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
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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
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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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FOOTPRINT_COLOR,
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LIGHT_GRAY,
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ORANGE,
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WHITE,
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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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Player,
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)
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from ..entities_constants import INTERNAL_WALL_BEVEL_DEPTH, ZOMBIE_RADIUS
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from ..font_utils import load_font
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from ..gameplay_constants import DEFAULT_FLASHLIGHT_SPAWN_COUNT
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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 RenderAssets
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from ..render_constants import (
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ENTITY_SHADOW_ALPHA,
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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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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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)
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from .hud import (
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_build_objective_lines,
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_draw_endurance_timer,
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_draw_hint_indicator,
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_draw_inventory_icons,
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_draw_objective,
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_draw_status_bar,
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_draw_survivor_messages,
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_draw_time_accel_indicator,
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_get_fog_scale,
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)
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from .shadows import (
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_draw_entity_shadows,
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_draw_single_entity_shadow,
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_draw_wall_shadows,
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_get_shadow_layer,
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)
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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 wrap_long_segment(segment: str, font: pygame.font.Font, max_width: int) -> list[str]:
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lines: list[str] = []
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current = ""
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for char in segment:
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candidate = current + char
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if font.size(candidate)[0] <= max_width or not current:
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current = candidate
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else:
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lines.append(current)
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current = char
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if current:
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lines.append(current)
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return lines
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def wrap_text(text: str, font: pygame.font.Font, max_width: int) -> list[str]:
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if max_width <= 0:
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return [text]
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paragraphs = text.splitlines() or [text]
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lines: list[str] = []
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for paragraph in paragraphs:
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if not paragraph:
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lines.append("")
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continue
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words = paragraph.split(" ")
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if len(words) == 1:
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lines.extend(wrap_long_segment(paragraph, font, max_width))
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continue
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current = ""
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for word in words:
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candidate = f"{current} {word}".strip() if current else word
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if font.size(candidate)[0] <= max_width:
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current = candidate
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continue
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if current:
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lines.append(current)
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if font.size(word)[0] <= max_width:
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current = word
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else:
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lines.extend(wrap_long_segment(word, font, max_width))
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current = ""
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if current:
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lines.append(current)
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return lines
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def blit_wrapped_text(
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target: surface.Surface,
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text: str,
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font: pygame.font.Font,
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color: tuple[int, int, int],
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topleft: tuple[int, int],
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max_width: int,
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) -> None:
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"""Render text with simple wrapping constrained to max_width."""
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x, y = topleft
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line_height = font.get_linesize()
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for line in wrap_text(text, font, max_width):
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if not line:
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y += line_height
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continue
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rendered = font.render(line, False, color)
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target.blit(rendered, (x, y))
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y += line_height
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def show_message_wrapped(
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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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*,
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max_width: int,
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line_spacing: int = 2,
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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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lines = wrap_text(text, font, max_width)
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if not lines:
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return
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rendered = [font.render(line, False, color) for line in lines]
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max_line_width = max(surface.get_width() for surface in rendered)
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line_height = font.get_linesize()
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total_height = line_height * len(rendered) + line_spacing * (len(rendered) - 1)
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center_x, center_y = position
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top = center_y - total_height // 2
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bg_padding = 15
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bg_width = max_line_width + bg_padding * 2
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bg_height = total_height + bg_padding * 2
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bg_rect = pygame.Rect(0, 0, bg_width, bg_height)
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bg_rect.center = (center_x, center_y)
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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))
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screen.blit(bg_surface, bg_rect.topleft)
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y = top
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for text_surface in rendered:
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text_rect = text_surface.get_rect(centerx=center_x, y=y)
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screen.blit(text_surface, text_rect)
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y += line_height + line_spacing
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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_pause_overlay(screen: pygame.Surface) -> None:
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screen_width, screen_height = screen.get_size()
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overlay = pygame.Surface((screen_width, screen_height), pygame.SRCALPHA)
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overlay.fill((0, 0, 0, 150))
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pause_radius = 53
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cx = screen_width // 2
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cy = screen_height // 2 - 18
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pygame.draw.circle(
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overlay,
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LIGHT_GRAY,
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(cx, cy),
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pause_radius,
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width=3,
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)
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bar_width = 10
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bar_height = 38
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gap = 12
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pygame.draw.rect(
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overlay,
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LIGHT_GRAY,
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(cx - gap - bar_width, cy - bar_height // 2, bar_width, bar_height),
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)
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pygame.draw.rect(
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overlay,
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LIGHT_GRAY,
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(cx + gap, cy - bar_height // 2, bar_width, bar_height),
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)
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screen.blit(overlay, (0, 0))
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show_message(
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screen,
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tr("hud.paused"),
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18,
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WHITE,
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(screen_width // 2, 28),
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)
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show_message(
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screen,
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tr("hud.pause_hint"),
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16,
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LIGHT_GRAY,
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(screen_width // 2, screen_height // 2 + 70),
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)
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def _max_flashlight_pickups() -> int:
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"""Return the maximum flashlight pickups available per stage."""
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return max(1, DEFAULT_FLASHLIGHT_SPAWN_COUNT)
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class FogProfile(Enum):
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DARK0 = (0, (0, 0, 0, 255))
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DARK1 = (1, (0, 0, 0, 255))
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DARK2 = (2, (0, 0, 0, 255))
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DAWN = (2, (50, 50, 50, 230))
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def __init__(self, flashlight_count: int, color: tuple[int, int, int, int]) -> None:
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self.flashlight_count = flashlight_count
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self.color = color
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def _scale(self, assets: RenderAssets, stage: Stage | None) -> float:
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count = max(0, min(self.flashlight_count, _max_flashlight_pickups()))
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return _get_fog_scale(assets, count)
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@staticmethod
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def _from_flashlight_count(count: int) -> "FogProfile":
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safe_count = max(0, count)
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if safe_count >= 2:
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return FogProfile.DARK2
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if safe_count == 1:
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return FogProfile.DARK1
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return FogProfile.DARK0
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def prewarm_fog_overlays(
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fog_data: dict[str, Any],
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assets: RenderAssets,
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*,
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stage: Stage | None = None,
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) -> None:
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"""Populate fog overlay cache for each reachable flashlight count."""
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for profile in FogProfile:
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_get_fog_overlay_surfaces(
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fog_data,
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assets,
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profile,
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stage=stage,
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)
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def _get_hatch_pattern(
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fog_data: dict[str, Any],
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thickness: int,
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*,
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color: tuple[int, int, int, int] | None = None,
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) -> surface.Surface:
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"""Return cached dot hatch tile surface (Bayer-ordered, optionally chunky)."""
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cache = fog_data.setdefault("hatch_patterns", {})
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|
+
key = (thickness, color)
|
|
297
|
+
if key in cache:
|
|
298
|
+
return cache[key]
|
|
299
|
+
|
|
300
|
+
spacing = 4
|
|
301
|
+
oversample = 3
|
|
302
|
+
density = max(1, min(thickness, 16))
|
|
303
|
+
pattern_size = spacing * 8
|
|
304
|
+
hi_spacing = spacing * oversample
|
|
305
|
+
hi_pattern_size = pattern_size * oversample
|
|
306
|
+
pattern = pygame.Surface((hi_pattern_size, hi_pattern_size), pygame.SRCALPHA)
|
|
307
|
+
|
|
308
|
+
# 8x8 Bayer matrix values 0..63 for ordered dithering
|
|
309
|
+
bayer = [
|
|
310
|
+
[0, 32, 8, 40, 2, 34, 10, 42],
|
|
311
|
+
[48, 16, 56, 24, 50, 18, 58, 26],
|
|
312
|
+
[12, 44, 4, 36, 14, 46, 6, 38],
|
|
313
|
+
[60, 28, 52, 20, 62, 30, 54, 22],
|
|
314
|
+
[3, 35, 11, 43, 1, 33, 9, 41],
|
|
315
|
+
[51, 19, 59, 27, 49, 17, 57, 25],
|
|
316
|
+
[15, 47, 7, 39, 13, 45, 5, 37],
|
|
317
|
+
[63, 31, 55, 23, 61, 29, 53, 21],
|
|
318
|
+
]
|
|
319
|
+
threshold = int((density / 16) * 64)
|
|
320
|
+
dot_radius = max(
|
|
321
|
+
1,
|
|
322
|
+
min(hi_spacing, int(math.ceil((density / 16) * hi_spacing))),
|
|
323
|
+
)
|
|
324
|
+
dot_color = color or (0, 0, 0, 255)
|
|
325
|
+
for grid_y in range(8):
|
|
326
|
+
for grid_x in range(8):
|
|
327
|
+
if bayer[grid_y][grid_x] < threshold:
|
|
328
|
+
cx = grid_x * hi_spacing + hi_spacing // 2
|
|
329
|
+
cy = grid_y * hi_spacing + hi_spacing // 2
|
|
330
|
+
pygame.draw.circle(pattern, dot_color, (cx, cy), dot_radius)
|
|
331
|
+
|
|
332
|
+
if oversample > 1:
|
|
333
|
+
pattern = pygame.transform.smoothscale(pattern, (pattern_size, pattern_size))
|
|
334
|
+
|
|
335
|
+
cache[key] = pattern
|
|
336
|
+
return pattern
|
|
337
|
+
|
|
338
|
+
|
|
339
|
+
def _get_fog_overlay_surfaces(
|
|
340
|
+
fog_data: dict[str, Any],
|
|
341
|
+
assets: RenderAssets,
|
|
342
|
+
profile: FogProfile,
|
|
343
|
+
*,
|
|
344
|
+
stage: Stage | None = None,
|
|
345
|
+
) -> dict[str, Any]:
|
|
346
|
+
overlays = fog_data.setdefault("overlays", {})
|
|
347
|
+
key = profile
|
|
348
|
+
if key in overlays:
|
|
349
|
+
return overlays[key]
|
|
350
|
+
|
|
351
|
+
scale = profile._scale(assets, stage)
|
|
352
|
+
ring_scale = scale
|
|
353
|
+
if profile.flashlight_count >= 2:
|
|
354
|
+
ring_scale += max(0.0, assets.flashlight_hatch_extra_scale)
|
|
355
|
+
max_radius = int(assets.fov_radius * scale)
|
|
356
|
+
padding = 32
|
|
357
|
+
coverage_width = max(assets.screen_width * 2, max_radius * 2)
|
|
358
|
+
coverage_height = max(assets.screen_height * 2, max_radius * 2)
|
|
359
|
+
width = coverage_width + padding * 2
|
|
360
|
+
height = coverage_height + padding * 2
|
|
361
|
+
center = (width // 2, height // 2)
|
|
362
|
+
|
|
363
|
+
hard_surface = pygame.Surface((width, height), pygame.SRCALPHA)
|
|
364
|
+
base_color = profile.color
|
|
365
|
+
hard_surface.fill(base_color)
|
|
366
|
+
pygame.draw.circle(hard_surface, (0, 0, 0, 0), center, max_radius)
|
|
367
|
+
|
|
368
|
+
ring_surfaces: list[surface.Surface] = []
|
|
369
|
+
for ring in assets.fog_rings:
|
|
370
|
+
ring_surface = pygame.Surface((width, height), pygame.SRCALPHA)
|
|
371
|
+
pattern = _get_hatch_pattern(
|
|
372
|
+
fog_data,
|
|
373
|
+
ring.thickness,
|
|
374
|
+
color=base_color,
|
|
375
|
+
)
|
|
376
|
+
p_w, p_h = pattern.get_size()
|
|
377
|
+
for y in range(0, height, p_h):
|
|
378
|
+
for x in range(0, width, p_w):
|
|
379
|
+
ring_surface.blit(pattern, (x, y))
|
|
380
|
+
radius = int(assets.fov_radius * ring.radius_factor * ring_scale)
|
|
381
|
+
pygame.draw.circle(ring_surface, (0, 0, 0, 0), center, radius)
|
|
382
|
+
ring_surfaces.append(ring_surface)
|
|
383
|
+
|
|
384
|
+
combined_surface = hard_surface.copy()
|
|
385
|
+
for ring_surface in ring_surfaces:
|
|
386
|
+
combined_surface.blit(ring_surface, (0, 0))
|
|
387
|
+
|
|
388
|
+
visible_fade_surface = _build_flashlight_fade_surface((width, height), center, max_radius)
|
|
389
|
+
combined_surface.blit(visible_fade_surface, (0, 0))
|
|
390
|
+
|
|
391
|
+
overlay_entry = {
|
|
392
|
+
"hard": hard_surface,
|
|
393
|
+
"rings": ring_surfaces,
|
|
394
|
+
"combined": combined_surface,
|
|
395
|
+
}
|
|
396
|
+
overlays[key] = overlay_entry
|
|
397
|
+
return overlay_entry
|
|
398
|
+
|
|
399
|
+
|
|
400
|
+
def _build_flashlight_fade_surface(
|
|
401
|
+
size: tuple[int, int],
|
|
402
|
+
center: tuple[int, int],
|
|
403
|
+
max_radius: int,
|
|
404
|
+
*,
|
|
405
|
+
start_ratio: float = 0.2,
|
|
406
|
+
max_alpha: int = 220,
|
|
407
|
+
outer_extension: int = 30,
|
|
408
|
+
) -> surface.Surface:
|
|
409
|
+
"""Return a radial gradient so flashlight edges softly darken again."""
|
|
410
|
+
|
|
411
|
+
width, height = size
|
|
412
|
+
fade_surface = pygame.Surface((width, height), pygame.SRCALPHA)
|
|
413
|
+
fade_surface.fill((0, 0, 0, 0))
|
|
414
|
+
|
|
415
|
+
start_radius = max(0.0, min(max_radius, max_radius * start_ratio))
|
|
416
|
+
end_radius = max(start_radius + 1, max_radius + outer_extension)
|
|
417
|
+
fade_range = max(1.0, end_radius - start_radius)
|
|
418
|
+
|
|
419
|
+
alpha_view = None
|
|
420
|
+
if pg_surfarray is not None:
|
|
421
|
+
alpha_view = pg_surfarray.pixels_alpha(fade_surface)
|
|
422
|
+
else: # pragma: no cover - numpy-less fallback
|
|
423
|
+
fade_surface.lock()
|
|
424
|
+
|
|
425
|
+
cx, cy = center
|
|
426
|
+
for y in range(height):
|
|
427
|
+
dy = y - cy
|
|
428
|
+
for x in range(width):
|
|
429
|
+
dx = x - cx
|
|
430
|
+
dist = math.hypot(dx, dy)
|
|
431
|
+
if dist > end_radius:
|
|
432
|
+
dist = end_radius
|
|
433
|
+
if dist <= start_radius:
|
|
434
|
+
alpha = 0
|
|
435
|
+
else:
|
|
436
|
+
progress = min(1.0, (dist - start_radius) / fade_range)
|
|
437
|
+
alpha = int(max_alpha * progress)
|
|
438
|
+
if alpha <= 0:
|
|
439
|
+
continue
|
|
440
|
+
if alpha_view is not None:
|
|
441
|
+
alpha_view[x, y] = alpha
|
|
442
|
+
else:
|
|
443
|
+
fade_surface.set_at((x, y), (0, 0, 0, alpha))
|
|
444
|
+
|
|
445
|
+
if alpha_view is not None:
|
|
446
|
+
del alpha_view
|
|
447
|
+
else: # pragma: no cover
|
|
448
|
+
fade_surface.unlock()
|
|
449
|
+
|
|
450
|
+
return fade_surface
|
|
451
|
+
|
|
452
|
+
|
|
453
|
+
def _draw_fall_whirlwind(
|
|
454
|
+
screen: surface.Surface,
|
|
455
|
+
camera: Camera,
|
|
456
|
+
center: tuple[int, int],
|
|
457
|
+
progress: float,
|
|
458
|
+
*,
|
|
459
|
+
scale: float = 1.0,
|
|
460
|
+
) -> None:
|
|
461
|
+
base_alpha = FALLING_WHIRLWIND_COLOR[3]
|
|
462
|
+
alpha = int(max(0, min(255, base_alpha * (1.0 - progress))))
|
|
463
|
+
if alpha <= 0:
|
|
464
|
+
return
|
|
465
|
+
color = (
|
|
466
|
+
FALLING_WHIRLWIND_COLOR[0],
|
|
467
|
+
FALLING_WHIRLWIND_COLOR[1],
|
|
468
|
+
FALLING_WHIRLWIND_COLOR[2],
|
|
469
|
+
alpha,
|
|
470
|
+
)
|
|
471
|
+
safe_scale = max(0.4, scale)
|
|
472
|
+
swirl_radius = max(2, int(ZOMBIE_RADIUS * 1.1 * safe_scale))
|
|
473
|
+
offset = max(1, int(ZOMBIE_RADIUS * 0.6 * safe_scale))
|
|
474
|
+
size = swirl_radius * 4
|
|
475
|
+
swirl = pygame.Surface((size, size), pygame.SRCALPHA)
|
|
476
|
+
cx = cy = size // 2
|
|
477
|
+
for idx in range(2):
|
|
478
|
+
angle = progress * math.tau * 0.3 + idx * (math.tau / 2)
|
|
479
|
+
ox = int(math.cos(angle) * offset)
|
|
480
|
+
oy = int(math.sin(angle) * offset)
|
|
481
|
+
pygame.draw.circle(swirl, color, (cx + ox, cy + oy), swirl_radius, width=2)
|
|
482
|
+
world_rect = pygame.Rect(0, 0, 1, 1)
|
|
483
|
+
world_rect.center = center
|
|
484
|
+
screen_center = camera.apply_rect(world_rect).center
|
|
485
|
+
screen.blit(swirl, swirl.get_rect(center=screen_center))
|
|
486
|
+
|
|
487
|
+
|
|
488
|
+
def _draw_falling_fx(
|
|
489
|
+
screen: surface.Surface,
|
|
490
|
+
camera: Camera,
|
|
491
|
+
falling_zombies: list[FallingZombie],
|
|
492
|
+
flashlight_count: int,
|
|
493
|
+
dust_rings: list[DustRing],
|
|
494
|
+
) -> None:
|
|
495
|
+
if not falling_zombies and not dust_rings:
|
|
496
|
+
return
|
|
497
|
+
now = pygame.time.get_ticks()
|
|
498
|
+
for fall in falling_zombies:
|
|
499
|
+
pre_fx_ms = max(0, fall.pre_fx_ms)
|
|
500
|
+
fall_duration_ms = max(1, fall.fall_duration_ms)
|
|
501
|
+
fall_start = fall.started_at_ms + pre_fx_ms
|
|
502
|
+
impact_at = fall_start + fall_duration_ms
|
|
503
|
+
if now < fall_start:
|
|
504
|
+
if flashlight_count > 0 and pre_fx_ms > 0:
|
|
505
|
+
fx_progress = max(0.0, min(1.0, (now - fall.started_at_ms) / pre_fx_ms))
|
|
506
|
+
# Make the premonition grow with the impending drop scale.
|
|
507
|
+
pre_scale = 1.0 + (0.9 * fx_progress)
|
|
508
|
+
_draw_fall_whirlwind(
|
|
509
|
+
screen,
|
|
510
|
+
camera,
|
|
511
|
+
fall.start_pos,
|
|
512
|
+
fx_progress,
|
|
513
|
+
scale=pre_scale,
|
|
514
|
+
)
|
|
515
|
+
continue
|
|
516
|
+
if now >= impact_at:
|
|
517
|
+
continue
|
|
518
|
+
fall_progress = max(0.0, min(1.0, (now - fall_start) / fall_duration_ms))
|
|
519
|
+
|
|
520
|
+
if getattr(fall, "mode", "spawn") == "pitfall":
|
|
521
|
+
scale = 1.0 - fall_progress
|
|
522
|
+
scale = scale * scale
|
|
523
|
+
y_offset = 0.0
|
|
524
|
+
else:
|
|
525
|
+
eased = 1.0 - (1.0 - fall_progress) * (1.0 - fall_progress)
|
|
526
|
+
scale = 2.0 - (1.0 * eased)
|
|
527
|
+
# Add an extra vertical drop from above (1.5x wall depth)
|
|
528
|
+
y_offset = -INTERNAL_WALL_BEVEL_DEPTH * 1.5 * (1.0 - eased)
|
|
529
|
+
|
|
530
|
+
radius = ZOMBIE_RADIUS * scale
|
|
531
|
+
cx = fall.target_pos[0]
|
|
532
|
+
cy = fall.target_pos[1] + ZOMBIE_RADIUS - radius + y_offset
|
|
533
|
+
|
|
534
|
+
world_rect = pygame.Rect(0, 0, radius * 2, radius * 2)
|
|
535
|
+
world_rect.center = (int(cx), int(cy))
|
|
536
|
+
screen_rect = camera.apply_rect(world_rect)
|
|
537
|
+
pygame.draw.circle(
|
|
538
|
+
screen,
|
|
539
|
+
FALLING_ZOMBIE_COLOR,
|
|
540
|
+
screen_rect.center,
|
|
541
|
+
max(1, int(screen_rect.width / 2)),
|
|
542
|
+
)
|
|
543
|
+
|
|
544
|
+
for ring in list(dust_rings):
|
|
545
|
+
elapsed = now - ring.started_at_ms
|
|
546
|
+
if elapsed >= ring.duration_ms:
|
|
547
|
+
dust_rings.remove(ring)
|
|
548
|
+
continue
|
|
549
|
+
progress = max(0.0, min(1.0, elapsed / ring.duration_ms))
|
|
550
|
+
alpha = int(max(0, min(255, FALLING_DUST_COLOR[3] * (1.0 - progress))))
|
|
551
|
+
if alpha <= 0:
|
|
552
|
+
continue
|
|
553
|
+
radius = int(ZOMBIE_RADIUS * (0.7 + progress * 1.9))
|
|
554
|
+
color = (
|
|
555
|
+
FALLING_DUST_COLOR[0],
|
|
556
|
+
FALLING_DUST_COLOR[1],
|
|
557
|
+
FALLING_DUST_COLOR[2],
|
|
558
|
+
alpha,
|
|
559
|
+
)
|
|
560
|
+
world_rect = pygame.Rect(0, 0, 1, 1)
|
|
561
|
+
world_rect.center = ring.pos
|
|
562
|
+
screen_center = camera.apply_rect(world_rect).center
|
|
563
|
+
pygame.draw.circle(screen, color, screen_center, radius, width=2)
|
|
564
|
+
|
|
565
|
+
|
|
566
|
+
def _draw_play_area(
|
|
567
|
+
screen: surface.Surface,
|
|
568
|
+
camera: Camera,
|
|
569
|
+
assets: RenderAssets,
|
|
570
|
+
palette: Any,
|
|
571
|
+
field_rect: pygame.Rect,
|
|
572
|
+
outside_cells: set[tuple[int, int]],
|
|
573
|
+
fall_spawn_cells: set[tuple[int, int]],
|
|
574
|
+
pitfall_cells: set[tuple[int, int]],
|
|
575
|
+
) -> tuple[int, int, int, int, set[tuple[int, int]]]:
|
|
576
|
+
grid_snap = assets.internal_wall_grid_snap
|
|
577
|
+
xs, ys, xe, ye = (
|
|
578
|
+
field_rect.left,
|
|
579
|
+
field_rect.top,
|
|
580
|
+
field_rect.right,
|
|
581
|
+
field_rect.bottom,
|
|
582
|
+
)
|
|
583
|
+
xs //= grid_snap
|
|
584
|
+
ys //= grid_snap
|
|
585
|
+
xe //= grid_snap
|
|
586
|
+
ye //= grid_snap
|
|
587
|
+
|
|
588
|
+
play_area_rect = pygame.Rect(
|
|
589
|
+
xs * grid_snap,
|
|
590
|
+
ys * grid_snap,
|
|
591
|
+
(xe - xs) * grid_snap,
|
|
592
|
+
(ye - ys) * grid_snap,
|
|
593
|
+
)
|
|
594
|
+
play_area_screen_rect = camera.apply_rect(play_area_rect)
|
|
595
|
+
pygame.draw.rect(screen, palette.floor_primary, play_area_screen_rect)
|
|
596
|
+
|
|
597
|
+
view_world = pygame.Rect(
|
|
598
|
+
-camera.camera.x,
|
|
599
|
+
-camera.camera.y,
|
|
600
|
+
assets.screen_width,
|
|
601
|
+
assets.screen_height,
|
|
602
|
+
)
|
|
603
|
+
margin = grid_snap * 2
|
|
604
|
+
view_world.inflate_ip(margin * 2, margin * 2)
|
|
605
|
+
min_world_x = max(xs * grid_snap, view_world.left)
|
|
606
|
+
max_world_x = min(xe * grid_snap, view_world.right)
|
|
607
|
+
min_world_y = max(ys * grid_snap, view_world.top)
|
|
608
|
+
max_world_y = min(ye * grid_snap, view_world.bottom)
|
|
609
|
+
start_x = max(xs, int(min_world_x // grid_snap))
|
|
610
|
+
end_x = min(xe, int(math.ceil(max_world_x / grid_snap)))
|
|
611
|
+
start_y = max(ys, int(min_world_y // grid_snap))
|
|
612
|
+
end_y = min(ye, int(math.ceil(max_world_y / grid_snap)))
|
|
613
|
+
|
|
614
|
+
for y in range(start_y, end_y):
|
|
615
|
+
for x in range(start_x, end_x):
|
|
616
|
+
if (x, y) in outside_cells:
|
|
617
|
+
lx, ly = (
|
|
618
|
+
x * grid_snap,
|
|
619
|
+
y * grid_snap,
|
|
620
|
+
)
|
|
621
|
+
r = pygame.Rect(
|
|
622
|
+
lx,
|
|
623
|
+
ly,
|
|
624
|
+
grid_snap,
|
|
625
|
+
grid_snap,
|
|
626
|
+
)
|
|
627
|
+
sr = camera.apply_rect(r)
|
|
628
|
+
if sr.colliderect(screen.get_rect()):
|
|
629
|
+
pygame.draw.rect(screen, palette.outside, sr)
|
|
630
|
+
continue
|
|
631
|
+
|
|
632
|
+
if (x, y) in pitfall_cells:
|
|
633
|
+
lx, ly = (
|
|
634
|
+
x * grid_snap,
|
|
635
|
+
y * grid_snap,
|
|
636
|
+
)
|
|
637
|
+
r = pygame.Rect(
|
|
638
|
+
lx,
|
|
639
|
+
ly,
|
|
640
|
+
grid_snap,
|
|
641
|
+
grid_snap,
|
|
642
|
+
)
|
|
643
|
+
sr = camera.apply_rect(r)
|
|
644
|
+
if not sr.colliderect(screen.get_rect()):
|
|
645
|
+
continue
|
|
646
|
+
pygame.draw.rect(screen, PITFALL_ABYSS_COLOR, sr)
|
|
647
|
+
|
|
648
|
+
if (x, y - 1) not in pitfall_cells:
|
|
649
|
+
edge_h = max(1, INTERNAL_WALL_BEVEL_DEPTH - PITFALL_EDGE_DEPTH_OFFSET)
|
|
650
|
+
pygame.draw.rect(screen, PITFALL_EDGE_METAL_COLOR, (sr.x, sr.y, sr.w, edge_h))
|
|
651
|
+
for sx in range(sr.x - edge_h, sr.right, PITFALL_EDGE_STRIPE_SPACING):
|
|
652
|
+
pygame.draw.line(
|
|
653
|
+
screen,
|
|
654
|
+
PITFALL_EDGE_STRIPE_COLOR,
|
|
655
|
+
(max(sr.x, sx), sr.y),
|
|
656
|
+
(min(sr.right - 1, sx + edge_h), sr.y + edge_h - 1),
|
|
657
|
+
width=2,
|
|
658
|
+
)
|
|
659
|
+
|
|
660
|
+
continue
|
|
661
|
+
|
|
662
|
+
use_secondary = ((x // 2) + (y // 2)) % 2 == 0
|
|
663
|
+
if (x, y) in fall_spawn_cells:
|
|
664
|
+
color = palette.fall_zone_secondary if use_secondary else palette.fall_zone_primary
|
|
665
|
+
elif not use_secondary:
|
|
666
|
+
continue
|
|
667
|
+
else:
|
|
668
|
+
color = palette.floor_secondary
|
|
669
|
+
lx, ly = (
|
|
670
|
+
x * grid_snap,
|
|
671
|
+
y * grid_snap,
|
|
672
|
+
)
|
|
673
|
+
r = pygame.Rect(
|
|
674
|
+
lx,
|
|
675
|
+
ly,
|
|
676
|
+
grid_snap,
|
|
677
|
+
grid_snap,
|
|
678
|
+
)
|
|
679
|
+
sr = camera.apply_rect(r)
|
|
680
|
+
if sr.colliderect(screen.get_rect()):
|
|
681
|
+
pygame.draw.rect(screen, color, sr)
|
|
682
|
+
|
|
683
|
+
return xs, ys, xe, ye, outside_cells
|
|
684
|
+
|
|
685
|
+
|
|
686
|
+
def _draw_footprints(
|
|
687
|
+
screen: surface.Surface,
|
|
688
|
+
camera: Camera,
|
|
689
|
+
assets: RenderAssets,
|
|
690
|
+
footprints: list[Footprint],
|
|
691
|
+
*,
|
|
692
|
+
config: dict[str, Any],
|
|
693
|
+
) -> None:
|
|
694
|
+
if not config.get("footprints", {}).get("enabled", True):
|
|
695
|
+
return
|
|
696
|
+
now = pygame.time.get_ticks()
|
|
697
|
+
for fp in footprints:
|
|
698
|
+
if not fp.visible:
|
|
699
|
+
continue
|
|
700
|
+
age = now - fp.time
|
|
701
|
+
fade = 1 - (age / assets.footprint_lifetime_ms)
|
|
702
|
+
fade = max(assets.footprint_min_fade, fade)
|
|
703
|
+
color = tuple(int(c * fade) for c in FOOTPRINT_COLOR)
|
|
704
|
+
fp_rect = pygame.Rect(
|
|
705
|
+
fp.pos[0] - assets.footprint_radius,
|
|
706
|
+
fp.pos[1] - assets.footprint_radius,
|
|
707
|
+
assets.footprint_radius * 2,
|
|
708
|
+
assets.footprint_radius * 2,
|
|
709
|
+
)
|
|
710
|
+
sr = camera.apply_rect(fp_rect)
|
|
711
|
+
if sr.colliderect(screen.get_rect().inflate(30, 30)):
|
|
712
|
+
pygame.draw.circle(screen, color, sr.center, assets.footprint_radius)
|
|
713
|
+
|
|
714
|
+
|
|
715
|
+
def _draw_entities(
|
|
716
|
+
screen: surface.Surface,
|
|
717
|
+
camera: Camera,
|
|
718
|
+
all_sprites: sprite.LayeredUpdates,
|
|
719
|
+
player: Player,
|
|
720
|
+
*,
|
|
721
|
+
has_fuel: bool,
|
|
722
|
+
) -> pygame.Rect:
|
|
723
|
+
screen_rect_inflated = screen.get_rect().inflate(100, 100)
|
|
724
|
+
player_screen_rect: pygame.Rect | None = None
|
|
725
|
+
for entity in all_sprites:
|
|
726
|
+
sprite_screen_rect = camera.apply_rect(entity.rect)
|
|
727
|
+
if sprite_screen_rect.colliderect(screen_rect_inflated):
|
|
728
|
+
screen.blit(entity.image, sprite_screen_rect)
|
|
729
|
+
if entity is player:
|
|
730
|
+
player_screen_rect = sprite_screen_rect
|
|
731
|
+
_draw_fuel_indicator(
|
|
732
|
+
screen,
|
|
733
|
+
player_screen_rect,
|
|
734
|
+
has_fuel=has_fuel,
|
|
735
|
+
in_car=player.in_car,
|
|
736
|
+
)
|
|
737
|
+
return player_screen_rect or camera.apply_rect(player.rect)
|
|
738
|
+
|
|
739
|
+
|
|
740
|
+
def _draw_fuel_indicator(
|
|
741
|
+
screen: surface.Surface,
|
|
742
|
+
player_screen_rect: pygame.Rect,
|
|
743
|
+
*,
|
|
744
|
+
has_fuel: bool,
|
|
745
|
+
in_car: bool,
|
|
746
|
+
) -> None:
|
|
747
|
+
if not has_fuel or in_car:
|
|
748
|
+
return
|
|
749
|
+
indicator_size = 4
|
|
750
|
+
padding = 1
|
|
751
|
+
indicator_rect = pygame.Rect(
|
|
752
|
+
player_screen_rect.right - indicator_size - padding,
|
|
753
|
+
player_screen_rect.bottom - indicator_size - padding,
|
|
754
|
+
indicator_size,
|
|
755
|
+
indicator_size,
|
|
756
|
+
)
|
|
757
|
+
pygame.draw.rect(screen, YELLOW, indicator_rect)
|
|
758
|
+
pygame.draw.rect(screen, (180, 160, 40), indicator_rect, width=1)
|
|
759
|
+
|
|
760
|
+
|
|
761
|
+
def _draw_fog_of_war(
|
|
762
|
+
screen: surface.Surface,
|
|
763
|
+
camera: Camera,
|
|
764
|
+
assets: RenderAssets,
|
|
765
|
+
fog_surfaces: dict[str, Any],
|
|
766
|
+
fov_target: pygame.sprite.Sprite | None,
|
|
767
|
+
*,
|
|
768
|
+
stage: Stage | None,
|
|
769
|
+
flashlight_count: int,
|
|
770
|
+
dawn_ready: bool,
|
|
771
|
+
) -> None:
|
|
772
|
+
if fov_target is None:
|
|
773
|
+
return
|
|
774
|
+
fov_center_on_screen = list(camera.apply(fov_target).center)
|
|
775
|
+
cam_rect = camera.camera
|
|
776
|
+
horizontal_span = camera.width - assets.screen_width
|
|
777
|
+
vertical_span = camera.height - assets.screen_height
|
|
778
|
+
if horizontal_span <= 0 or (cam_rect.x != 0 and cam_rect.x != -horizontal_span):
|
|
779
|
+
fov_center_on_screen[0] = assets.screen_width // 2
|
|
780
|
+
if vertical_span <= 0 or (cam_rect.y != 0 and cam_rect.y != -vertical_span):
|
|
781
|
+
fov_center_on_screen[1] = assets.screen_height // 2
|
|
782
|
+
fov_center_tuple = (int(fov_center_on_screen[0]), int(fov_center_on_screen[1]))
|
|
783
|
+
if dawn_ready:
|
|
784
|
+
profile = FogProfile.DAWN
|
|
785
|
+
else:
|
|
786
|
+
profile = FogProfile._from_flashlight_count(flashlight_count)
|
|
787
|
+
overlay = _get_fog_overlay_surfaces(
|
|
788
|
+
fog_surfaces,
|
|
789
|
+
assets,
|
|
790
|
+
profile,
|
|
791
|
+
stage=stage,
|
|
792
|
+
)
|
|
793
|
+
combined_surface: surface.Surface = overlay["combined"]
|
|
794
|
+
screen.blit(
|
|
795
|
+
combined_surface,
|
|
796
|
+
combined_surface.get_rect(center=fov_center_tuple),
|
|
797
|
+
)
|
|
798
|
+
|
|
799
|
+
|
|
800
|
+
def _draw_need_fuel_message(
|
|
801
|
+
screen: surface.Surface,
|
|
802
|
+
assets: RenderAssets,
|
|
803
|
+
*,
|
|
804
|
+
has_fuel: bool,
|
|
805
|
+
fuel_message_until: int,
|
|
806
|
+
elapsed_play_ms: int,
|
|
807
|
+
) -> None:
|
|
808
|
+
if has_fuel or fuel_message_until <= elapsed_play_ms:
|
|
809
|
+
return
|
|
810
|
+
show_message(
|
|
811
|
+
screen,
|
|
812
|
+
tr("hud.need_fuel"),
|
|
813
|
+
18,
|
|
814
|
+
ORANGE,
|
|
815
|
+
(assets.screen_width // 2, assets.screen_height // 2),
|
|
816
|
+
)
|
|
817
|
+
|
|
818
|
+
|
|
819
|
+
def draw(
|
|
820
|
+
assets: RenderAssets,
|
|
821
|
+
screen: surface.Surface,
|
|
822
|
+
game_data: GameData,
|
|
823
|
+
*,
|
|
824
|
+
config: dict[str, Any],
|
|
825
|
+
hint_target: tuple[int, int] | None = None,
|
|
826
|
+
hint_color: tuple[int, int, int] | None = None,
|
|
827
|
+
fps: float | None = None,
|
|
828
|
+
) -> None:
|
|
829
|
+
hint_color = hint_color or YELLOW
|
|
830
|
+
state = game_data.state
|
|
831
|
+
player = game_data.player
|
|
832
|
+
if player is None:
|
|
833
|
+
raise ValueError("draw requires an active player on game_data")
|
|
834
|
+
|
|
835
|
+
camera = game_data.camera
|
|
836
|
+
stage = game_data.stage
|
|
837
|
+
outside_cells = game_data.layout.outside_cells
|
|
838
|
+
all_sprites = game_data.groups.all_sprites
|
|
839
|
+
has_fuel = state.has_fuel
|
|
840
|
+
flashlight_count = state.flashlight_count
|
|
841
|
+
active_car = game_data.car if game_data.car and game_data.car.alive() else None
|
|
842
|
+
if player.in_car and game_data.car and game_data.car.alive():
|
|
843
|
+
fov_target = game_data.car
|
|
844
|
+
else:
|
|
845
|
+
fov_target = player
|
|
846
|
+
|
|
847
|
+
palette = get_environment_palette(state.ambient_palette_key)
|
|
848
|
+
screen.fill(palette.outside)
|
|
849
|
+
|
|
850
|
+
_draw_play_area(
|
|
851
|
+
screen,
|
|
852
|
+
camera,
|
|
853
|
+
assets,
|
|
854
|
+
palette,
|
|
855
|
+
game_data.layout.field_rect,
|
|
856
|
+
outside_cells,
|
|
857
|
+
game_data.layout.fall_spawn_cells,
|
|
858
|
+
game_data.layout.pitfall_cells,
|
|
859
|
+
)
|
|
860
|
+
shadow_layer = _get_shadow_layer(screen.get_size())
|
|
861
|
+
shadow_layer.fill((0, 0, 0, 0))
|
|
862
|
+
drew_shadow = _draw_wall_shadows(
|
|
863
|
+
shadow_layer,
|
|
864
|
+
camera,
|
|
865
|
+
wall_cells=game_data.layout.wall_cells,
|
|
866
|
+
wall_group=game_data.groups.wall_group,
|
|
867
|
+
outer_wall_cells=game_data.layout.outer_wall_cells,
|
|
868
|
+
cell_size=game_data.cell_size,
|
|
869
|
+
light_source_pos=(None if (stage and stage.endurance_stage and state.dawn_ready) else fov_target.rect.center)
|
|
870
|
+
if fov_target
|
|
871
|
+
else None,
|
|
872
|
+
)
|
|
873
|
+
drew_shadow |= _draw_entity_shadows(
|
|
874
|
+
shadow_layer,
|
|
875
|
+
camera,
|
|
876
|
+
all_sprites,
|
|
877
|
+
light_source_pos=fov_target.rect.center if fov_target else None,
|
|
878
|
+
exclude_car=active_car if player.in_car else None,
|
|
879
|
+
outside_cells=outside_cells,
|
|
880
|
+
cell_size=game_data.cell_size,
|
|
881
|
+
)
|
|
882
|
+
player_shadow_alpha = max(1, int(ENTITY_SHADOW_ALPHA * PLAYER_SHADOW_ALPHA_MULT))
|
|
883
|
+
player_shadow_radius = int(ZOMBIE_RADIUS * PLAYER_SHADOW_RADIUS_MULT)
|
|
884
|
+
if player.in_car:
|
|
885
|
+
drew_shadow |= _draw_single_entity_shadow(
|
|
886
|
+
shadow_layer,
|
|
887
|
+
camera,
|
|
888
|
+
entity=active_car,
|
|
889
|
+
light_source_pos=fov_target.rect.center if fov_target else None,
|
|
890
|
+
outside_cells=outside_cells,
|
|
891
|
+
cell_size=game_data.cell_size,
|
|
892
|
+
shadow_radius=player_shadow_radius,
|
|
893
|
+
alpha=player_shadow_alpha,
|
|
894
|
+
)
|
|
895
|
+
else:
|
|
896
|
+
drew_shadow |= _draw_single_entity_shadow(
|
|
897
|
+
shadow_layer,
|
|
898
|
+
camera,
|
|
899
|
+
entity=player,
|
|
900
|
+
light_source_pos=fov_target.rect.center if fov_target else None,
|
|
901
|
+
outside_cells=outside_cells,
|
|
902
|
+
cell_size=game_data.cell_size,
|
|
903
|
+
shadow_radius=player_shadow_radius,
|
|
904
|
+
alpha=player_shadow_alpha,
|
|
905
|
+
)
|
|
906
|
+
if drew_shadow:
|
|
907
|
+
screen.blit(shadow_layer, (0, 0))
|
|
908
|
+
_draw_footprints(
|
|
909
|
+
screen,
|
|
910
|
+
camera,
|
|
911
|
+
assets,
|
|
912
|
+
state.footprints,
|
|
913
|
+
config=config,
|
|
914
|
+
)
|
|
915
|
+
_draw_entities(
|
|
916
|
+
screen,
|
|
917
|
+
camera,
|
|
918
|
+
all_sprites,
|
|
919
|
+
player,
|
|
920
|
+
has_fuel=has_fuel,
|
|
921
|
+
)
|
|
922
|
+
|
|
923
|
+
_draw_falling_fx(
|
|
924
|
+
screen,
|
|
925
|
+
camera,
|
|
926
|
+
state.falling_zombies,
|
|
927
|
+
state.flashlight_count,
|
|
928
|
+
state.dust_rings,
|
|
929
|
+
)
|
|
930
|
+
|
|
931
|
+
_draw_hint_indicator(
|
|
932
|
+
screen,
|
|
933
|
+
camera,
|
|
934
|
+
assets,
|
|
935
|
+
player,
|
|
936
|
+
hint_target,
|
|
937
|
+
hint_color=hint_color,
|
|
938
|
+
stage=stage,
|
|
939
|
+
flashlight_count=flashlight_count,
|
|
940
|
+
)
|
|
941
|
+
_draw_fog_of_war(
|
|
942
|
+
screen,
|
|
943
|
+
camera,
|
|
944
|
+
assets,
|
|
945
|
+
game_data.fog,
|
|
946
|
+
fov_target,
|
|
947
|
+
stage=stage,
|
|
948
|
+
flashlight_count=flashlight_count,
|
|
949
|
+
dawn_ready=state.dawn_ready,
|
|
950
|
+
)
|
|
951
|
+
_draw_need_fuel_message(
|
|
952
|
+
screen,
|
|
953
|
+
assets,
|
|
954
|
+
has_fuel=has_fuel,
|
|
955
|
+
fuel_message_until=state.fuel_message_until,
|
|
956
|
+
elapsed_play_ms=state.elapsed_play_ms,
|
|
957
|
+
)
|
|
958
|
+
|
|
959
|
+
objective_lines = _build_objective_lines(
|
|
960
|
+
stage=stage,
|
|
961
|
+
state=state,
|
|
962
|
+
player=player,
|
|
963
|
+
active_car=active_car,
|
|
964
|
+
has_fuel=has_fuel,
|
|
965
|
+
buddy_onboard=state.buddy_onboard,
|
|
966
|
+
buddy_required=stage.buddy_required_count if stage else 0,
|
|
967
|
+
survivors_onboard=state.survivors_onboard,
|
|
968
|
+
)
|
|
969
|
+
if objective_lines:
|
|
970
|
+
_draw_objective(objective_lines, screen=screen)
|
|
971
|
+
_draw_inventory_icons(
|
|
972
|
+
screen,
|
|
973
|
+
assets,
|
|
974
|
+
has_fuel=has_fuel,
|
|
975
|
+
flashlight_count=flashlight_count,
|
|
976
|
+
shoes_count=state.shoes_count,
|
|
977
|
+
)
|
|
978
|
+
_draw_survivor_messages(screen, assets, list(state.survivor_messages))
|
|
979
|
+
_draw_endurance_timer(screen, assets, stage=stage, state=state)
|
|
980
|
+
_draw_time_accel_indicator(screen, assets, stage=stage, state=state)
|
|
981
|
+
_draw_status_bar(
|
|
982
|
+
screen,
|
|
983
|
+
assets,
|
|
984
|
+
config,
|
|
985
|
+
stage=stage,
|
|
986
|
+
seed=state.seed,
|
|
987
|
+
debug_mode=state.debug_mode,
|
|
988
|
+
zombie_group=game_data.groups.zombie_group,
|
|
989
|
+
falling_spawn_carry=state.falling_spawn_carry,
|
|
990
|
+
show_fps=state.show_fps,
|
|
991
|
+
fps=fps,
|
|
992
|
+
)
|