Couldn't beat graphic bugs with sprite caching. Returned to old way. Need to create branch with sprite caching and try to finish it.

This commit is contained in:
shiva404
2026-02-16 00:30:17 +03:00
parent f679dde81f
commit 2e6e75866b
8 changed files with 55 additions and 33 deletions

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@@ -10,3 +10,12 @@ def scale_image(image, n):
orig_size = image.get_size()
new_size = (int(orig_size[0] * n), int(orig_size[1] * n))
return pygame.transform.smoothscale(image, new_size)
def path_exists(data, path):
current = data
for key in path:
if isinstance(current, dict) and key in current:
current = current[key]
else:
return False
return True

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@@ -45,8 +45,6 @@ class Map:
self.cells[line].append(deepcopy(final_cell))
def draw_map(self, screen, current_frame, grid = True):
for j in range(len(self.cells)):
for i, cell in enumerate(self.cells[j]):
@@ -64,8 +62,8 @@ class Map:
if cell.creature_obj:
cell.creature_obj.draw(dd)
#if grid:
# pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
if grid:
pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
@dataclass
class Engine:
@@ -113,6 +111,8 @@ class Engine:
unlock = True
current_frame = 0
max_fps = 60
global_counter = 0
global_counter_cap = 100000
while running:
# poll for events
@@ -125,6 +125,7 @@ class Engine:
self.screen.fill("chartreuse4")
easy_map.draw_map(self.screen, current_frame + 1)
#print(easy_map.cells[0][0].item_obj.sprite_cache)
if unlock:
keys = pygame.key.get_pressed()
@@ -143,8 +144,11 @@ class Engine:
if keys[pygame.K_ESCAPE]:
running = False
#print(current_frame + 1)
current_frame = (current_frame + 1) % max_fps
if global_counter < global_counter_cap:
global_counter += 1
else:
global_counter = 0
# flip() the display to put your work on screen
pygame.display.flip()

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@@ -1,4 +1,4 @@
from common import dataclass, scale_image
from common import deepcopy, dataclass, field, scale_image, path_exists
@dataclass
class Object:
@@ -6,27 +6,39 @@ class Object:
name: str
sprite_name: str
sprite_state: int = 0
sprite_scale: int = 1
sprite_cache: None = None
#sprite_scale: int = 1
#sprite_cache: dict = field(default_factory = dict)
#sprite_cache_upd: int = 100
#
#def cache_sprite(self, sprites):
# if self.sprite_name not in self.sprite_cache:
# self.sprite_cache[self.sprite_name] = {}
# self.sprite_cache[self.sprite_name][self.sprite_state] = deepcopy(sprites[self.sprite_name][self.sprite_state])
#
#def scale_cached(self, draw_data):
# if self.sprite_scale != draw_data["scale"]:
# self.sprite_scale = draw_data["scale"]
# self.sprite_cache[self.sprite_name][self.sprite_state] = deepcopy(scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"]))
def draw(self, draw_data):
#if draw_data["global_counter"] > self.sprite_cache_upd:
# self.sprite_cache = {}
if draw_data["spr_up"] == 0:
if self.sprite_state == len(draw_data["sprites"][self.sprite_name]) - 1:
self.sprite_state = 0
else:
self.sprite_state += 1
if self.sprite_cache is None:
self.sprite_cache = draw_data["sprites"][self.sprite_name][self.sprite_state]
#if path_exists(self.sprite_cache, [self.sprite_name, self.sprite_state]):
# self.scale_cached(draw_data)
#else:
# self.cache_sprite(draw_data["sprites"])
if self.sprite_scale != draw_data["scale"]:
self.sprite_scale = draw_data["scale"]
self.sprite_cache = scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"])
rect = self.sprite_cache.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2))
else:
rect = self.sprite_cache.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2))
draw_data["screen"].blit(self.sprite_cache, rect)
sp = scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"])
rect = sp.get_rect(center = (draw_data["x"] + draw_data["w"] /2, draw_data["y"] + draw_data["h"]/ 2))
draw_data["screen"].blit(sp, rect)
@dataclass

17
main.py
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@@ -12,7 +12,11 @@ if __name__ == "__main__":
# - посмотреть класс спрайта или сделать свой +
# - добавить отрисовку существ и предметов с анимацией +
# почитать про Surface, Display, доку к pygame-gui
# Начало гуя - кнопка, строка ввода, клик
# Начало гуя:
# - общая идея гуя
# - кнопка отключить сетку
# - строка ввода
# - клик
# Поиск пути, очередь задач для существ
# Редактор карты
# Охотник -> деревня
@@ -22,17 +26,10 @@ if __name__ == "__main__":
#техдолг:
#проверить дефолтдикт field и None = None
#не взлетело кэширование - потом доделать
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
# - deepcopy +
# - общие +
main()
# P.S. to previous commit:
#instead of Sprite flow load_sprites function was changed:
#gathering the number of sprites with the same names before second _ and hold it at
#sprites dict. also now sprites must be named as objectname_action_number
#
# Main commit - full sprites support, with caching, transparency and smooth scaling
# drawing function moved to Object methods
#техдолг - draw_data to dd

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