen_rect.colliderect(screen_rect_inflated):
|
|
1213
|
-
screen.blit(entity.image, sprite_screen_rect)
|
|
1214
|
-
if entity is player:
|
|
1215
|
-
player_screen_rect = sprite_screen_rect
|
|
1216
|
-
_draw_fuel_indicator(
|
|
1217
|
-
screen,
|
|
1218
|
-
player_screen_rect,
|
|
1219
|
-
has_fuel=has_fuel,
|
|
1220
|
-
in_car=player.in_car,
|
|
1221
|
-
)
|
|
1222
|
-
return player_screen_rect or camera.apply_rect(player.rect)
|
|
1223
|
-
|
|
1224
|
-
|
|
1225
|
-
def _draw_fuel_indicator(
|
|
1226
|
-
screen: surface.Surface,
|
|
1227
|
-
player_screen_rect: pygame.Rect,
|
|
1228
|
-
*,
|
|
1229
|
-
has_fuel: bool,
|
|
1230
|
-
in_car: bool,
|
|
1231
|
-
) -> None:
|
|
1232
|
-
if not has_fuel or in_car:
|
|
1233
|
-
return
|
|
1234
|
-
indicator_size = 4
|
|
1235
|
-
padding = 1
|
|
1236
|
-
indicator_rect = pygame.Rect(
|
|
1237
|
-
player_screen_rect.right - indicator_size - padding,
|
|
1238
|
-
player_screen_rect.bottom - indicator_size - padding,
|
|
1239
|
-
indicator_size,
|
|
1240
|
-
indicator_size,
|
|
1241
|
-
)
|
|
1242
|
-
pygame.draw.rect(screen, YELLOW, indicator_rect)
|
|
1243
|
-
pygame.draw.rect(screen, (180, 160, 40), indicator_rect, width=1)
|
|
1244
|
-
|
|
1245
|
-
|
|
1246
|
-
def _draw_hint_indicator(
|
|
1247
|
-
screen: surface.Surface,
|
|
1248
|
-
camera: Camera,
|
|
1249
|
-
assets: RenderAssets,
|
|
1250
|
-
player: Player,
|
|
1251
|
-
hint_target: tuple[int, int] | None,
|
|
1252
|
-
*,
|
|
1253
|
-
hint_color: tuple[int, int, int],
|
|
1254
|
-
stage: Stage | None,
|
|
1255
|
-
flashlight_count: int,
|
|
1256
|
-
) -> None:
|
|
1257
|
-
if not hint_target:
|
|
1258
|
-
return
|
|
1259
|
-
current_fov_scale = _get_fog_scale(assets, flashlight_count)
|
|
1260
|
-
hint_ring_radius = assets.fov_radius * 0.5 * current_fov_scale
|
|
1261
|
-
_draw_hint_arrow(
|
|
1262
|
-
screen,
|
|
1263
|
-
camera,
|
|
1264
|
-
assets,
|
|
1265
|
-
player,
|
|
1266
|
-
hint_target,
|
|
1267
|
-
color=hint_color,
|
|
1268
|
-
ring_radius=hint_ring_radius,
|
|
1269
|
-
)
|
|
1270
|
-
|
|
1271
|
-
|
|
1272
|
-
def _draw_fog_of_war(
|
|
1273
|
-
screen: surface.Surface,
|
|
1274
|
-
camera: Camera,
|
|
1275
|
-
assets: RenderAssets,
|
|
1276
|
-
fog_surfaces: dict[str, Any],
|
|
1277
|
-
fov_target: pygame.sprite.Sprite | None,
|
|
1278
|
-
*,
|
|
1279
|
-
stage: Stage | None,
|
|
1280
|
-
flashlight_count: int,
|
|
1281
|
-
dawn_ready: bool,
|
|
1282
|
-
) -> None:
|
|
1283
|
-
if fov_target is None:
|
|
1284
|
-
return
|
|
1285
|
-
fov_center_on_screen = list(camera.apply(fov_target).center)
|
|
1286
|
-
cam_rect = camera.camera
|
|
1287
|
-
horizontal_span = camera.width - assets.screen_width
|
|
1288
|
-
vertical_span = camera.height - assets.screen_height
|
|
1289
|
-
if horizontal_span <= 0 or (cam_rect.x != 0 and cam_rect.x != -horizontal_span):
|
|
1290
|
-
fov_center_on_screen[0] = assets.screen_width // 2
|
|
1291
|
-
if vertical_span <= 0 or (cam_rect.y != 0 and cam_rect.y != -vertical_span):
|
|
1292
|
-
fov_center_on_screen[1] = assets.screen_height // 2
|
|
1293
|
-
fov_center_tuple = (int(fov_center_on_screen[0]), int(fov_center_on_screen[1]))
|
|
1294
|
-
if dawn_ready:
|
|
1295
|
-
profile = FogProfile.DAWN
|
|
1296
|
-
else:
|
|
1297
|
-
profile = FogProfile._from_flashlight_count(flashlight_count)
|
|
1298
|
-
overlay = _get_fog_overlay_surfaces(
|
|
1299
|
-
fog_surfaces,
|
|
1300
|
-
assets,
|
|
1301
|
-
profile,
|
|
1302
|
-
stage=stage,
|
|
1303
|
-
)
|
|
1304
|
-
combined_surface: surface.Surface = overlay["combined"]
|
|
1305
|
-
screen.blit(
|
|
1306
|
-
combined_surface,
|
|
1307
|
-
combined_surface.get_rect(center=fov_center_tuple),
|
|
1308
|
-
)
|
|
1309
|
-
|
|
1310
|
-
|
|
1311
|
-
def _draw_need_fuel_message(
|
|
1312
|
-
screen: surface.Surface,
|
|
1313
|
-
assets: RenderAssets,
|
|
1314
|
-
*,
|
|
1315
|
-
has_fuel: bool,
|
|
1316
|
-
fuel_message_until: int,
|
|
1317
|
-
elapsed_play_ms: int,
|
|
1318
|
-
) -> None:
|
|
1319
|
-
if has_fuel or fuel_message_until <= elapsed_play_ms:
|
|
1320
|
-
return
|
|
1321
|
-
show_message(
|
|
1322
|
-
screen,
|
|
1323
|
-
tr("hud.need_fuel"),
|
|
1324
|
-
18,
|
|
1325
|
-
ORANGE,
|
|
1326
|
-
(assets.screen_width // 2, assets.screen_height // 2),
|
|
1327
|
-
)
|
|
1328
|
-
|
|
1329
|
-
|
|
1330
|
-
def _draw_objective(lines: list[str], *, screen: surface.Surface) -> None:
|
|
1331
|
-
try:
|
|
1332
|
-
font_settings = get_font_settings()
|
|
1333
|
-
font = load_font(font_settings.resource, font_settings.scaled_size(11))
|
|
1334
|
-
y = 8
|
|
1335
|
-
for line in lines:
|
|
1336
|
-
text_surface = font.render(line, False, YELLOW)
|
|
1337
|
-
text_rect = text_surface.get_rect(topleft=(12, y))
|
|
1338
|
-
screen.blit(text_surface, text_rect)
|
|
1339
|
-
y += text_rect.height + 4
|
|
1340
|
-
except pygame.error as e:
|
|
1341
|
-
print(f"Error rendering objective: {e}")
|
|
1342
|
-
|
|
1343
|
-
|
|
1344
|
-
def _draw_inventory_icons(
|
|
1345
|
-
screen: surface.Surface,
|
|
1346
|
-
assets: RenderAssets,
|
|
1347
|
-
*,
|
|
1348
|
-
has_fuel: bool,
|
|
1349
|
-
flashlight_count: int,
|
|
1350
|
-
shoes_count: int,
|
|
1351
|
-
) -> None:
|
|
1352
|
-
icons: list[surface.Surface] = []
|
|
1353
|
-
if has_fuel:
|
|
1354
|
-
icons.append(_get_hud_icon("fuel"))
|
|
1355
|
-
for _ in range(max(0, int(flashlight_count))):
|
|
1356
|
-
icons.append(_get_hud_icon("flashlight"))
|
|
1357
|
-
for _ in range(max(0, int(shoes_count))):
|
|
1358
|
-
icons.append(_get_hud_icon("shoes"))
|
|
1359
|
-
if not icons:
|
|
1360
|
-
return
|
|
1361
|
-
spacing = 3
|
|
1362
|
-
padding = 8
|
|
1363
|
-
total_width = sum(icon.get_width() for icon in icons)
|
|
1364
|
-
total_width += spacing * max(0, len(icons) - 1)
|
|
1365
|
-
start_x = assets.screen_width - padding - total_width
|
|
1366
|
-
y = 8
|
|
1367
|
-
x = max(padding, start_x)
|
|
1368
|
-
for icon in icons:
|
|
1369
|
-
screen.blit(icon, (x, y))
|
|
1370
|
-
x += icon.get_width() + spacing
|
|
1371
|
-
|
|
1372
|
-
|
|
1373
|
-
def _draw_endurance_timer(
|
|
1374
|
-
screen: surface.Surface,
|
|
1375
|
-
assets: RenderAssets,
|
|
1376
|
-
*,
|
|
1377
|
-
stage: Stage | None,
|
|
1378
|
-
state: Any,
|
|
1379
|
-
) -> None:
|
|
1380
|
-
if not (stage and stage.endurance_stage):
|
|
1381
|
-
return
|
|
1382
|
-
goal_ms = state.endurance_goal_ms
|
|
1383
|
-
if goal_ms <= 0:
|
|
1384
|
-
return
|
|
1385
|
-
elapsed_ms = max(0, min(goal_ms, state.endurance_elapsed_ms))
|
|
1386
|
-
remaining_ms = max(0, goal_ms - elapsed_ms)
|
|
1387
|
-
padding = 12
|
|
1388
|
-
bar_height = 8
|
|
1389
|
-
y_pos = assets.screen_height - assets.status_bar_height - bar_height - 10
|
|
1390
|
-
bar_rect = pygame.Rect(
|
|
1391
|
-
padding,
|
|
1392
|
-
y_pos,
|
|
1393
|
-
assets.screen_width - padding * 2,
|
|
1394
|
-
bar_height,
|
|
1395
|
-
)
|
|
1396
|
-
track_surface = pygame.Surface((bar_rect.width, bar_rect.height), pygame.SRCALPHA)
|
|
1397
|
-
track_surface.fill((0, 0, 0, 140))
|
|
1398
|
-
screen.blit(track_surface, bar_rect.topleft)
|
|
1399
|
-
progress_ratio = elapsed_ms / goal_ms if goal_ms else 0.0
|
|
1400
|
-
progress_width = int(bar_rect.width * max(0.0, min(1.0, progress_ratio)))
|
|
1401
|
-
if progress_width > 0:
|
|
1402
|
-
fill_color = (120, 20, 20)
|
|
1403
|
-
if state.dawn_ready:
|
|
1404
|
-
fill_color = (25, 40, 120)
|
|
1405
|
-
fill_rect = pygame.Rect(
|
|
1406
|
-
bar_rect.left,
|
|
1407
|
-
bar_rect.top,
|
|
1408
|
-
progress_width,
|
|
1409
|
-
bar_rect.height,
|
|
1410
|
-
)
|
|
1411
|
-
pygame.draw.rect(screen, fill_color, fill_rect)
|
|
1412
|
-
display_ms = int(remaining_ms * SURVIVAL_FAKE_CLOCK_RATIO)
|
|
1413
|
-
display_ms = max(0, display_ms)
|
|
1414
|
-
display_hours = display_ms // 3_600_000
|
|
1415
|
-
display_minutes = (display_ms % 3_600_000) // 60_000
|
|
1416
|
-
display_label = f"{int(display_hours):02d}:{int(display_minutes):02d}"
|
|
1417
|
-
timer_text = tr("hud.endurance_timer_label", time=display_label)
|
|
1418
|
-
try:
|
|
1419
|
-
font_settings = get_font_settings()
|
|
1420
|
-
font = load_font(font_settings.resource, font_settings.scaled_size(12))
|
|
1421
|
-
text_surface = font.render(timer_text, False, LIGHT_GRAY)
|
|
1422
|
-
text_rect = text_surface.get_rect(left=bar_rect.left, bottom=bar_rect.top - 2)
|
|
1423
|
-
screen.blit(text_surface, text_rect)
|
|
1424
|
-
if state.time_accel_active:
|
|
1425
|
-
accel_text = tr("hud.time_accel")
|
|
1426
|
-
accel_surface = font.render(accel_text, False, YELLOW)
|
|
1427
|
-
accel_rect = accel_surface.get_rect(
|
|
1428
|
-
right=bar_rect.right, bottom=bar_rect.top - 2
|
|
1429
|
-
)
|
|
1430
|
-
screen.blit(accel_surface, accel_rect)
|
|
1431
|
-
else:
|
|
1432
|
-
hint_text = tr("hud.time_accel_hint")
|
|
1433
|
-
hint_surface = font.render(hint_text, False, LIGHT_GRAY)
|
|
1434
|
-
hint_rect = hint_surface.get_rect(
|
|
1435
|
-
right=bar_rect.right, bottom=bar_rect.top - 2
|
|
1436
|
-
)
|
|
1437
|
-
screen.blit(hint_surface, hint_rect)
|
|
1438
|
-
except pygame.error as e:
|
|
1439
|
-
print(f"Error rendering endurance timer: {e}")
|
|
1440
|
-
|
|
1441
|
-
|
|
1442
|
-
def _draw_time_accel_indicator(
|
|
1443
|
-
screen: surface.Surface,
|
|
1444
|
-
assets: RenderAssets,
|
|
1445
|
-
*,
|
|
1446
|
-
stage: Stage | None,
|
|
1447
|
-
state: Any,
|
|
1448
|
-
) -> None:
|
|
1449
|
-
if stage and stage.endurance_stage:
|
|
1450
|
-
return
|
|
1451
|
-
try:
|
|
1452
|
-
font_settings = get_font_settings()
|
|
1453
|
-
font = load_font(font_settings.resource, font_settings.scaled_size(12))
|
|
1454
|
-
if state.time_accel_active:
|
|
1455
|
-
text = tr("hud.time_accel")
|
|
1456
|
-
color = YELLOW
|
|
1457
|
-
else:
|
|
1458
|
-
text = tr("hud.time_accel_hint")
|
|
1459
|
-
color = LIGHT_GRAY
|
|
1460
|
-
text_surface = font.render(text, False, color)
|
|
1461
|
-
bottom_margin = assets.status_bar_height + 6
|
|
1462
|
-
text_rect = text_surface.get_rect(
|
|
1463
|
-
right=assets.screen_width - 12,
|
|
1464
|
-
bottom=assets.screen_height - bottom_margin,
|
|
1465
|
-
)
|
|
1466
|
-
screen.blit(text_surface, text_rect)
|
|
1467
|
-
except pygame.error as e:
|
|
1468
|
-
print(f"Error rendering acceleration indicator: {e}")
|
|
1469
|
-
|
|
1470
|
-
|
|
1471
|
-
def _draw_survivor_messages(
|
|
1472
|
-
screen: surface.Surface,
|
|
1473
|
-
assets: RenderAssets,
|
|
1474
|
-
survivor_messages: list[dict[str, Any]],
|
|
1475
|
-
) -> None:
|
|
1476
|
-
if not survivor_messages:
|
|
1477
|
-
return
|
|
1478
|
-
try:
|
|
1479
|
-
font_settings = get_font_settings()
|
|
1480
|
-
font = load_font(font_settings.resource, font_settings.scaled_size(14))
|
|
1481
|
-
base_y = assets.screen_height // 2 - 70
|
|
1482
|
-
for idx, message in enumerate(survivor_messages[:3]):
|
|
1483
|
-
text = message.get("text", "")
|
|
1484
|
-
if not text:
|
|
1485
|
-
continue
|
|
1486
|
-
msg_surface = font.render(text, False, ORANGE)
|
|
1487
|
-
msg_rect = msg_surface.get_rect(
|
|
1488
|
-
center=(assets.screen_width // 2, base_y + idx * 18)
|
|
1489
|
-
)
|
|
1490
|
-
screen.blit(msg_surface, msg_rect)
|
|
1491
|
-
except pygame.error as e:
|
|
1492
|
-
print(f"Error rendering survivor message: {e}")
|
|
1493
|
-
|
|
1494
|
-
|
|
1495
|
-
def _build_objective_lines(
|
|
1496
|
-
*,
|
|
1497
|
-
stage: Stage | None,
|
|
1498
|
-
state: Any,
|
|
1499
|
-
player: Player,
|
|
1500
|
-
active_car: Car | None,
|
|
1501
|
-
has_fuel: bool,
|
|
1502
|
-
buddy_onboard: int,
|
|
1503
|
-
buddy_required: int,
|
|
1504
|
-
survivors_onboard: int,
|
|
1505
|
-
) -> list[str]:
|
|
1506
|
-
objective_lines: list[str] = []
|
|
1507
|
-
if stage and stage.endurance_stage:
|
|
1508
|
-
if state.dawn_ready:
|
|
1509
|
-
objective_lines.append(tr("objectives.get_outside"))
|
|
1510
|
-
else:
|
|
1511
|
-
objective_lines.append(tr("objectives.survive_until_dawn"))
|
|
1512
|
-
elif stage and stage.buddy_required_count > 0:
|
|
1513
|
-
buddy_ready = buddy_onboard >= buddy_required
|
|
1514
|
-
if not active_car:
|
|
1515
|
-
objective_lines.append(tr("objectives.pickup_buddy"))
|
|
1516
|
-
if stage.requires_fuel and not has_fuel:
|
|
1517
|
-
objective_lines.append(tr("objectives.find_fuel"))
|
|
1518
|
-
else:
|
|
1519
|
-
objective_lines.append(tr("objectives.find_car"))
|
|
1520
|
-
else:
|
|
1521
|
-
if stage.requires_fuel and not has_fuel:
|
|
1522
|
-
objective_lines.append(tr("objectives.find_fuel"))
|
|
1523
|
-
elif not buddy_ready:
|
|
1524
|
-
objective_lines.append(tr("objectives.board_buddy"))
|
|
1525
|
-
objective_lines.append(
|
|
1526
|
-
tr("objectives.buddy_onboard", count=buddy_onboard)
|
|
1527
|
-
)
|
|
1528
|
-
objective_lines.append(tr("objectives.escape"))
|
|
1529
|
-
else:
|
|
1530
|
-
objective_lines.append(tr("objectives.escape"))
|
|
1531
|
-
elif stage and stage.requires_fuel and not has_fuel:
|
|
1532
|
-
objective_lines.append(tr("objectives.find_fuel"))
|
|
1533
|
-
elif stage and stage.rescue_stage:
|
|
1534
|
-
if not player.in_car:
|
|
1535
|
-
objective_lines.append(tr("objectives.find_car"))
|
|
1536
|
-
else:
|
|
1537
|
-
objective_lines.append(tr("objectives.escape_with_survivors"))
|
|
1538
|
-
elif not player.in_car:
|
|
1539
|
-
objective_lines.append(tr("objectives.find_car"))
|
|
1540
|
-
else:
|
|
1541
|
-
objective_lines.append(tr("objectives.escape"))
|
|
1542
|
-
|
|
1543
|
-
if stage and stage.rescue_stage and (survivors_onboard is not None):
|
|
1544
|
-
limit = state.survivor_capacity
|
|
1545
|
-
objective_lines.append(
|
|
1546
|
-
tr("objectives.survivors_onboard", count=survivors_onboard, limit=limit)
|
|
1547
|
-
)
|
|
1548
|
-
return objective_lines
|
|
1549
|
-
|
|
1550
|
-
|
|
1551
|
-
def draw(
|
|
1552
|
-
assets: RenderAssets,
|
|
1553
|
-
screen: surface.Surface,
|
|
1554
|
-
game_data: GameData,
|
|
1555
|
-
*,
|
|
1556
|
-
config: dict[str, Any],
|
|
1557
|
-
hint_target: tuple[int, int] | None = None,
|
|
1558
|
-
hint_color: tuple[int, int, int] | None = None,
|
|
1559
|
-
do_flip: bool = True,
|
|
1560
|
-
present_fn: Callable[[surface.Surface], None] | None = None,
|
|
1561
|
-
fps: float | None = None,
|
|
1562
|
-
) -> None:
|
|
1563
|
-
hint_color = hint_color or YELLOW
|
|
1564
|
-
state = game_data.state
|
|
1565
|
-
player = game_data.player
|
|
1566
|
-
if player is None:
|
|
1567
|
-
raise ValueError("draw requires an active player on game_data")
|
|
1568
|
-
|
|
1569
|
-
camera = game_data.camera
|
|
1570
|
-
stage = game_data.stage
|
|
1571
|
-
field_rect = game_data.layout.field_rect
|
|
1572
|
-
outside_cells = game_data.layout.outside_cells
|
|
1573
|
-
all_sprites = game_data.groups.all_sprites
|
|
1574
|
-
fog_surfaces = game_data.fog
|
|
1575
|
-
footprints = state.footprints
|
|
1576
|
-
has_fuel = state.has_fuel
|
|
1577
|
-
flashlight_count = state.flashlight_count
|
|
1578
|
-
shoes_count = state.shoes_count
|
|
1579
|
-
elapsed_play_ms = state.elapsed_play_ms
|
|
1580
|
-
fuel_message_until = state.fuel_message_until
|
|
1581
|
-
buddy_onboard = state.buddy_onboard
|
|
1582
|
-
buddy_required = stage.buddy_required_count if stage else 0
|
|
1583
|
-
survivors_onboard = state.survivors_onboard
|
|
1584
|
-
survivor_messages = list(state.survivor_messages)
|
|
1585
|
-
zombie_group = game_data.groups.zombie_group
|
|
1586
|
-
active_car = game_data.car if game_data.car and game_data.car.alive() else None
|
|
1587
|
-
if player.in_car and game_data.car and game_data.car.alive():
|
|
1588
|
-
fov_target = game_data.car
|
|
1589
|
-
else:
|
|
1590
|
-
fov_target = player
|
|
1591
|
-
|
|
1592
|
-
palette = get_environment_palette(state.ambient_palette_key)
|
|
1593
|
-
screen.fill(palette.outside)
|
|
1594
|
-
|
|
1595
|
-
_draw_play_area(
|
|
1596
|
-
screen,
|
|
1597
|
-
camera,
|
|
1598
|
-
assets,
|
|
1599
|
-
palette,
|
|
1600
|
-
field_rect,
|
|
1601
|
-
outside_cells,
|
|
1602
|
-
game_data.layout.fall_spawn_cells,
|
|
1603
|
-
game_data.layout.pitfall_cells,
|
|
1604
|
-
)
|
|
1605
|
-
shadow_layer = _get_shadow_layer(screen.get_size())
|
|
1606
|
-
shadow_layer.fill((0, 0, 0, 0))
|
|
1607
|
-
drew_shadow = _draw_wall_shadows(
|
|
1608
|
-
shadow_layer,
|
|
1609
|
-
camera,
|
|
1610
|
-
wall_cells=game_data.layout.wall_cells,
|
|
1611
|
-
wall_group=game_data.groups.wall_group,
|
|
1612
|
-
outer_wall_cells=game_data.layout.outer_wall_cells,
|
|
1613
|
-
cell_size=game_data.cell_size,
|
|
1614
|
-
light_source_pos=(
|
|
1615
|
-
None
|
|
1616
|
-
if (stage and stage.endurance_stage and state.dawn_ready)
|
|
1617
|
-
else fov_target.rect.center
|
|
1618
|
-
)
|
|
1619
|
-
if fov_target
|
|
1620
|
-
else None,
|
|
1621
|
-
)
|
|
1622
|
-
drew_shadow |= _draw_entity_shadows(
|
|
1623
|
-
shadow_layer,
|
|
1624
|
-
camera,
|
|
1625
|
-
all_sprites,
|
|
1626
|
-
light_source_pos=fov_target.rect.center if fov_target else None,
|
|
1627
|
-
exclude_car=active_car if player.in_car else None,
|
|
1628
|
-
outside_cells=outside_cells,
|
|
1629
|
-
cell_size=game_data.cell_size,
|
|
1630
|
-
)
|
|
1631
|
-
player_shadow_alpha = max(1, int(ENTITY_SHADOW_ALPHA * PLAYER_SHADOW_ALPHA_MULT))
|
|
1632
|
-
player_shadow_radius = int(ZOMBIE_RADIUS * PLAYER_SHADOW_RADIUS_MULT)
|
|
1633
|
-
if player.in_car:
|
|
1634
|
-
drew_shadow |= _draw_single_entity_shadow(
|
|
1635
|
-
shadow_layer,
|
|
1636
|
-
camera,
|
|
1637
|
-
entity=active_car,
|
|
1638
|
-
light_source_pos=fov_target.rect.center if fov_target else None,
|
|
1639
|
-
outside_cells=outside_cells,
|
|
1640
|
-
cell_size=game_data.cell_size,
|
|
1641
|
-
shadow_radius=player_shadow_radius,
|
|
1642
|
-
alpha=player_shadow_alpha,
|
|
1643
|
-
)
|
|
1644
|
-
else:
|
|
1645
|
-
drew_shadow |= _draw_single_entity_shadow(
|
|
1646
|
-
shadow_layer,
|
|
1647
|
-
camera,
|
|
1648
|
-
entity=player,
|
|
1649
|
-
light_source_pos=fov_target.rect.center if fov_target else None,
|
|
1650
|
-
outside_cells=outside_cells,
|
|
1651
|
-
cell_size=game_data.cell_size,
|
|
1652
|
-
shadow_radius=player_shadow_radius,
|
|
1653
|
-
alpha=player_shadow_alpha,
|
|
1654
|
-
)
|
|
1655
|
-
if drew_shadow:
|
|
1656
|
-
screen.blit(shadow_layer, (0, 0))
|
|
1657
|
-
_draw_footprints(
|
|
1658
|
-
screen,
|
|
1659
|
-
camera,
|
|
1660
|
-
assets,
|
|
1661
|
-
footprints,
|
|
1662
|
-
config=config,
|
|
1663
|
-
)
|
|
1664
|
-
_draw_entities(
|
|
1665
|
-
screen,
|
|
1666
|
-
camera,
|
|
1667
|
-
all_sprites,
|
|
1668
|
-
player,
|
|
1669
|
-
has_fuel=has_fuel,
|
|
1670
|
-
)
|
|
1671
|
-
|
|
1672
|
-
_draw_falling_fx(
|
|
1673
|
-
screen,
|
|
1674
|
-
camera,
|
|
1675
|
-
state.falling_zombies,
|
|
1676
|
-
state.flashlight_count,
|
|
1677
|
-
state.dust_rings,
|
|
1678
|
-
)
|
|
1679
|
-
|
|
1680
|
-
_draw_hint_indicator(
|
|
1681
|
-
screen,
|
|
1682
|
-
camera,
|
|
1683
|
-
assets,
|
|
1684
|
-
player,
|
|
1685
|
-
hint_target,
|
|
1686
|
-
hint_color=hint_color,
|
|
1687
|
-
stage=stage,
|
|
1688
|
-
flashlight_count=flashlight_count,
|
|
1689
|
-
)
|
|
1690
|
-
_draw_fog_of_war(
|
|
1691
|
-
screen,
|
|
1692
|
-
camera,
|
|
1693
|
-
assets,
|
|
1694
|
-
fog_surfaces,
|
|
1695
|
-
fov_target,
|
|
1696
|
-
stage=stage,
|
|
1697
|
-
flashlight_count=flashlight_count,
|
|
1698
|
-
dawn_ready=state.dawn_ready,
|
|
1699
|
-
)
|
|
1700
|
-
_draw_need_fuel_message(
|
|
1701
|
-
screen,
|
|
1702
|
-
assets,
|
|
1703
|
-
has_fuel=has_fuel,
|
|
1704
|
-
fuel_message_until=fuel_message_until,
|
|
1705
|
-
elapsed_play_ms=elapsed_play_ms,
|
|
1706
|
-
)
|
|
1707
|
-
|
|
1708
|
-
objective_lines = _build_objective_lines(
|
|
1709
|
-
stage=stage,
|
|
1710
|
-
state=state,
|
|
1711
|
-
player=player,
|
|
1712
|
-
active_car=active_car,
|
|
1713
|
-
has_fuel=has_fuel,
|
|
1714
|
-
buddy_onboard=buddy_onboard,
|
|
1715
|
-
buddy_required=buddy_required,
|
|
1716
|
-
survivors_onboard=survivors_onboard,
|
|
1717
|
-
)
|
|
1718
|
-
if objective_lines:
|
|
1719
|
-
_draw_objective(objective_lines, screen=screen)
|
|
1720
|
-
_draw_inventory_icons(
|
|
1721
|
-
screen,
|
|
1722
|
-
assets,
|
|
1723
|
-
has_fuel=has_fuel,
|
|
1724
|
-
flashlight_count=flashlight_count,
|
|
1725
|
-
shoes_count=shoes_count,
|
|
1726
|
-
)
|
|
1727
|
-
_draw_survivor_messages(screen, assets, survivor_messages)
|
|
1728
|
-
_draw_endurance_timer(screen, assets, stage=stage, state=state)
|
|
1729
|
-
_draw_time_accel_indicator(screen, assets, stage=stage, state=state)
|
|
1730
|
-
_draw_status_bar(
|
|
1731
|
-
screen,
|
|
1732
|
-
assets,
|
|
1733
|
-
config,
|
|
1734
|
-
stage=stage,
|
|
1735
|
-
seed=state.seed,
|
|
1736
|
-
debug_mode=state.debug_mode,
|
|
1737
|
-
zombie_group=zombie_group,
|
|
1738
|
-
falling_spawn_carry=state.falling_spawn_carry,
|
|
1739
|
-
show_fps=state.show_fps,
|
|
1740
|
-
fps=fps,
|
|
1741
|
-
)
|
|
1742
|
-
if do_flip:
|
|
1743
|
-
if present_fn:
|
|
1744
|
-
present_fn(screen)
|
|
1745
|
-
else:
|
|
1746
|
-
pygame.display.flip()
|