Files
Elvenbane/eb_engine.py
2026-02-16 01:31:16 +03:00

177 lines
6.5 KiB
Python

from common import pygame, os, json, uuid, deepcopy, dataclass, field
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}
main_dir = os.path.dirname(os.path.abspath(__file__))
sprites_dir = os.path.join(main_dir, "res", "sprites")
@dataclass
class Cell:
terrain_obj: any
item_obj: None = None
creature_obj: None = None
is_target: bool = False
@dataclass
class Map:
name: str
sprites: dict
sprites_refresh: int = 60
cells: dict = field(default_factory = dict)
color: str = "gray57"
target_color: str = "gold"
size: int = 150
bord: int = 3
scale: float = 1
cam_x: int = 0
cam_y: int = 0
cell_dist: int = 1
def __post_init__(self):
self.cells = {}
with open(self.name, 'r') as file:
buff = json.load(file)
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"])))
if cell["item_obj"]:
final_cell.item_obj = deepcopy(cell_classes[cell["item_obj"]["sprite_name"]](**cell["item_obj"]))
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]):
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)
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)
@dataclass
class Engine:
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
def __post_init__(self):
self.sprites = {}
pygame.init()
pygame.display.set_caption('Elvenbane')
self.screen = pygame.display.set_mode((self.width, self.height), pygame.HWSURFACE | pygame.DOUBLEBUF)
self.load_sprites()
print("The engine has started. Sprites were successfully loaded.\n")
def load_sprites(self, folder_path = sprites_dir):
self.sprites = {}
files = [f for f in os.listdir(folder_path) if f.lower().endswith('.png')]
#TOTAL SLOR - REWRITE THIS FUNC PLS
groups = {}
for f in files:
name = os.path.splitext(f)[0]
if '_' in name and name.rsplit('_', 1)[0].count('_') >= 1:
prefix = name.rsplit('_', 1)[0]
num = int(name.rsplit('_', 1)[1])
groups.setdefault(prefix, []).append((num, f))
for prefix, items in groups.items():
items.sort()
self.sprites[prefix] = [
pygame.image.load(os.path.join(folder_path, f)).convert_alpha()
for num, f in items
]
def main_loop(self):
easy_map = Map("def_map.json", self.sprites)
#sp = eb_objects.Sprite(self.sprites, "elf_watching")
#gr = pygame.image.load(file_path).convert_alpha()
clock = pygame.time.Clock()
running = True
unlock = True
current_frame = 0
max_fps = 60
global_counter = 0
global_counter_cap = 100000
# profiling
process = psutil.Process(os.getpid())
gc.collect()
mem_before = process.memory_info().rss / 1024
while running:
#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
# fill the screen with a color to wipe away anything from last frame
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()
if keys[pygame.K_w]:
easy_map.cam_y += self.camera_step
if keys[pygame.K_s]:
easy_map.cam_y -= self.camera_step
if keys[pygame.K_a]:
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
if keys[pygame.K_e] and easy_map.scale >= self.scale_step:
easy_map.scale -= self.scale_step
if keys[pygame.K_ESCAPE]:
running = False
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()
# limits FPS to 60
clock.tick(max_fps)
if global_counter % 100 == 0:
current_fps = clock.get_fps()
print(f"Current FPS: {current_fps:.2f}")
pygame.quit()