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24 changed files with 90108 additions and 117 deletions

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classes.py Normal file
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@@ -0,0 +1 @@
from eb_terrain_objects import Rock

221
common.py
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@@ -3,13 +3,14 @@ import json
import uuid
from dataclasses import dataclass, field
from copy import deepcopy
from collections import defaultdict
from heapq import heappush, heappop
import pygame
import pygame_gui
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)
from classes import Rock
def path_exists(data, path):
current = data
@@ -19,3 +20,213 @@ def path_exists(data, path):
else:
return False
return True
#def find_way(cells, start, goal):
# """Находит путь от start=(row, col) к goal=(row, col). row=y (строка), col=x (столбец)"""
# rows = len(cells)
# if rows == 0:
# return None
# cols = len(cells[0])
# def is_passable(cell):
# # Проходимо, если НЕ Rock в terrain И creature_obj отсутствует
# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
# # Проверка границ и проходимости старт/гол
# s_row, s_col = start
# g_row, g_col = goal
# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
# return None
# start_cell = cells[s_row][s_col]
# goal_cell = cells[g_row][g_col]
# if not is_passable(start_cell) or not is_passable(goal_cell):
# print(f"Старт/гол непроходимы: start={is_passable(start_cell)}, goal={is_passable(goal_cell)}")
# return None
# # A* поиск (используем прямые row,col вместо ID для простоты)
# directions = [(-1, 0), (1, 0), (0, -1), (0, 1)] # вверх, вниз, лево, право
# open_set = []
# # f_score = g + h (h=манхэттен)
# h = abs(s_row - g_row) + abs(s_col - g_col)
# heappush(open_set, (h, 0, s_row, s_col)) # f, g, row, col
# came_from = {}
# g_score = defaultdict(lambda: float('inf'))
# g_score[(s_row, s_col)] = 0
# while open_set:
# _, _, row, col = heappop(open_set)
# if (row, col) == (g_row, g_col):
# # Восстанавливаем путь
# path = []
# current = (row, col)
# while current in came_from:
# path.append(current)
# current = came_from[current]
# path.append(start)
# return path[::-1]
# for dr, dc in directions:
# nr, nc = row + dr, col + dc
# if 0 <= nr < rows and 0 <= nc < cols:
# if is_passable(cells[nr][nc]):
# tentative_g = g_score[(row, col)] + 1
# pos = (nr, nc)
# if tentative_g < g_score[pos]:
# came_from[pos] = (row, col)
# g_score[pos] = tentative_g
# f = tentative_g + abs(nr - g_row) + abs(nc - g_col)
# heappush(open_set, (f, tentative_g, nr, nc))
# print("Путь не найден (нет связи)")
# return None
#def find_way(cells, start, goal):
# """Находит путь от start=(row, col) к goal=(row, col) с диагональным движением"""
# rows = len(cells)
# if rows == 0:
# return None
# cols = len(cells[0])
#
# def is_passable(cell):
# return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
#
# s_row, s_col = start
# g_row, g_col = goal
# if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
# return None
#
# start_cell = cells[s_row][s_col]
# goal_cell = cells[g_row][g_col]
# if not is_passable(start_cell) or not is_passable(goal_cell):
# print(f"Старт/гол непроходимы: start={is_passable(start_cell)}, goal={is_passable(goal_cell)}")
# return None
#
# # ★ 8 НАПРАВЛЕНИЙ: 4 основных + 4 диагональных ★
# directions = [
# (-1, 0), (1, 0), (0, -1), (0, 1), # вверх, вниз, лево, право (стоимость 1.0)
# (-1, -1), (-1, 1), (1, -1), (1, 1) # диагонали (стоимость √2 ≈ 1.414)
# ]
#
# open_set = []
# h = abs(s_row - g_row) + abs(s_col - g_col) # эвристика манхэттен
# heappush(open_set, (h, 0, s_row, s_col)) # f, g, row, col
#
# came_from = {}
# g_score = defaultdict(lambda: float('inf'))
# g_score[(s_row, s_col)] = 0
#
# while open_set:
# _, _, row, col = heappop(open_set)
# if (row, col) == (g_row, g_col):
# # Восстанавливаем путь
# path = []
# current = (row, col)
# while current in came_from:
# path.append(current)
# current = came_from[current]
# path.append(start)
# return path[::-1]
#
# for dr, dc in directions:
# nr, nc = row + dr, col + dc
# if 0 <= nr < rows and 0 <= nc < cols:
# if is_passable(cells[nr][nc]):
# # ★ РАЗНЫЕ СТОИМОСТИ ДЛЯ ДИАГОНАЛЕЙ ★
# if abs(dr) + abs(dc) == 2: # диагональ
# move_cost = 1.414 # √2
# else: # ортогональ
# move_cost = 1.0
#
# tentative_g = g_score[(row, col)] + move_cost
# pos = (nr, nc)
#
# if tentative_g < g_score[pos]:
# came_from[pos] = (row, col)
# g_score[pos] = tentative_g
#
# # ★ ЧЕБЫШЕВ для диагоналей лучше манхэттена ★
# h = max(abs(nr - g_row), abs(nc - g_col))
# f = tentative_g + h
# heappush(open_set, (f, tentative_g, nr, nc))
#
# print("Путь не найден (нет связи)")
# return None
def find_way(cells, start, goal):
"""Находит путь с диагональным движением, но БЕЗ прохода через углы"""
rows = len(cells)
if rows == 0:
return None
cols = len(cells[0])
def is_passable(cell):
return (cell.terrain_obj is None or not isinstance(cell.terrain_obj, Rock))
s_row, s_col = start
g_row, g_col = goal
if not (0 <= s_row < rows and 0 <= s_col < cols and 0 <= g_row < rows and 0 <= g_col < cols):
return None
start_cell = cells[s_row][s_col]
goal_cell = cells[g_row][g_col]
if not is_passable(start_cell) or not is_passable(goal_cell):
print(f"Старт/гол непроходимы")
return None
directions = [
(-1, 0), (1, 0), (0, -1), (0, 1), # ортогональ (1.0)
(-1, -1), (-1, 1), (1, -1), (1, 1) # диагональ (1.414)
]
def can_move_diagonal(current_r, current_c, dr, dc):
"""Проверяет, можно ли двигаться по диагонали (НЕ через угол)"""
nr, nc = current_r + dr, current_c + dc
# Ортогональные соседи ДОЛЖНЫ быть проходимыми для диагонального хода
ortho1_r, ortho1_c = current_r + dr, current_c # вертикальный сосед
ortho2_r, ortho2_c = current_r, current_c + dc # горизонтальный сосед
# Проверяем границы для ортососедей
if not (0 <= ortho1_r < rows and 0 <= ortho1_c < cols):
return False
if not (0 <= ortho2_r < rows and 0 <= ortho2_c < cols):
return False
return (is_passable(cells[ortho1_r][ortho1_c]) and
is_passable(cells[ortho2_r][ortho2_c]))
open_set = []
h = max(abs(s_row - g_row), abs(s_col - g_col))
heappush(open_set, (h, 0, s_row, s_col))
came_from = {}
g_score = defaultdict(lambda: float('inf'))
g_score[(s_row, s_col)] = 0
while open_set:
_, _, row, col = heappop(open_set)
if (row, col) == (g_row, g_col):
path = []
current = (row, col)
while current in came_from:
path.append(current)
current = came_from[current]
path.append(start)
return path[::-1]
for dr, dc in directions:
nr, nc = row + dr, col + dc
if 0 <= nr < rows and 0 <= nc < cols and is_passable(cells[nr][nc]):
# ★ ПРОВЕРКА ДИАГОНАЛИ ★
if abs(dr) + abs(dc) == 2: # диагональное движение
if not can_move_diagonal(row, col, dr, dc):
continue # пропускаем запрещённую диагональ
move_cost = 1.414 if abs(dr) + abs(dc) == 2 else 1.0
tentative_g = g_score[(row, col)] + move_cost
pos = (nr, nc)
if tentative_g < g_score[pos]:
came_from[pos] = (row, col)
g_score[pos] = tentative_g
h = max(abs(nr - g_row), abs(nc - g_col))
f = tentative_g + h
heappush(open_set, (f, tentative_g, nr, nc))
print("Путь не найден")
return None

89468
def_map.json

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@@ -1,20 +1,35 @@
from common import pygame, os, json, uuid, deepcopy, dataclass, field
from common import os, json, uuid, deepcopy, dataclass, field
from common import pygame, pygame_gui
import eb_objects
import eb_terrain_objects
import eb_creature_objects
#from pympler import muppy, summary
import gc, psutil, os
cell_classes = {"grass_small": eb_terrain_objects.Ground,
"sword_default": eb_objects.Item}
"sword_default": eb_objects.Item, "elf_watching": eb_creature_objects.Unit,
"rock_small": eb_terrain_objects.Rock}
main_dir = os.path.dirname(os.path.abspath(__file__))
sprites_dir = os.path.join(main_dir, "res", "sprites")
#class Render
#class ObjectManager
#class MapManager
#class Event
#class EventManager
#class Control
@dataclass
class Cell:
terrain_obj: any
terrain_obj: None = None
item_obj: None = None
creature_obj: None = None
is_target: bool = False
render_offset: tuple = (0.0, 0.0)
@dataclass
class Map:
@@ -24,13 +39,15 @@ 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
cam_y: int = 0
cell_dist: int = 1
#action_time_multiplier
def __post_init__(self):
self.cells = {}
with open(self.name, 'r') as file:
@@ -38,49 +55,135 @@ class Map:
for line in range(len(buff)):
self.cells[line] = []
for cell in buff[str(line)]:
final_cell = deepcopy(Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"])))
final_cell = Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"]))
if cell["item_obj"]:
final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
final_cell.item_obj = cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"])
self.cells[line].append(deepcopy(final_cell))
if cell["creature_obj"]:
final_cell.creature_obj = cell_classes[cell["creature_obj"]["sprite_name"]](**cell["creature_obj"])
self.cells[line].append(final_cell)
def move_obj(self, type, start, goal):
"""Перемещает объект типа 'terrain_obj', 'item_obj' или 'creature_obj'
из клетки start=(row, col) в goal=(row, col)"""
s_y, s_x = start
d_y, d_x = goal
# Проверка границ
if (s_y >= len(self.cells) or s_x >= len(self.cells[s_y]) or
d_y >= len(self.cells) or d_x >= len(self.cells[d_y])):
return False
source_cell = self.cells[s_y][s_x]
dest_cell = self.cells[d_y][d_x]
obj = getattr(source_cell, type)
if obj is None:
return False
setattr(source_cell, type, None)
setattr(dest_cell, type, obj)
return True
def get_cell_at_mouse(self, mouse_pos):
"""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.cell_size
map_y = (my - self.cam_y * self.scale) / self.scale / self.cell_size
# Получаем индексы ближайшей клетки
col = int(map_x)
row = int(map_y)
# Проверяем границы карты
if (row < 0 or row >= len(self.cells) or
col < 0 or col >= len(self.cells[row])):
return None
return (row, col)
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),
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}
"sprites": self.sprites, "scale": self.scale, "screen": screen
}
terrain_list.append((cell.terrain_obj, terrain_dd))
cell.terrain_obj.draw(dd)
if cell.item_obj:
cell.item_obj.draw(dd)
# Creature данные (если есть)
if cell.creature_obj:
cell.creature_obj.draw(dd)
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]):
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)
if grid:
pygame.draw.rect(screen, self.color, pygame.Rect(dd["x"], dd["y"], dd["w"], dd["h"]), self.bord)
@dataclass
class Engine:
sprites: dict = field(default_factory = dict)
cached_sprites: dict = field(default_factory = dict)
screen: pygame.Surface = ((1, 1))
width: int = 1600
height: int = 800
camera_step: int = 10
scale_step: float = 0.01
spr_scale: float = 1
def __post_init__(self):
self.sprites = {}
pygame.init()
pygame.display.set_caption('Elvenbane')
self.screen = pygame.display.set_mode((self.width, self.height))
self.load_sprites()
self.screen = pygame.display.set_mode((self.width, self.height), pygame.HWSURFACE | pygame.DOUBLEBUF)
print("The engine has started. Sprites were successfully loaded.\n")
self.load_sprites()
print("Sprites were successfully loaded.\n")
self.cached_sprites = deepcopy(self.sprites)
print("Sprites were successfully cached.\n")
def load_sprites(self, folder_path = sprites_dir):
self.sprites = {}
@@ -101,11 +204,73 @@ class Engine:
for num, f in items
]
def scale_image(self, image):
orig_size = image.get_size()
new_size = (int(orig_size[0] * self.spr_scale), int(orig_size[1] * self.spr_scale))
return pygame.transform.smoothscale(image, new_size)
def scale_sprites(self):
for sp_name, sprite_list in self.sprites.items():
for i, sprite in enumerate(sprite_list):
scaled = self.scale_image(sprite)
self.cached_sprites[sp_name][i] = scaled
def create_console(self, manager):
console_window = pygame_gui.elements.UIWindow(
pygame.Rect(100, 100, 400, 300),
manager=manager,
window_display_title='Console',
resizable=True
)
input_entry = pygame_gui.elements.UITextEntryLine(
relative_rect=pygame.Rect(10, 250, 380, 30),
container=console_window,
manager=manager
)
# ★ UIScrollingContainer ★
scroll_container = pygame_gui.elements.UIScrollingContainer(
relative_rect=pygame.Rect(10, 10, 380, 230),
container=console_window,
manager=manager,
allow_scroll_x=False
)
# ★ UITextBox ВНУТРИ контейнера ★
output_box = pygame_gui.elements.UITextBox(
html_text=">>> hlwrld1\n",
relative_rect=pygame.Rect(0, 0, 380, 1000), # ← Увеличьте высоту!
container=scroll_container,
manager=manager
)
scroll_container.set_scrollable_area_dimensions((380, 2000))
return console_window, input_entry, scroll_container, output_box
def main_loop(self):
easy_map = Map("def_map.json", self.sprites)
easy_map = Map("def_map.json", self.cached_sprites)
#print(easy_map.find_way((1, 1), (5, 5)))
#print(easy_map.find_way((0, 0), (1, 1)))
#print(easy_map.find_way((0, 0), (0, 1)))
#print(easy_map.find_way((0, 0), (0, 0)))
#sp = eb_objects.Sprite(self.sprites, "elf_watching")
#gr = pygame.image.load(file_path).convert_alpha()
background = pygame.Surface((1600, 800))
background.fill("chartreuse4")
manager = pygame_gui.UIManager((1600, 800))
#hello_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((350, 275), (100, 50)),
# text='Say Hello',
# manager=manager)
console_window, input_entry, scroll_container, output_box = self.create_console(manager)
output_log = ">>> hlwrld1\n"
console_active = False
clock = pygame.time.Clock()
running = True
unlock = True
@@ -114,21 +279,67 @@ class Engine:
global_counter = 0
global_counter_cap = 100000
active_cell = None
# profiling
process = psutil.Process(os.getpid())
gc.collect()
mem_before = process.memory_info().rss / 1024
while running:
time_delta = clock.tick(60)/1000.0
#pygame.event.clear()
if global_counter % 1000 == 0:
gc.collect()
mem_after = process.memory_info().rss / 1024
print(f"Leak: {mem_after - mem_before:.1f} KB per 1000 frames")
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame_gui.UI_TEXT_ENTRY_FINISHED and event.ui_element == input_entry:
user_text = input_entry.get_text()
exec(user_text)
if user_text.strip():
output_log += f">>> {user_text}\n"
output_box.set_text(output_log)
input_entry.set_text("")
user_text = ""
console_active = False
console_active = bool(input_entry.get_text().strip())
if event.type == pygame.VIDEORESIZE:
new_size = event.size
self.screen = pygame.display.set_mode(new_size, pygame.RESIZABLE)
manager.clear_and_set_new_size((new_size[0], new_size[1]))
# ★ ПЕРЕСОЗДАНИЕ ★
console_window.kill()
input_entry.kill()
scroll_container.kill()
output_box.kill()
console_window, input_entry, scroll_container, output_box = self.create_console(manager)
manager.process_events(event)
manager.update(time_delta)
# fill the screen with a color to wipe away anything from last frame
self.screen.fill("chartreuse4")
#self.screen.fill("chartreuse4")
self.screen.blit(background, (0, 0))
easy_map.update_map(time_delta)
easy_map.draw_map(self.screen, current_frame + 1)
#print(easy_map.cells[0][0].item_obj.sprite_cache)
manager.draw_ui(self.screen)
if unlock:
if not console_active:
keys = pygame.key.get_pressed()
if keys[pygame.K_w]:
easy_map.cam_y += self.camera_step
if keys[pygame.K_s]:
@@ -137,10 +348,45 @@ class Engine:
easy_map.cam_x += self.camera_step
if keys[pygame.K_d]:
easy_map.cam_x -= self.camera_step
if keys[pygame.K_q]:
easy_map.scale += self.scale_step
self.spr_scale += self.scale_step
self.scale_sprites()
if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
easy_map.scale -= self.scale_step
self.spr_scale -= self.scale_step
self.scale_sprites()
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:
# 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()
console_rect = console_window.get_abs_rect()
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
@@ -151,8 +397,10 @@ class Engine:
global_counter = 0
# flip() the display to put your work on screen
pygame.display.flip()
# limits FPS to 60
clock.tick(max_fps)
pygame.display.update()
if global_counter % 10 == 0:
current_fps = clock.get_fps()
print(f"Current FPS: {current_fps:.2f}")
pygame.quit()

View File

@@ -1,4 +1,4 @@
from common import deepcopy, dataclass, field, scale_image, path_exists
from common import deepcopy, dataclass, field
@dataclass
class Object:
@@ -6,40 +6,24 @@ class Object:
name: str
sprite_name: str
sprite_state: int = 0
#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"]))
# current_map
# pos
# weight
# effects = {}
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 path_exists(self.sprite_cache, [self.sprite_name, self.sprite_state]):
# self.scale_cached(draw_data)
#else:
# self.cache_sprite(draw_data["sprites"])
sp = scale_image(draw_data["sprites"][self.sprite_name][self.sprite_state], draw_data["scale"])
sp = draw_data["sprites"][self.sprite_name][self.sprite_state]
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)
def update(self):
pass
@dataclass
class Terrain(Object):
@@ -47,16 +31,72 @@ class Terrain(Object):
@dataclass
class Creature(Object):
pass
#status
#actions
#tasks
#items
waypoints: list = field(default_factory = list)
quick_actions: list = field(default_factory = list)
tasks: list = field(default_factory = list)
inventory: dict = field(default_factory = dict)
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.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
class Item(Object):
# passive_abilities = {}
# active_abilities = {}
pass
@dataclass
class Container(Item):
# content = {}
pass
@dataclass
class Building(Object):
pass

27
main.py
View File

@@ -5,31 +5,4 @@ def main():
e.main_loop()
if __name__ == "__main__":
# pydantic instead of dataclasses?
# Отрисовка голой сетки, прокрутка, масштаб +
# Отрисовка спрайтов:
# - сделать масштабирование в соотв. с клеткой +
# - посмотреть класс спрайта или сделать свой +
# - добавить отрисовку существ и предметов с анимацией +
# почитать про Surface, Display, доку к pygame-gui
# Начало гуя:
# - общая идея гуя
# - кнопка отключить сетку
# - строка ввода
# - клик
# Поиск пути, очередь задач для существ
# Редактор карты
# Охотник -> деревня
# Простой, но основательный гуй внизу экрана, глобальная карта и перемещение
# деревня на соседской локации и торговля с ней
# перемещение по воде, течение
#техдолг:
#проверить дефолтдикт field и None = None
#не взлетело кэширование - потом доделать
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
# - deepcopy +
# - общие +
main()
#техдолг - draw_data to dd

View File

@@ -35,3 +35,53 @@ scaled = scale_image(sprites[cell.terrain_obj.sprite], self.scale) # KeyError!
7. Масштабирование каждый кадр
scale_image() вызывается 150×150=22,500 раз в секунду при 60 FPS. Кэшируйте масштабированные спрайты.
=========================================================================================================
#
#техдолг:
# pydantic instead of dataclasses?
# почитать про Surface, Display, доку к pygame-gui
# проверить дефолтдикт field и None = None
# изучить pypmler
# настроить логирование всего
# SLOP: load_sprites
# проверить у ллм на ошибки - РЕГУЛЯРНАЯ АКТИВНОСТЬ:
# - deepcopy +
# - общие +
# !!! ДОБАВИТЬ ПРОКРУТКУ И МАСШТАБ КАРТЫ ДЛЯ МЫШИ !!!
#
# ДОДЕЛАТЬ move для Creature - хранить pos в объекте ???
#
# ПРОВЕРИТЬ МЕНЯЕТСЯ ЛИ ПЕРЕДАННЫЙ В ОБЪЕКТ cells и если да,
# перенести всё взаимодействие с картой в объекты, карта только хранит cells
# и готовит данные для отрисовки Render'ом
#
# ИГРОВОЙ ТАКТ? или только для действий их длительность?
#
# ПОСМОТРЕТЬ ПО КОММИТАМ ЗАЧЕМ БЫЛ НУЖЕН path_exists, удалить?
#
# добавил гуй, динамическая консоль, всё работает, но:
# - слоп, почистить
# - мини-баг - если первые вводимые буквы совпадают с клавишами управления, один раз успевает проскочить до лока. некритично.
# - при вводе текста нет прокрутки к концу
# - плавающий баг - если повводить текст, а потом закрыть консоль, игра не закроется по эскейпу.
#
#
# в дальнейшем вся отрисовка переедет в класс рендер,
# карта будет только вовзращать поверхность для отрисовки или даже просто Cells
# active_cell переедет в класс Control
#
# НАЙТИ В КОДЕ ГДЕ Я ТАК НЕ СДЕЛАЛ И ИСПРАВИТЬ - НАШЕЛ ОДНУ, ПОИСКАТЬ ЕЩЕ
#if a is None:
# print("a это точно None")
#
# Альтернатива
#if a is not None:
# print("a не None")
#
# Встреча с Егором:
#
# сборщик данных в цикле и перекладчик
# модуль автоинпута, принимает поток данных и переводит их в команды движка

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@@ -1,8 +1,8 @@
import json
from copy import deepcopy
width = 10
height = 8
width = 100
height = 100
grass_def = {"id": "1", "name": "2", "sprite_name": "grass_small"}
cell_def = {"terrain_obj": grass_def, "item_obj": {}, "creature_obj": {}}

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