slop-commit. check out all code, test and take a look at notes in main, need to clean up it

This commit is contained in:
shiva404
2026-02-20 04:02:51 +03:00
parent 171eff1434
commit 7fbc1b38c2
4 changed files with 124 additions and 44 deletions

View File

@@ -27,6 +27,7 @@ class Cell:
item_obj: None = None
creature_obj: None = None
is_target: bool = False
render_offset: tuple = (0.0, 0.0)
@dataclass
class Map:
@@ -36,7 +37,7 @@ class Map:
cells: dict = field(default_factory = dict)
color: str = "gray57"
target_color: str = "gold"
size: int = 150
cell_size: int = 150
bord: int = 3
scale: float = 1
cam_x: int = 0
@@ -88,8 +89,8 @@ class Map:
"""Возвращает индексы клетки (row, col) по позиции мыши или None если вне карты"""
mx, my = mouse_pos
# Переводим экранные координаты в координаты карты с учетом камеры и масштаба
map_x = (mx - self.cam_x * self.scale) / self.scale / self.size
map_y = (my - self.cam_y * self.scale) / self.scale / self.size
map_x = (mx - self.cam_x * self.scale) / self.scale / self.cell_size
map_y = (my - self.cam_y * self.scale) / self.scale / self.cell_size
# Получаем индексы ближайшей клетки
col = int(map_x)
@@ -102,38 +103,65 @@ class Map:
return (row, col)
def draw_map(self, screen, current_frame, grid = True):
def update_map(self, time_delta):
for j in range(len(self.cells)):
for cell in self.cells[j]:
if cell.creature_obj and cell.creature_obj.current_target:
cell.creature_obj.update(time_delta, self.cell_size, self) # self!
def draw_map(self, screen, current_frame, grid=True):
terrain_list = []
creature_list = []
# ★ 1 ПАСС: собираем terrain и creatures ★
for j in range(len(self.cells)):
for i, cell in enumerate(self.cells[j]):
dd = {"x": int((i * self.size + self.cam_x) * self.scale),
"y": int((j * self.size + self.cam_y) * self.scale),
"w": int(self.size * self.scale - self.cell_dist),
"h": int(self.size * self.scale - self.cell_dist),
"spr_up": current_frame % self.sprites_refresh,
"sprites": self.sprites, "scale": self.scale,
"screen": screen}
cell.terrain_obj.draw(dd)
if cell.item_obj:
cell.item_obj.draw(dd)
base_x = i * self.cell_size + self.cam_x
base_y = j * self.cell_size + self.cam_y
# Terrain данные
terrain_dd = {
"x": int(base_x * self.scale), "y": int(base_y * self.scale),
"w": int(self.cell_size * self.scale - self.cell_dist),
"h": int(self.cell_size * self.scale - self.cell_dist),
"spr_up": current_frame % self.sprites_refresh,
"sprites": self.sprites, "scale": self.scale, "screen": screen
}
terrain_list.append((cell.terrain_obj, terrain_dd))
# Creature данные (если есть)
if cell.creature_obj:
cell.creature_obj.draw(dd)
if grid:
if cell.is_target:
pygame.draw.rect(screen, self.target_color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
else:
pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
def update_map(self, current_frame):
offset_x, offset_y = cell.creature_obj.render_offset
creature_dd = terrain_dd.copy()
creature_dd["x"] = int((base_x + offset_x) * self.scale)
creature_dd["y"] = int((base_y + offset_y) * self.scale)
creature_list.append((cell.creature_obj, creature_dd))
# ★ 2 ПАСС: рисуем terrain ★
for obj, dd in terrain_list:
obj.draw(dd)
# ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
for obj, dd in creature_list:
obj.draw(dd)
# ★ 4 ПАСС: grid поверх всего ★
for j in range(len(self.cells)):
for i, cell in enumerate(self.cells[j]):
if cell.creature_obj is not None and len(cell.creature_obj.waypoints) > 1 and current_frame % 57 == 0:
del cell.creature_obj.waypoints[0]
self.move_obj("creature_obj", (j, i), (cell.creature_obj.waypoints[0]))
base_x = i * self.cell_size + self.cam_x
base_y = j * self.cell_size + self.cam_y
grid_rect = pygame.Rect(
int(base_x * self.scale), int(base_y * self.scale),
int(self.cell_size * self.scale - self.cell_dist),
int(self.cell_size * self.scale - self.cell_dist)
)
color = self.target_color if cell.is_target else self.color
pygame.draw.rect(screen, color, grid_rect, self.bord)
@dataclass
class Engine:
@@ -251,7 +279,7 @@ class Engine:
global_counter = 0
global_counter_cap = 100000
active_cell = []
active_cell = None
# profiling
@@ -305,7 +333,7 @@ class Engine:
# fill the screen with a color to wipe away anything from last frame
#self.screen.fill("chartreuse4")
self.screen.blit(background, (0, 0))
easy_map.update_map(global_counter)
easy_map.update_map(time_delta)
easy_map.draw_map(self.screen, current_frame + 1)
manager.draw_ui(self.screen)
@@ -330,25 +358,34 @@ class Engine:
self.spr_scale -= self.scale_step
self.scale_sprites()
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: # Левая кнопка
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
mouse_pos = pygame.mouse.get_pos()
console_rect = console_window.get_abs_rect()
if not console_rect.collidepoint(mouse_pos):
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
if cell_coords:
if active_cell:
easy_map.cells[active_cell[0]][active_cell[1]].is_target = False
active_cell = cell_coords
easy_map.cells[active_cell[0]][active_cell[1]].is_target = True
# Сбрасываем предыдущую цель
if active_cell is not None:
row, col = active_cell
if row in easy_map.cells and col < len(easy_map.cells[row]):
easy_map.cells[row][col].is_target = False
active_cell = cell_coords # Теперь кортеж (row, col)
row, col = active_cell
easy_map.cells[row][col].is_target = True
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
mouse_pos = pygame.mouse.get_pos()
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
console_rect = console_window.get_abs_rect()
if not console_rect.collidepoint(mouse_pos) and easy_map.cells[active_cell[0]][active_cell[1]].creature_obj is not None:
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(easy_map.cells, (active_cell[0], active_cell[1]), (cell_coords[0], cell_coords[1]))
if (not console_rect.collidepoint(mouse_pos) and
active_cell is not None and
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj is not None):
cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
if cell_coords:
print(f"Движение: {active_cell} -> {cell_coords}")
easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(
easy_map.cells, active_cell, cell_coords)
if keys[pygame.K_ESCAPE]:
running = False
@@ -364,6 +401,6 @@ class Engine:
if global_counter % 10 == 0:
current_fps = clock.get_fps()
print(f"Current FPS: {current_fps:.2f}")
#print(f"Current FPS: {current_fps:.2f}")
pygame.quit()

View File

@@ -36,12 +36,55 @@ class Creature(Object):
tasks: list = field(default_factory = list)
inventory: dict = field(default_factory = dict)
def update(self):
pass
move_progress: float = 0.0 # 0.0 = старт клетки, 1.0 = конец клетки
current_target: tuple = None # (row, col) следующая клетка
move_speed: float = 0.02 # пикселей/кадр (настройте)
render_offset: tuple = (0.0, 0.0)
start_pos: tuple = None # (row, col) начальная позиция сегмента пути
def move(self, cells, start, goal):
from common import find_way
self.waypoints = find_way(cells, start, goal)
self.start_pos = start
path = find_way(cells, start, goal)
if path and len(path) > 1:
self.waypoints = path[1:] # Убираем текущую позицию
self.current_target = self.waypoints[0]
self.move_progress = 0.0
self.start_pos = start # ★ ТУТ - текущая позиция как стартовая для первого шага ★
self.render_offset = (0.0, 0.0)
def update(self, time_delta, cell_size, map_obj):
if self.current_target is None or not self.waypoints:
self.render_offset = (0.0, 0.0)
return
self.move_progress += self.move_speed * time_delta * 60
self.move_progress = min(self.move_progress, 1.0)
if self.move_progress >= 1.0:
map_obj.move_obj('creature_obj', self.start_pos, self.current_target)
self.waypoints.pop(0)
if self.waypoints:
self.start_pos = self.current_target # Новая клетка как старт
self.current_target = self.waypoints[0]
self.move_progress = 0.0
self.render_offset = (0.0, 0.0) # ← ДОБАВИТЬ!
else:
self.current_target = None
self.render_offset = (0.0, 0.0)
return
# ★ ТОЛЬКО интерполяция offset ★
start_row, start_col = self.start_pos or (0, 0)
target_row, target_col = self.current_target
offset_x = (target_col - start_col) * cell_size * self.move_progress
offset_y = (target_row - start_row) * cell_size * self.move_progress
self.render_offset = (offset_x, offset_y)
@dataclass