406 lines
16 KiB
Python
406 lines
16 KiB
Python
from common import os, json, uuid, deepcopy, dataclass, field
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from common import pygame, pygame_gui
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import eb_objects
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import eb_terrain_objects
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import eb_creature_objects
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#from pympler import muppy, summary
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import gc, psutil, os
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cell_classes = {"grass_small": eb_terrain_objects.Ground,
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"sword_default": eb_objects.Item, "elf_watching": eb_creature_objects.Unit,
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"rock_small": eb_terrain_objects.Rock}
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main_dir = os.path.dirname(os.path.abspath(__file__))
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sprites_dir = os.path.join(main_dir, "res", "sprites")
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#class Render
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#class ObjectManager
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#class MapManager
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#class Event
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#class EventManager
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#class Control
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@dataclass
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class Cell:
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terrain_obj: None = None
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item_obj: None = None
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creature_obj: None = None
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is_target: bool = False
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render_offset: tuple = (0.0, 0.0)
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@dataclass
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class Map:
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name: str
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sprites: dict
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sprites_refresh: int = 60
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cells: dict = field(default_factory = dict)
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color: str = "gray57"
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target_color: str = "gold"
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cell_size: int = 150
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bord: int = 3
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scale: float = 1
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cam_x: int = 0
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cam_y: int = 0
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cell_dist: int = 1
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#action_time_multiplier
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def __post_init__(self):
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self.cells = {}
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with open(self.name, 'r') as file:
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buff = json.load(file)
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for line in range(len(buff)):
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self.cells[line] = []
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for cell in buff[str(line)]:
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final_cell = Cell(cell_classes[cell["terrain_obj"]["sprite_name"]](**cell["terrain_obj"]))
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if cell["item_obj"]:
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final_cell.item_obj = cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"])
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if cell["creature_obj"]:
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final_cell.creature_obj = cell_classes[cell["creature_obj"]["sprite_name"]](**cell["creature_obj"])
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self.cells[line].append(final_cell)
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def move_obj(self, type, start, goal):
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"""Перемещает объект типа 'terrain_obj', 'item_obj' или 'creature_obj'
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из клетки start=(row, col) в goal=(row, col)"""
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s_y, s_x = start
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d_y, d_x = goal
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# Проверка границ
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if (s_y >= len(self.cells) or s_x >= len(self.cells[s_y]) or
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d_y >= len(self.cells) or d_x >= len(self.cells[d_y])):
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return False
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source_cell = self.cells[s_y][s_x]
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dest_cell = self.cells[d_y][d_x]
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obj = getattr(source_cell, type)
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if obj is None:
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return False
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setattr(source_cell, type, None)
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setattr(dest_cell, type, obj)
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return True
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def get_cell_at_mouse(self, mouse_pos):
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"""Возвращает индексы клетки (row, col) по позиции мыши или None если вне карты"""
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mx, my = mouse_pos
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# Переводим экранные координаты в координаты карты с учетом камеры и масштаба
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map_x = (mx - self.cam_x * self.scale) / self.scale / self.cell_size
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map_y = (my - self.cam_y * self.scale) / self.scale / self.cell_size
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# Получаем индексы ближайшей клетки
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col = int(map_x)
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row = int(map_y)
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# Проверяем границы карты
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if (row < 0 or row >= len(self.cells) or
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col < 0 or col >= len(self.cells[row])):
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return None
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return (row, col)
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def update_map(self, time_delta):
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for j in range(len(self.cells)):
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for cell in self.cells[j]:
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if cell.creature_obj and cell.creature_obj.current_target:
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cell.creature_obj.update(time_delta, self.cell_size, self) # self!
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def draw_map(self, screen, current_frame, grid=True):
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terrain_list = []
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creature_list = []
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# ★ 1 ПАСС: собираем terrain и creatures ★
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for j in range(len(self.cells)):
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for i, cell in enumerate(self.cells[j]):
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base_x = i * self.cell_size + self.cam_x
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base_y = j * self.cell_size + self.cam_y
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# Terrain данные
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terrain_dd = {
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"x": int(base_x * self.scale), "y": int(base_y * self.scale),
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"w": int(self.cell_size * self.scale - self.cell_dist),
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"h": int(self.cell_size * self.scale - self.cell_dist),
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"spr_up": current_frame % self.sprites_refresh,
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"sprites": self.sprites, "scale": self.scale, "screen": screen
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}
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terrain_list.append((cell.terrain_obj, terrain_dd))
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# Creature данные (если есть)
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if cell.creature_obj:
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offset_x, offset_y = cell.creature_obj.render_offset
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creature_dd = terrain_dd.copy()
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creature_dd["x"] = int((base_x + offset_x) * self.scale)
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creature_dd["y"] = int((base_y + offset_y) * self.scale)
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creature_list.append((cell.creature_obj, creature_dd))
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# ★ 2 ПАСС: рисуем terrain ★
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for obj, dd in terrain_list:
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obj.draw(dd)
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# ★ 3 ПАСС: рисуем ВСЕХ creatures ПОСЛЕ terrain ★
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for obj, dd in creature_list:
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obj.draw(dd)
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# ★ 4 ПАСС: grid поверх всего ★
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for j in range(len(self.cells)):
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for i, cell in enumerate(self.cells[j]):
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base_x = i * self.cell_size + self.cam_x
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base_y = j * self.cell_size + self.cam_y
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grid_rect = pygame.Rect(
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int(base_x * self.scale), int(base_y * self.scale),
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int(self.cell_size * self.scale - self.cell_dist),
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int(self.cell_size * self.scale - self.cell_dist)
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)
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color = self.target_color if cell.is_target else self.color
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pygame.draw.rect(screen, color, grid_rect, self.bord)
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@dataclass
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class Engine:
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sprites: dict = field(default_factory = dict)
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cached_sprites: dict = field(default_factory = dict)
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screen: pygame.Surface = ((1, 1))
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width: int = 1600
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height: int = 800
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camera_step: int = 10
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scale_step: float = 0.01
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spr_scale: float = 1
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def __post_init__(self):
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self.sprites = {}
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pygame.init()
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pygame.display.set_caption('Elvenbane')
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self.screen = pygame.display.set_mode((self.width, self.height), pygame.HWSURFACE | pygame.DOUBLEBUF)
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print("The engine has started. Sprites were successfully loaded.\n")
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self.load_sprites()
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print("Sprites were successfully loaded.\n")
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self.cached_sprites = deepcopy(self.sprites)
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print("Sprites were successfully cached.\n")
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def load_sprites(self, folder_path = sprites_dir):
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self.sprites = {}
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files = [f for f in os.listdir(folder_path) if f.lower().endswith('.png')]
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#TOTAL SLOR - REWRITE THIS FUNC PLS
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groups = {}
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for f in files:
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name = os.path.splitext(f)[0]
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if '_' in name and name.rsplit('_', 1)[0].count('_') >= 1:
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prefix = name.rsplit('_', 1)[0]
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num = int(name.rsplit('_', 1)[1])
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groups.setdefault(prefix, []).append((num, f))
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for prefix, items in groups.items():
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items.sort()
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self.sprites[prefix] = [
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pygame.image.load(os.path.join(folder_path, f)).convert_alpha()
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for num, f in items
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]
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def scale_image(self, image):
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orig_size = image.get_size()
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new_size = (int(orig_size[0] * self.spr_scale), int(orig_size[1] * self.spr_scale))
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return pygame.transform.smoothscale(image, new_size)
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def scale_sprites(self):
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for sp_name, sprite_list in self.sprites.items():
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for i, sprite in enumerate(sprite_list):
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scaled = self.scale_image(sprite)
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self.cached_sprites[sp_name][i] = scaled
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def create_console(self, manager):
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console_window = pygame_gui.elements.UIWindow(
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pygame.Rect(100, 100, 400, 300),
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manager=manager,
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window_display_title='Console',
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resizable=True
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)
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input_entry = pygame_gui.elements.UITextEntryLine(
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relative_rect=pygame.Rect(10, 250, 380, 30),
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container=console_window,
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manager=manager
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)
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# ★ UIScrollingContainer ★
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scroll_container = pygame_gui.elements.UIScrollingContainer(
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relative_rect=pygame.Rect(10, 10, 380, 230),
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container=console_window,
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manager=manager,
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allow_scroll_x=False
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)
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# ★ UITextBox ВНУТРИ контейнера ★
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output_box = pygame_gui.elements.UITextBox(
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html_text=">>> hlwrld1\n",
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relative_rect=pygame.Rect(0, 0, 380, 1000), # ← Увеличьте высоту!
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container=scroll_container,
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manager=manager
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)
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scroll_container.set_scrollable_area_dimensions((380, 2000))
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return console_window, input_entry, scroll_container, output_box
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def main_loop(self):
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easy_map = Map("def_map.json", self.cached_sprites)
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#print(easy_map.find_way((1, 1), (5, 5)))
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#print(easy_map.find_way((0, 0), (1, 1)))
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#print(easy_map.find_way((0, 0), (0, 1)))
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#print(easy_map.find_way((0, 0), (0, 0)))
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#sp = eb_objects.Sprite(self.sprites, "elf_watching")
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#gr = pygame.image.load(file_path).convert_alpha()
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background = pygame.Surface((1600, 800))
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background.fill("chartreuse4")
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manager = pygame_gui.UIManager((1600, 800))
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#hello_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((350, 275), (100, 50)),
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# text='Say Hello',
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# manager=manager)
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console_window, input_entry, scroll_container, output_box = self.create_console(manager)
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output_log = ">>> hlwrld1\n"
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console_active = False
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clock = pygame.time.Clock()
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running = True
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unlock = True
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current_frame = 0
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max_fps = 60
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global_counter = 0
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global_counter_cap = 100000
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active_cell = None
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# profiling
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process = psutil.Process(os.getpid())
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gc.collect()
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mem_before = process.memory_info().rss / 1024
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while running:
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time_delta = clock.tick(60)/1000.0
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#pygame.event.clear()
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if global_counter % 1000 == 0:
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gc.collect()
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mem_after = process.memory_info().rss / 1024
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print(f"Leak: {mem_after - mem_before:.1f} KB per 1000 frames")
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# poll for events
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# pygame.QUIT event means the user clicked X to close your window
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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if event.type == pygame_gui.UI_TEXT_ENTRY_FINISHED and event.ui_element == input_entry:
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user_text = input_entry.get_text()
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exec(user_text)
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if user_text.strip():
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output_log += f">>> {user_text}\n"
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output_box.set_text(output_log)
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input_entry.set_text("")
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user_text = ""
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console_active = False
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console_active = bool(input_entry.get_text().strip())
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if event.type == pygame.VIDEORESIZE:
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new_size = event.size
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self.screen = pygame.display.set_mode(new_size, pygame.RESIZABLE)
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manager.clear_and_set_new_size((new_size[0], new_size[1]))
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# ★ ПЕРЕСОЗДАНИЕ ★
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console_window.kill()
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input_entry.kill()
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scroll_container.kill()
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output_box.kill()
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console_window, input_entry, scroll_container, output_box = self.create_console(manager)
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manager.process_events(event)
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manager.update(time_delta)
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# fill the screen with a color to wipe away anything from last frame
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#self.screen.fill("chartreuse4")
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self.screen.blit(background, (0, 0))
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easy_map.update_map(time_delta)
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easy_map.draw_map(self.screen, current_frame + 1)
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manager.draw_ui(self.screen)
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if not console_active:
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keys = pygame.key.get_pressed()
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if keys[pygame.K_w]:
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easy_map.cam_y += self.camera_step
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if keys[pygame.K_s]:
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easy_map.cam_y -= self.camera_step
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if keys[pygame.K_a]:
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easy_map.cam_x += self.camera_step
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if keys[pygame.K_d]:
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easy_map.cam_x -= self.camera_step
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if keys[pygame.K_q]:
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easy_map.scale += self.scale_step
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self.spr_scale += self.scale_step
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self.scale_sprites()
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if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
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easy_map.scale -= self.scale_step
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self.spr_scale -= self.scale_step
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self.scale_sprites()
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
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mouse_pos = pygame.mouse.get_pos()
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console_rect = console_window.get_abs_rect()
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if not console_rect.collidepoint(mouse_pos):
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cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
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if cell_coords:
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# Сбрасываем предыдущую цель
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if active_cell is not None:
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row, col = active_cell
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if row in easy_map.cells and col < len(easy_map.cells[row]):
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easy_map.cells[row][col].is_target = False
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active_cell = cell_coords # Теперь кортеж (row, col)
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row, col = active_cell
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easy_map.cells[row][col].is_target = True
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 3:
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mouse_pos = pygame.mouse.get_pos()
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console_rect = console_window.get_abs_rect()
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if (not console_rect.collidepoint(mouse_pos) and
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active_cell is not None and
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easy_map.cells[active_cell[0]][active_cell[1]].creature_obj is not None):
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cell_coords = easy_map.get_cell_at_mouse(mouse_pos)
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if cell_coords:
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#print(f"Движение: {active_cell} -> {cell_coords}")
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easy_map.cells[active_cell[0]][active_cell[1]].creature_obj.move(
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easy_map.cells, active_cell, cell_coords)
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if keys[pygame.K_ESCAPE]:
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running = False
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current_frame = (current_frame + 1) % max_fps
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if global_counter < global_counter_cap:
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global_counter += 1
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else:
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global_counter = 0
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# flip() the display to put your work on screen
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pygame.display.update()
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if global_counter % 10 == 0:
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current_fps = clock.get_fps()
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print(f"Current FPS: {current_fps:.2f}")
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pygame.quit() |