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battery/game/traps.py

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"""Traps: data-driven hazards and moving geometry.
Every trap subclasses :class:`Trap` and implements a few optional hooks that the
engine polls each frame:
solid_rects() -> rects that fully block movement (moving/patrol blocks)
oneway_rects() -> rects that block only from above
hazard_rects() -> rects that kill the player on contact
carriers() -> (rect, dx, dy) moved-this-frame platforms to ride
update(dt, game), draw(surface, assets), reset()
Add a new trap by writing a subclass and registering it in ``TRAP_TYPES``.
Nothing else in the engine needs to change.
"""
import pygame
from . import settings
# --- helpers -----------------------------------------------------------------
_DIRS = {
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"up": (0, -1),
"down": (0, 1),
"left": (-1, 0),
"right": (1, 0),
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}
# --- trigger conditions ------------------------------------------------------
# A trigger is a condition (or tree of conditions) evaluated against the player
# each frame. Leaves are spatial (within / dir) or temporal (timer); composites
# are all / any. Everything is measured against the trap's *current* rect, so a
# moving trap's sensors follow it automatically.
#
# trigger: always
# trigger: { within: 2 }
# trigger: { dir: left, range: 2, aligned: true }
# trigger: { timer: { interval: 1.2, up_time: 0.7 } }
# trigger: { all: [ { within: 3 }, { dir: above, aligned: true } ] }
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class _Always:
def evaluate(self, trap, game, dt):
return True
def reset(self):
pass
class _Within:
"""Player within N tiles of the trap centre (Euclidean radius)."""
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def __init__(self, n):
self.n = float(n)
def evaluate(self, trap, game, dt):
r = trap.sensor_rect()
p = game.player.rect
dx = p.centerx - r.centerx
dy = p.centery - r.centery
reach = self.n * trap.tile
return dx * dx + dy * dy <= reach * reach
def reset(self):
pass
class _Directional:
"""Player is to a given side of the trap.
range: cap the distance in that direction (tiles); omit = anywhere.
aligned: also require overlap on the perpendicular axis, i.e. *directly*
left/right (same rows) or *directly* above/below (same columns).
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inclusive: specify if the trap tile itself counts in the given direction.
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"""
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def __init__(self, direction, rng, aligned, inclusive):
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self.dir = direction
self.rng = None if rng is None else float(rng)
self.aligned = bool(aligned)
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self.inclusive = bool(inclusive)
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def evaluate(self, trap, game, dt):
r = trap.sensor_rect()
p = game.player.rect
d = self.dir
if d in ("left", "right"):
if self.aligned and not (p.bottom > r.top and p.top < r.bottom):
return False
if d == "left":
ref = r.right if self.inclusive else r.left
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if p.centerx >= ref:
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return False
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dist = ref - p.centerx
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else:
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ref = r.left if self.inclusive else r.right
if p.centerx <= ref:
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return False
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dist = p.centerx - ref
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else: # above / below
if self.aligned and not (p.right > r.left and p.left < r.right):
return False
if d == "above":
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ref = r.bottom if self.inclusive else r.top
if p.centery >= ref:
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return False
dist = r.top - p.centery
else:
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ref = r.top if self.inclusive else r.bottom
if p.centery <= ref:
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return False
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dist = p.centery - ref
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return self.rng is None or dist <= self.rng * trap.tile
def reset(self):
pass
class _Timer:
"""Cyclic: hidden for ``interval`` seconds, then active for ``up_time``."""
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def __init__(self, interval, up_time):
self.interval = float(interval)
self.up_time = float(up_time)
self.t = 0.0
def evaluate(self, trap, game, dt):
self.t += dt
return (self.t % (self.interval + self.up_time)) >= self.interval
def reset(self):
self.t = 0.0
class _All:
def __init__(self, subs):
self.subs = subs
def evaluate(self, trap, game, dt):
# Evaluate every child (so timers keep ticking), then combine.
return all([c.evaluate(trap, game, dt) for c in self.subs])
def reset(self):
for c in self.subs:
c.reset()
class _Any:
def __init__(self, subs):
self.subs = subs
def evaluate(self, trap, game, dt):
return any([c.evaluate(trap, game, dt) for c in self.subs])
def reset(self):
for c in self.subs:
c.reset()
def make_condition(spec):
if spec == "always":
return _Always()
if not isinstance(spec, dict):
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raise ValueError(
f"trigger must be 'always' or a condition object, got {spec!r}"
)
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if "all" in spec:
return _All([make_condition(s) for s in spec["all"]])
if "any" in spec:
return _Any([make_condition(s) for s in spec["any"]])
if "timer" in spec:
tm = spec["timer"]
return _Timer(tm.get("interval", 1.5), tm.get("up_time", 0.8))
if "within" in spec:
return _Within(spec["within"])
if "dir" in spec:
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return _Directional(
spec["dir"],
spec.get("range"),
spec.get("aligned", False),
spec.get("inclusive", False),
)
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raise ValueError(f"unrecognized trigger condition: {spec!r}")
class Trap:
def __init__(self, spec, level):
self.spec = spec
self.level = level
self.tile = level.tile
at = spec.get("at", [0, 0])
self.col, self.row = int(at[0]), int(at[1])
self.base_rect = level.cell_rect(self.col, self.row)
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self._mounted = False # set True on traps that ride another (a mount)
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# Any trap can be made invisible (still functional; revealed in debug).
self.invisible = bool(spec.get("invisible", False))
# Mounted traps ride on this one. Their `at` is read as a *relative*
# offset (in tiles) from this trap's cell; each frame they are moved to
# track this trap's current position (see tick/_follow). A mounted trap
# rides rigidly — it doesn't move independently.
self._mount_off = (0, 0)
self.mounts = []
for mspec in spec.get("mounts", []) or []:
child = make_trap(mspec, level)
if child is not None:
child._mount_off = (child.base_rect.x, child.base_rect.y)
child._mounted = True
self.mounts.append(child)
# --- geometry hooks (default: contribute nothing) ------------------------
def solid_rects(self):
return []
def oneway_rects(self):
return []
def hazard_rects(self):
return []
def carriers(self):
return []
# Where this trap currently is. Static traps stay at their cell; movers
# override to return their live position so mounted traps can follow.
def current_rect(self):
return self.base_rect
# Where this trap's trigger senses the player from. Defaults to the live
# position; a slider overrides it to sense from home so moving away can't
# toggle its own trigger.
def sensor_rect(self):
return self.current_rect()
# Translate a level-space rect into render space. Everything a trap draws
# goes through this so the debug view's overscan margin shifts it correctly;
# it's a no-op (offset (0, 0)) in normal play.
def _rt(self, rect):
ox, oy = self.level.render_offset
return rect.move(ox, oy)
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# Debug helper: tint a rect so a normally-hidden trap is visible when the
# level's `debug` flag is on.
def _debug_tint(self, surface, rgb, rect=None, alpha=80):
r = self._rt(rect if rect is not None else self.base_rect)
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overlay = pygame.Surface(r.size, pygame.SRCALPHA)
overlay.fill((*rgb, alpha))
surface.blit(overlay, r)
# Debug helper: a faded sprite + outline showing where something absent
# (e.g. a crumbled-away block) belongs.
def _debug_ghost(self, surface, assets, sprite_name, rect=None):
r = self._rt(rect if rect is not None else self.base_rect)
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img = assets.get(sprite_name, r.w, r.h).copy()
img.fill((255, 255, 255, 70), special_flags=pygame.BLEND_RGBA_MULT)
surface.blit(img, r)
pygame.draw.rect(surface, (130, 140, 160), r, 1)
# Debug helper: outline a path through a list of tile cells (top-left px),
# connecting their centres. `closed` joins the last cell back to the first.
def _debug_path(self, surface, cells, closed=False, color=(214, 200, 96)):
ox, oy = self.level.render_offset
rects = [pygame.Rect(x + ox, y + oy, self.tile, self.tile) for (x, y) in cells]
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if len(rects) >= 2:
pygame.draw.lines(surface, color, closed, [r.center for r in rects], 1)
for r in rects:
pygame.draw.rect(surface, color, r, 1)
# --- lifecycle hooks -----------------------------------------------------
def update(self, dt, game):
pass
def draw(self, surface, assets):
pass
def reset(self):
pass
def finalize_on_death(self):
"""Hook: snap to a final appearance the instant the player dies, before
the scene freezes for the death animation. Default: nothing."""
pass
# --- mounting: aggregate self + mounted children -------------------------
# Levels call these wrappers so a trap and everything riding on it are
# treated as one unit. Subclasses keep overriding the plain hooks above.
def _follow(self, parent):
ox, oy = self._mount_off
pr = parent.current_rect()
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self.base_rect = pygame.Rect(
pr.x + ox, pr.y + oy, self.base_rect.w, self.base_rect.h
)
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def tick(self, dt, game):
self.update(dt, game)
for c in self.mounts:
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c._follow(self) # reposition after we've moved this frame
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c.tick(dt, game)
def render(self, surface, assets):
# `invisible` traps skip their visible drawing, but still show up under
# the level's debug view (their draw() reveals them there).
if not (self.invisible and not self.level.debug):
self.draw(surface, assets)
for c in self.mounts:
c.render(surface, assets)
def reset_all(self):
self.reset()
for c in self.mounts:
c.reset_all()
c._follow(self)
def finalize_all(self):
self.finalize_on_death()
for c in self.mounts:
c.finalize_all()
def all_solid_rects(self):
out = list(self.solid_rects())
for c in self.mounts:
out.extend(c.all_solid_rects())
return out
def all_oneway_rects(self):
out = list(self.oneway_rects())
for c in self.mounts:
out.extend(c.all_oneway_rects())
return out
def all_hazard_rects(self):
out = list(self.hazard_rects())
for c in self.mounts:
out.extend(c.all_hazard_rects())
return out
def all_carriers(self):
out = list(self.carriers())
for c in self.mounts:
out.extend(c.all_carriers())
return out
# --- triggers ------------------------------------------------------------
# Traps with an activation condition call _init_trigger() in __init__,
# _reset_trigger() in reset(), and triggered() each frame.
def _init_trigger(self, spec):
self.trigger = make_condition(spec.get("trigger", "always"))
self.trig_delay = float(spec.get("delay", 0.0)) # arm delay (seconds)
self._trig_timer = 0.0
def _reset_trigger(self):
self._trig_timer = 0.0
self.trigger.reset()
def triggered(self, game, dt):
"""True while the trigger condition holds. If ``delay`` is set, the
condition must hold *continuously* for that long first; leaving the
condition resets the countdown."""
raw = self.trigger.evaluate(self, game, dt)
self._trig_timer = self._trig_timer + dt if raw else 0.0
return raw and self._trig_timer >= self.trig_delay
# --- spike: emerges to kill -------------------------------------------------
class Spike(Trap):
"""A spike that becomes deadly while its ``trigger`` condition holds.
direction: which edge of the cell the spike sits on (up/down/left/right).
See the trigger-condition docs at the top of this module.
"""
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def __init__(self, spec, level):
super().__init__(spec, level)
self.direction = spec.get("direction", "up")
self._init_trigger(spec)
self.reset()
def reset(self):
self._reset_trigger()
self.active = False
def _hazard_rect(self):
# Spike occupies half the cell along its emerging edge.
t = self.tile
r = self.base_rect
dx, dy = _DIRS.get(self.direction, (0, -1))
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if dy == -1: # up: bottom half is ground, tip points up
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return pygame.Rect(r.x, r.y + t // 2, t, t // 2)
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if dy == 1: # down (ceiling spike)
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return pygame.Rect(r.x, r.y, t, t // 2)
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if dx == -1: # left (from right wall pointing left)
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return pygame.Rect(r.x + t // 2, r.y, t // 2, t)
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return pygame.Rect(r.x, r.y, t // 2, t) # right
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# CCW rotation to point the (up-facing) sprite the right way.
_ANGLE = {"up": 0, "left": 90, "down": 180, "right": -90}
def update(self, dt, game):
self.active = self.triggered(game, dt)
def hazard_rects(self):
return [self._hazard_rect()] if self.active else []
def draw(self, surface, assets):
if self.active:
hr = self._hazard_rect()
angle = self._ANGLE.get(self.direction, 0)
surface.blit(assets.get("spike", hr.w, hr.h, angle), self._rt(hr))
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elif self.level.debug:
# A dormant spike — show where it will strike.
self._debug_tint(surface, (230, 80, 80), self._hazard_rect(), 60)
# --- 3. block: the unified stationary / sliding / patrolling / spike block ---
class Block(Trap):
"""A block that may move and/or be deadly — one trap covering stationary
blocks, proximity sliders, patrolling platforms, and spike blocks.
path: list of [col,row] waypoints (default just ``[at]`` = stationary).
move: [dcol,drow] shorthand for a 2-point path [at, at+move] (a slider).
trigger: when it moves (default ``always``). Sensors track the block's live
position, so a condition like ``{dir: above}`` keeps it going while
the player rides it.
mode: ``once`` (default) extends to the last point while triggered and
retreats to the first when not the slider/dropper behaviour;
``loop`` / ``pingpong`` cycle the whole path continuously (patrol).
deadly: true -> a hazard (spikes) instead of a solid.
speed: px/s. sprite: override (default spike_block if deadly, else moving_block).
delay/release: (``once`` mode) the trigger must hold for ``delay`` seconds to
start extending and be clear for ``release`` seconds to start
retracting hysteresis that stops boundary jitter.
"""
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def __init__(self, spec, level):
super().__init__(spec, level)
t = self.tile
if spec.get("path"):
pts = spec["path"]
elif spec.get("move"):
mv = spec["move"]
pts = [[self.col, self.row], [self.col + mv[0], self.row + mv[1]]]
else:
pts = [[self.col, self.row]]
self.points = [(p[0] * t, p[1] * t) for p in pts]
self.speed = float(spec.get("speed", 140.0))
self.mode = spec.get("mode", "once")
self.deadly = bool(spec.get("deadly", False))
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self.fake = bool(spec.get("fake", False)) # looks solid, isn't
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self.crumble = bool(spec.get("crumble", False)) # gives way when stood on
self.crumble_delay = float(spec.get("crumble_delay", 0.4))
self.respawn = float(spec.get("respawn", 2.5))
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self.sprite = spec.get(
"sprite",
(
"spike_block"
if self.deadly
else (
"fake_block"
if self.fake
else "crumble_block" if self.crumble else "moving_block"
)
),
)
self.release = float(spec.get("release", 0.1)) # once-mode retract hysteresis
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# `home` (default): sense the trigger from the resting cell, so the block
# moving away can't toggle its own trigger (no jitter). `current`: sense
# from the live position — for blocks the player rides (e.g. a dropper),
# so it stays put while ridden instead of pulling back.
self.sense = spec.get("sense", "home")
self._init_trigger(spec)
self.reset()
def sensor_rect(self):
return self.base_rect if self.sense == "home" else self._rect()
def _follow(self, parent):
# Mounted on another trap. Our motion coordinates (self.x, self.y) live in
# a LOCAL frame relative to the parent; we track the parent's live
# position as our `_origin` and still run our own motion in update(). So a
# mount can slide/patrol while riding along with its carrier — e.g. a
# block that lunges up to catch a player leaping over, yet keeps drifting
# sideways with the platform it sits on. Capture `prev` (absolute) BEFORE
# shifting the origin so carriers() reports our *total* motion this frame
# (parent drift + our own move).
self.prev = (self._origin[0] + self.x, self._origin[1] + self.y)
self._origin = parent.current_rect().topleft
# `home` sensing tracks the resting cell as it rides along the parent.
ox, oy = self._origin
offx, offy = self._mount_off
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self.base_rect = pygame.Rect(
round(ox + offx), round(oy + offy), self.tile, self.tile
)
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def reset(self):
self._reset_trigger()
self.x, self.y = self.points[0]
# Parent top-left when mounted (set each frame by _follow); (0, 0) for a
# free block, so its x/y double as absolute coords. A mount's x/y are
# LOCAL — the live rect is always _origin + (x, y).
self._origin = (0.0, 0.0)
self.prev = (self.x, self.y)
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self.dir = 1 # pingpong direction
self.phase = "rest" # once mode: rest|extending|extended|retracting
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self._release_t = 0.0
# index of the waypoint we're AT (once) / heading toward (patrol)
self.idx = 0 if self.mode == "once" else (1 if len(self.points) > 1 else 0)
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self.cstate = "solid" # crumble: solid|crumbling|gone
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self.ctimer = 0.0
self.shake = 0.0
self.emerge_kill = False
def update(self, dt, game):
# A mount's `prev` (absolute) was captured in _follow before its origin
# shifted; a free block records it here. Either way the motion below runs
# in our own frame (local for a mount, absolute otherwise), so a mounted
# block executes its path/move relative to the parent it rides.
if not self._mounted:
self.prev = (self.x, self.y)
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active = self.triggered(game, dt) # call every frame to keep the timer live
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if len(self.points) >= 2:
step = self.speed * dt
if self.mode == "once":
self._update_once(active, dt, step)
else:
self._update_patrol(active, step)
if self.crumble:
self._update_crumble(dt, game)
def _update_crumble(self, dt, game):
self.emerge_kill = False
r = self._rect()
p = game.player.rect
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on_top = (
abs(p.bottom - r.top) <= 4 and p.right > r.left + 2 and p.left < r.right - 2
)
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if self.cstate == "solid":
if on_top:
self.cstate = "crumbling"
self.ctimer = 0.0
elif self.cstate == "crumbling":
self.ctimer += dt
self.shake = (self.ctimer * 40) % 4 - 2
if self.ctimer >= self.crumble_delay:
self.cstate = "gone"
self.ctimer = 0.0
elif self.cstate == "gone":
self.ctimer += dt
if self.ctimer >= self.respawn:
# Re-forming into the player kills them (like the old crumble).
if p.colliderect(r):
self.emerge_kill = True
else:
self.cstate = "solid"
self.ctimer = 0.0
self.shake = 0.0
def _step_to(self, tgt, step):
"""Move toward tgt by step; snap and return True on arrival."""
tx, ty = tgt
dx, dy = tx - self.x, ty - self.y
dist = (dx * dx + dy * dy) ** 0.5
if dist <= step or dist == 0:
self.x, self.y = tx, ty
return True
self.x += dx / dist * step
self.y += dy / dist * step
return False
def _update_once(self, active, dt, step):
# A committed stroke: once moving we run to the endpoint regardless of
# the trigger flickering, and only reconsider it while parked — no
# mid-stroke reversal, so a block that moves out of its own sensor range
# can't buzz. Hysteresis (delay/release) smooths the parked decisions.
n = len(self.points)
if self.phase == "rest":
if active:
self.phase = "extending"
elif self.phase == "extending":
if self._step_to(self.points[self.idx + 1], step):
self.idx += 1
if self.idx >= n - 1:
self.phase = "extended"
self._release_t = 0.0
elif self.phase == "extended":
if active:
self._release_t = 0.0
else:
self._release_t += dt
if self._release_t >= self.release:
self.phase = "retracting"
elif self.phase == "retracting":
if self._step_to(self.points[self.idx - 1], step):
self.idx -= 1
if self.idx <= 0:
self.phase = "rest"
def _update_patrol(self, active, step):
tgt = self.points[self.idx] if active else self.points[0]
if self._step_to(tgt, step):
if active:
self._advance_patrol()
else:
self.idx = 1 if len(self.points) > 1 else 0
self.dir = 1
def _advance_patrol(self):
n = len(self.points)
if self.mode == "loop":
self.idx = (self.idx + 1) % n
else: # pingpong
nxt = self.idx + self.dir
if nxt >= n or nxt < 0:
self.dir *= -1
nxt = self.idx + self.dir
self.idx = nxt
def _rect(self):
ox, oy = self._origin
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return pygame.Rect(round(ox + self.x), round(oy + self.y), self.tile, self.tile)
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def current_rect(self):
return self._rect()
def _intangible(self):
return self.deadly or self.fake or (self.crumble and self.cstate == "gone")
def solid_rects(self):
return [] if self._intangible() else [self._rect()]
def hazard_rects(self):
rects = []
if self.deadly:
rects.append(self._rect().inflate(-4, -4))
if self.crumble and self.emerge_kill:
rects.append(self._rect())
return rects
def carriers(self):
if self._intangible():
return []
ax = self._origin[0] + self.x
ay = self._origin[1] + self.y
return [(self._rect(), ax - self.prev[0], ay - self.prev[1])]
def draw(self, surface, assets):
if self.level.debug and len(self.points) > 1:
# `points` live in our own frame — local (relative to the parent) for
# a mount — so shift them by the parent origin to draw where the block
# actually travels.
ox, oy = self._origin
cells = [(px + ox, py + oy) for (px, py) in self.points]
self._debug_path(surface, cells, closed=(self.mode == "loop"))
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# crumbled away: hidden (ghost in debug), unless re-forming into the player
if self.crumble and self.cstate == "gone" and not self.emerge_kill:
if self.level.debug:
self._debug_ghost(surface, assets, self.sprite)
return
rect = self._rect()
if self.crumble and self.cstate == "crumbling":
rect = rect.move(int(self.shake), 0)
surface.blit(assets.get(self.sprite, self.tile, self.tile), self._rt(rect))
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if self.fake and self.level.debug:
self._debug_tint(surface, (255, 40, 40), self._rect(), 90)
# --- 4. arrow shooter --------------------------------------------------------
class Arrow:
__slots__ = ("rect", "vx", "vy")
def __init__(self, rect, vx, vy):
self.rect = rect
self.vx = vx
self.vy = vy
class ArrowShooter(Trap):
"""A block that fires deadly arrows on an interval while triggered.
direction: up/down/left/right. speed: px/s. interval: seconds between shots.
trigger: only fires while the condition holds (default ``always``).
"""
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def __init__(self, spec, level):
super().__init__(spec, level)
self.direction = spec.get("direction", "left")
self.speed = float(spec.get("speed", 260.0))
self.interval = float(spec.get("interval", 1.6))
self._init_trigger(spec)
self.reset()
def reset(self):
self.timer = 0.0
self.arrows = []
self._reset_trigger()
def _spawn(self):
dx, dy = _DIRS.get(self.direction, (-1, 0))
t = self.tile
w = t // 2 if dx else t // 3
h = t // 3 if dx else t // 2
r = self.base_rect
rect = pygame.Rect(0, 0, w, h)
rect.center = r.center
# nudge the arrow to the emitting edge
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if dx == -1:
rect.right = r.left
elif dx == 1:
rect.left = r.right
elif dy == -1:
rect.bottom = r.top
elif dy == 1:
rect.top = r.bottom
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self.arrows.append(Arrow(rect, dx * self.speed, dy * self.speed))
def update(self, dt, game):
can_fire = self.triggered(game, dt)
self.timer += dt
if can_fire and self.timer >= self.interval:
self.timer = 0.0
self._spawn()
bounds = pygame.Rect(0, 0, self.level.width, self.level.height).inflate(80, 80)
alive = []
for a in self.arrows:
a.rect.x += round(a.vx * dt)
a.rect.y += round(a.vy * dt)
if bounds.contains(a.rect) or bounds.colliderect(a.rect):
# stop at solid walls
if not any(a.rect.colliderect(s) for s in self.level.solids):
alive.append(a)
self.arrows = alive
def hazard_rects(self):
return [a.rect for a in self.arrows]
def draw(self, surface, assets):
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surface.blit(
assets.get("arrow_shooter", self.tile, self.tile), self._rt(self.base_rect)
)
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for a in self.arrows:
surface.blit(assets.get("arrow", a.rect.w, a.rect.h), self._rt(a.rect))
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# --- warp: invisible teleporter ---------------------------------------------
class Warp(Trap):
"""An invisible tile that teleports the player to ``to: [col, row]`` on
contact. On activation a short aura flashes at both the source and the
destination and fades away, so the (otherwise invisible) teleport reads on
screen. The level's ``debug`` flag tints it (and draws a line to its
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destination) while designing."""
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_PULSE_TIME = 0.35 # seconds the activation aura takes to fade out
# Concentric rings of the aura: (radius x tile, alpha x, colour). Drawn
# largest-first so the bright core sits on top.
_AURA = (
(1.15, 0.30, (188, 116, 246)),
(0.80, 0.55, (222, 158, 252)),
(0.45, 0.95, (245, 224, 255)),
)
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def __init__(self, spec, level):
super().__init__(spec, level)
self.invisible = True
to = spec.get("to", [self.col, self.row])
self.dest = (int(to[0]), int(to[1]))
self.reset()
def reset(self):
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self._armed = True # re-arms once the player has left the tile
self._pulse = 0.0 # 1.0 at activation, fades to 0 over _PULSE_TIME
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def update(self, dt, game):
if self._pulse > 0.0:
self._pulse = max(0.0, self._pulse - dt / self._PULSE_TIME)
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inside = game.player.rect.colliderect(self.base_rect)
if inside and self._armed:
p = game.player
p.fx = float(self.dest[0] * self.tile + (self.tile - p.w) / 2)
p.fy = float(self.dest[1] * self.tile + (self.tile - p.h))
p.vx = p.vy = 0.0
p._sync_rect()
self._armed = False
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self._pulse = 1.0 # flash at both ends this frame, then fade
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elif not inside:
self._armed = True
def render(self, surface, assets):
# Warps are invisible, so the base render() would skip draw() in normal
# play — but the activation aura should show then too. Draw whenever a
# pulse is live (or in debug, for the design tint/line).
if self.level.debug or self._pulse > 0.0:
self.draw(surface, assets)
for c in self.mounts:
c.render(surface, assets)
def _dest_rect(self):
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return pygame.Rect(
self.dest[0] * self.tile, self.dest[1] * self.tile, self.tile, self.tile
)
def _draw_aura(self, surface, rect):
# An expanding, fading glow centred on the cell. As the pulse decays the
# rings grow a little and thin out, so it reads as a quick flash-and-fade.
p = self._pulse
grow = 0.55 + (1.0 - p) * 0.85
size = self.tile * 3
aura = pygame.Surface((size, size), pygame.SRCALPHA)
c = (size // 2, size // 2)
for rmul, amul, col in self._AURA:
radius = int(self.tile * rmul * grow)
alpha = int(255 * amul * p)
if radius >= 1 and alpha > 0:
pygame.draw.circle(aura, (*col, alpha), c, radius)
surface.blit(aura, aura.get_rect(center=self._rt(rect).center))
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def draw(self, surface, assets):
if self._pulse > 0.0:
self._draw_aura(surface, self.base_rect)
self._draw_aura(surface, self._dest_rect())
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if self.level.debug:
self._debug_tint(surface, (210, 80, 235), alpha=90)
dest = self._dest_rect()
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pygame.draw.line(
surface,
(210, 80, 235),
self._rt(self.base_rect).center,
self._rt(dest).center,
1,
)
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self._debug_tint(surface, (210, 80, 235), dest, 45)
# --- 10. phase block: fades into a solid on trigger -------------------------
class PhaseBlock(Trap):
"""Invisible and intangible until its ``trigger`` fires, then it fades into
a solid obstacle over ``fade`` seconds (and fades back out when the trigger
releases). If the player is standing in the cell the instant it *starts*
appearing, they're killed."""
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def __init__(self, spec, level):
super().__init__(spec, level)
self.fade = float(spec.get("fade", 0.3))
self._init_trigger(spec)
self.reset()
def reset(self):
self._reset_trigger()
self.alpha = 0.0
self.solid = False
self.emerge_kill = False
# How deep the player may be into the cell and still be nudged clear rather
# than killed. A shallow clip (feet/shoulder in the cell) gets shoved out;
# forming through their middle stays lethal.
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_EDGE_GRACE = 0.5 # fraction of a tile
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def update(self, dt, game):
self.emerge_kill = False
active = self.triggered(game, dt)
if active:
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if (
self.alpha == 0.0
and not self.solid
and game.player.rect.colliderect(self.base_rect)
):
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# Forming into the player. If they're only clipping an edge, shove
# them clear and let the block solidify behind them; only if it's
# forming through their middle — or the shove would squish them
# into a solid — is it lethal.
if not self._eject_player(game):
self.emerge_kill = True
return
self.alpha = min(1.0, self.alpha + dt / self.fade)
self.solid = True
else:
self.alpha = max(0.0, self.alpha - dt / self.fade)
if self.alpha == 0.0:
self.solid = False
def _eject_player(self, game):
"""Nudge a player who's only clipping the forming block out of its cell.
Returns True if they were pushed clear (forgiving). Returns False leave
it lethal when the block is forming through the player's middle (too
deep to fairly eject) or the shove would press them into another solid
(squished against something, a crush as usual)."""
p = game.player.rect
b = self.base_rect
# Distance to move the player to clear the block on each side.
outs = {
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"up": p.bottom - b.top,
"down": b.bottom - p.top,
"left": p.right - b.left,
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"right": b.right - p.left,
}
side = min(outs, key=outs.get)
dist = outs[side]
if dist > self.tile * self._EDGE_GRACE:
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return False # deep overlap — forming through them
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dx, dy = _DIRS[side]
moved = p.move(dx * dist, dy * dist)
# The block isn't solid yet, so it's absent from solid_rects(); any hit
# here is a *different* solid backing them — no room to dodge = squished.
if any(moved.colliderect(s) for s in self.level.solid_rects()):
return False
player = game.player
player.fx += dx * dist
player.fy += dy * dist
if dx:
player.vx = 0.0
if dy:
player.vy = 0.0
player._sync_rect()
return True
def finalize_on_death(self):
# If we were forming when the player died, snap to fully visible so the
# frozen death tableau shows the block that got them.
if self.emerge_kill or self.alpha > 0.0:
self.alpha = 1.0
self.solid = True
def solid_rects(self):
return [self.base_rect] if self.solid else []
def hazard_rects(self):
return [self.base_rect] if self.emerge_kill else []
def draw(self, surface, assets):
if self.alpha <= 0.0:
if self.level.debug:
self._debug_tint(surface, (120, 210, 240), alpha=45)
return
img = assets.get("phase_block", self.tile, self.tile).copy()
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img.fill(
(255, 255, 255, int(255 * self.alpha)), special_flags=pygame.BLEND_RGBA_MULT
)
surface.blit(img, self._rt(self.base_rect))
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# --- registry + factory ------------------------------------------------------
TRAP_TYPES = {
"spike": Spike,
"block": Block,
"arrow_shooter": ArrowShooter,
"warp": Warp,
"phase_block": PhaseBlock,
}
def make_trap(spec, level):
ttype = spec.get("type")
cls = TRAP_TYPES.get(ttype)
if cls is None:
print(f"[level] unknown trap type: {ttype!r} — skipping")
return None
return cls(spec, level)
def expand_spec(spec):
"""Expand a trap spec's ``count`` into a line/grid of copies.
``count: [nx, ny]`` (or a single int for a horizontal line) places
nx-by-ny copies, each offset by ``spacing: [sx, sy]`` tiles (default 1).
Only ``at`` is shifted per copy (so ``move`` is relative and works;
absolute ``path`` is shared, so arrays suit stationary/simple traps).
A rectangle of ``invisible`` blocks replaces the old invisible wall.
"""
count = spec.get("count")
if count is None:
yield spec
return
if isinstance(count, (list, tuple)):
nx = int(count[0])
ny = int(count[1]) if len(count) > 1 else 1
else:
nx, ny = int(count), 1
spacing = spec.get("spacing", 1)
if isinstance(spacing, (list, tuple)):
sx = spacing[0]
sy = spacing[1] if len(spacing) > 1 else spacing[0]
else:
sx = sy = spacing
bc, br = spec.get("at", [0, 0])
for j in range(ny):
for i in range(nx):
s = dict(spec)
s.pop("count", None)
s.pop("spacing", None)
s["at"] = [bc + i * sx, br + j * sy]
yield s