Make phase a block property rather than a distinct type

This commit is contained in:
James Campbell
2026-08-02 00:03:58 -04:00
parent a17a68a07e
commit 7b7b005823
5 changed files with 515 additions and 201 deletions

View File

@@ -104,29 +104,30 @@ Any trap can also take:
| `type` | Key parameters | Behavior |
|-----------------|----------------|----------|
| `spike` | `direction` (`up`/`down`/`left`/`right`), `trigger`, `delay` | Deadly spike; active while its `trigger` holds. The sprite auto-rotates to point the way `direction` faces. |
| `block` | see below | The all-in-one block: stationary, sliding, patrolling, deadly, fake, and/or crumbling. |
| `block` | see below | The all-in-one block: stationary, sliding, patrolling, deadly, fake, crumbling, and/or phasing. |
| `arrow_shooter` | `direction`, `speed`, `interval`, `trigger`, `delay` | A wall turret firing deadly arrows every `interval` seconds while its `trigger` holds. |
| `warp` | `to` [col,row] | Invisible tile that teleports the player to `to` on contact. Re-arms once you leave it. |
| `phase_block` | `trigger`, `fade` | Invisible and intangible until its `trigger` fires, then fades into a solid over `fade` seconds (and fades back out when the trigger releases). If you're standing in the cell the instant it *starts* appearing, you die — and if you die while one is mid-fade it snaps fully visible for the death freeze. |
### The `block` trap
One trap covers stationary blocks, sliders, patrolling platforms, spike blocks,
fake blocks, and crumbling blocks — compose the behaviour from options (which
combine, e.g. a moving platform that crumbles):
fake blocks, crumbling blocks, and phase blocks — compose the behaviour from
options (which combine, e.g. a moving platform that crumbles, or a phase block
that's always moving):
| option | meaning |
|---|---|
| `path` [[col,row],…] | waypoints it travels between (default just `[at]` = stationary) |
| `move` [dcol,drow] | shorthand for a 2-point path `[at, at+move]` (a slider) |
| `mode` | `once` (default): advance to the last point while triggered, retreat to the first when not — the slider/dropper. `loop` / `pingpong`: cycle the whole path continuously (a patrol). |
| `trigger` | when it moves (default `always`). A patrol is just a path + the default `always` trigger. |
| `deadly` (bool) | `true` → a hazard (spikes) instead of a solid |
| `trigger` | when it activates (default `always`). A patrol is just a path + the default `always` trigger. A block that both moves and phases can give each its own trigger via a per-target map (see Triggers). |
| `deadly` (bool) | `true` → a hazard (spikes) instead of a solid. On a phase block the hazard is live only once materialised. |
| `fake` (bool) | looks solid but you fall straight through it |
| `crumble` (bool) + `crumble_delay`, `respawn` | gives way `crumble_delay` s after you stand on it, vanishes, then reappears after `respawn` s (killing you if you're standing where it re-forms) |
| `phase` (bool) + `fade` | invisible/intangible until triggered, then fades into a solid (or a hazard, if `deadly`) over `fade` s (default 0.3) and back out when the trigger releases. Forming into you is lethal, but a non-deadly one first shoves you clear if you're only clipping an edge; if you die while one is mid-fade it snaps fully visible for the death freeze. |
| `speed` | px/s |
| `sprite` | override sprite (default: `spike_block` if deadly, `fake_block` if fake, `crumble_block` if crumble, else `moving_block`) |
| `delay` / `release` | (`once`) hysteresis: the trigger must hold `delay` s to start extending and be clear `release` s (default 0.1) to start retracting — stops boundary jitter |
| `sprite` | override sprite (default: `spike_block` if deadly, `fake_block` if fake, `crumble_block` if crumble, `phase_block` if phase, else `moving_block`) |
| `delay` / `release` | hold `delay` s to activate (may be a per-target map); in `once` motion, be clear `release` s (default 0.1) to start retracting — stops boundary jitter |
| `sense` | `home` (default): a slider senses its trigger from its resting cell, so moving away can't toggle its own trigger. `current`: senses from the live position — for a block you *ride* (e.g. a dropper) so it stays put while ridden instead of pulling back |
```yaml
@@ -145,6 +146,15 @@ combine, e.g. a moving platform that crumbles):
path: [[9, 10], [14, 10], [14, 6]]
mode: loop
sprite: patrol_block
- type: block # deadly block that patrols AND phases in near you
at: [9, 3]
phase: true
deadly: true
move: [4, 0]
trigger:
motion: always # always sliding back and forth
phase: { within: 3 } # but only solid/deadly when you're close
```
A `once` block runs a *committed stroke*: once it starts moving it runs all the
@@ -183,6 +193,21 @@ trigger:
*continuously* this long before the trap arms; leaving the condition resets the
countdown. Handy for "linger and it strikes" spikes.
**Per-target triggers.** A `block` can both move and phase, and each behaviour
can take its own trigger (and `delay`). Give a single condition to drive both,
or a map keyed by target (`motion` / `phase`) with `default` covering the rest:
```yaml
trigger:
default: always # phase (and anything else)
motion: { within: 5 } # motion only
delay: { motion: 0.1, phase: 0.3 }
```
A map that names some targets but omits `default` leaves the unnamed ones with
no trigger (off) — the debug view warns if that silently disables a capability.
An unknown target name is an error.
### Getting crushed
You also die if a moving (non-deadly) `block` **pinches** you: presses you

79
SPEC.md
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@@ -341,6 +341,37 @@ Composites evaluate *all* children each frame (so nested timers keep ticking).
long before the trap arms; leaving the condition resets the countdown. This is
arm hysteresis (e.g. "linger and it strikes").
### 12.1 Per-target triggers and delays
A trap with more than one triggerable behaviour — a `block` can both **move**
and **phase** — lets each behaviour take its own trigger and delay. The value is
either:
- a **single** condition/scalar (the common case), applied to every target; or
- a **per-target map** keyed by target name, with `default` covering the rest.
Target names are disjoint from the condition keywords above, so a bare condition
like `{ within: 2 }` is never mistaken for a map. The block's targets are
`motion` and `phase`.
```yaml
trigger: { within: 2 } # both motion and phase
trigger:
default: always # phase (and any other target)
motion: { within: 5 } # motion only
delay: { motion: 0.1, phase: 0.3 } # per-target arm delays
```
- If a map names some targets but omits `default`, the **unnamed targets get no
trigger and never fire** — a `phase` block with `trigger: { motion: … }` and
no `default` never materialises. (In the debug view this prints a warning,
since it's usually a mistake.)
- An unknown target name raises an error at load time.
- Each target keeps its own condition instance and arm countdown, so their
timers never interfere.
- A scalar `delay` applies to all targets; an unnamed target without a `default`
delay falls back to `0`.
---
## 13. Trap catalog
@@ -354,20 +385,21 @@ holds.
### 13.2 `block` — the all-in-one block
One trap covering stationary blocks, sliders, patrolling platforms, spike
blocks, fake blocks, and crumbling blocks. Options combine.
blocks, fake blocks, crumbling blocks, and phase blocks. Options combine.
| Option | Meaning |
|---|---|
| `path: [[col,row],…]` | waypoints it travels between (default `[at]` = stationary) |
| `move: [dcol,drow]` | shorthand for a 2-point path `[at, at+move]` (a slider) |
| `mode` | `once` (default): extend to the last waypoint while triggered, retreat to the first when not — slider/dropper. `loop` / `pingpong`: cycle the whole path continuously — a patrol. |
| `trigger` | when it moves (default `always`); a patrol is a path + `always` |
| `trigger` | when it activates (default `always`); a patrol is a path + `always`. May be a per-target map (`motion` / `phase`) — see §12.1 |
| `speed` | px/s (default 140) |
| `deadly` (bool) | hazard (spikes) instead of a solid |
| `deadly` (bool) | hazard (spikes) instead of a solid. On a `phase` block the hazard is live only while it's materialised |
| `fake` (bool) | drawn like a solid block but non-collidable (you fall through) |
| `crumble` (bool) + `crumble_delay`, `respawn` | gives way `crumble_delay` s after you stand on it, vanishes, then re-forms after `respawn` s (killing you if you're standing where it re-forms) |
| `sprite` | override sprite (default: `spike_block` if deadly, `fake_block` if fake, `crumble_block` if crumble, else `moving_block`) |
| `delay` / `release` | (`once`) hysteresis: hold `delay` s to start extending, be clear `release` s (default 0.1) to start retracting |
| `phase` (bool) + `fade` | invisible/intangible until triggered, then fades into a solid (or a hazard, if `deadly`) over `fade` s (default 0.3) and back out when the trigger releases — see the phasing note below |
| `sprite` | override sprite (default: `spike_block` if deadly, `fake_block` if fake, `crumble_block` if crumble, `phase_block` if phase, else `moving_block`) |
| `delay` / `release` | hold `delay` s to activate (may be a per-target map, §12.1); in `once` motion, be clear `release` s (default 0.1) to start retracting |
| `sense` | `home` (default): sense the trigger from the resting cell; `current`: sense from the live position (for blocks you ride, so they stay put while ridden) |
Behavior notes:
@@ -375,11 +407,24 @@ Behavior notes:
endpoint without reversing, and only reconsiders its trigger while parked at
an endpoint. Combined with `home` sensing, this eliminates the jitter a
slider would otherwise get from moving out of its own sensor range.
- A non-deadly, non-fake block is a **solid** that reports itself as a
**carrier** so the player rides it; a moving block can **shove** or **crush**
the player (§5.2, §5.6).
- Movement runs first each frame, then the crumble state machine, so a moving
platform can also crumble.
- A non-deadly, non-fake, non-phasing (or materialised) block is a **solid**
that reports itself as a **carrier** so the player rides it; a moving block
can **shove** or **crush** the player (§5.2, §5.6).
- Movement, crumble, and phasing run in that order each frame, so a block can
combine them — e.g. a block that's always moving (`motion: always`) but only
**phases** in when the player is near (`phase: { within: N }`). Motion is
trigger-driven; crumble is contact-driven; phasing is trigger-driven.
- **Phasing**: while the `phase` trigger holds the block fades in and becomes
collidable (a solid, or — with `deadly` — a hazard that's live only once
materialised); when it releases, it fades back out and goes intangible. If the
player overlaps the cell the instant it *starts* forming, a non-deadly block
is forgiving about edge clips: when they're only clipping an edge (overlap ≤
half a tile on the shallowest axis) it shoves them out and solidifies behind
them, staying lethal only when it forms through their middle (a deep overlap)
or the shove would press them into another solid (a crush). A `deadly` phase
block skips the shove and simply kills. If the player dies while a phase block
is mid-fade, it snaps fully visible before the death freeze (via the
`finalize_on_death` hook — see §7/§11).
### 13.3 `arrow_shooter`
A wall turret that fires a deadly projectile every `interval` seconds while its
@@ -399,18 +444,8 @@ and destination tiles and fades out over ~0.35 s (expanding/thinning rings drawn
procedurally, no sprite), so the teleport reads on screen even though the tile
itself is invisible.
### 13.5 `phase_block`
Invisible and intangible until its `trigger` fires, then it fades into a solid
over `fade` seconds (alpha 0→1) and fades back out when the trigger releases. If
the player overlaps the cell the instant it *starts* forming, it's forgiving
about edge clips: when they're only clipping an edge (overlap ≤ half a tile on
the shallowest axis) it shoves them out of the cell and solidifies behind them.
It stays lethal only when the block forms through the player's middle (a deep
overlap) or the shove would press them into another solid (squished against
something — a crush, as usual). In the lethal case it stays intangible that frame
so they're killed rather than displaced. If the player dies while it is mid-fade,
it snaps fully visible before the death freeze (via the `finalize_on_death`
hook — see §7/§11).
(A *phase block* — invisible/intangible until triggered, then fades into a solid
or hazard — is not a separate type: it's the `block` option `phase: true`, §13.2.)
---

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@@ -45,6 +45,17 @@ class _Always:
pass
class _Never:
"""A target with no condition — never fires. Used when a per-target trigger
map names some targets but omits ``default``, so the unnamed ones are off."""
def evaluate(self, trap, game, dt):
return False
def reset(self):
pass
class _Within:
"""Player within N tiles of the trap centre (Euclidean radius)."""
@@ -181,6 +192,48 @@ def make_condition(spec):
raise ValueError(f"unrecognized trigger condition: {spec!r}")
# --- per-target trigger / delay maps -----------------------------------------
# A trap with more than one triggerable behaviour (a block can move *and* phase)
# lets each behaviour take its own trigger and delay. The value is either a
# single condition/scalar applied to every target (the common case) or a map
# keyed by target name (``motion``, ``phase``, …) with ``default`` covering the
# rest. Target names are disjoint from the condition keywords above, so a bare
# condition like ``{within: 2}`` is never mistaken for a target map.
#
# trigger: { within: 2 } # both motion and phase
# trigger: { default: always, motion: { within: 5 } }
# delay: { motion: 0.1, phase: 0.3 }
_NEVER = object() # sentinel: an unnamed target with no ``default`` -> off
def _is_target_map(value, targets):
"""True if ``value`` is a per-target map (a dict keyed by target names)
rather than a single condition/scalar applied to every target."""
if not isinstance(value, dict):
return False
names = set(targets) | {"default"}
return any(k in names for k in value)
def _split_targets(value, targets, kind, missing):
"""Resolve a scalar-or-map ``trigger``/``delay`` value into
``{target: spec}``. A scalar (or single-condition dict) applies to every
target; a per-target map assigns each named target its own spec, with
``default`` covering the rest and unnamed-without-default falling back to
``missing``."""
if not _is_target_map(value, targets):
return {t: value for t in targets}
valid = set(targets) | {"default"}
unknown = [k for k in value if k not in valid]
if unknown:
raise ValueError(
f"{kind}: unknown target(s) {unknown}; valid targets are {sorted(valid)}"
)
fallback = value.get("default", missing)
return {t: value.get(t, fallback) for t in targets}
class Trap:
def __init__(self, spec, level):
self.spec = spec
@@ -340,23 +393,44 @@ class Trap:
# --- 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
# _reset_trigger() in reset(), and triggered(target) each frame. A trap with
# a single behaviour uses the lone default target; a block that both moves
# and phases names two ("motion", "phase") so each can take its own trigger
# and arm delay (see the per-target docs above make_condition's helpers).
def _init_trigger(self, spec, targets=("main",)):
trig_specs = _split_targets(
spec.get("trigger", "always"), targets, "trigger", _NEVER
)
delay_specs = _split_targets(spec.get("delay", 0.0), targets, "delay", 0.0)
self._trig = {}
self._trig_never = set() # targets that resolved to a never-firing condition
for t in targets:
cspec = trig_specs[t]
if cspec is _NEVER:
cond = _Never()
self._trig_never.add(t)
else:
cond = make_condition(cspec)
self._trig[t] = {
"cond": cond,
"delay": float(delay_specs[t] or 0.0), # arm delay (seconds)
"timer": 0.0,
}
def _reset_trigger(self):
self._trig_timer = 0.0
self.trigger.reset()
for slot in self._trig.values():
slot["timer"] = 0.0
slot["cond"].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
def triggered(self, game, dt, target="main"):
"""True while ``target``'s trigger condition holds. If a ``delay`` is
set, the condition must hold *continuously* for that long first; leaving
the condition resets the countdown. Each target keeps its own condition
instance and countdown, so their timers never interfere."""
slot = self._trig[target]
raw = slot["cond"].evaluate(self, game, dt)
slot["timer"] = slot["timer"] + dt if raw else 0.0
return raw and slot["timer"] >= slot["delay"]
# --- spike: emerges to kill -------------------------------------------------
@@ -411,22 +485,34 @@ class Spike(Trap):
# --- 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.
"""A block that may move, phase in/out, and/or be deadly — one trap covering
stationary blocks, proximity sliders, patrolling platforms, spike blocks,
fake blocks, crumbling blocks, and phase 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.
trigger: when it activates (default ``always``). Sensors track the block's
live position, so a condition like ``{dir: above}`` keeps it going
while the player rides it. A block that both moves and phases can
give each its own trigger via a per-target map keyed ``motion`` /
``phase`` (see the per-target docs near make_condition).
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.
deadly: true -> a hazard (spikes) instead of a solid. On a phase block the
hazard is only live while it's materialised.
phase: true -> invisible/intangible until triggered, then fades into a
solid (or, if ``deadly``, a hazard) over ``fade`` seconds and back
out when the trigger releases. Forming into the player is lethal,
though a non-deadly one first tries to shove a player merely
clipping an edge clear.
speed: px/s. sprite: override (default: spike_block if deadly, fake_block
if fake, crumble_block if crumble, phase_block if phase, else
moving_block).
delay/release: the trigger must hold for ``delay`` seconds to activate; in
``once`` motion it must also be clear for ``release`` seconds to
start retracting — hysteresis that stops boundary jitter. ``delay``
may be a per-target map too.
"""
def __init__(self, spec, level):
@@ -447,27 +533,44 @@ class Block(Trap):
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))
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.phase = bool(spec.get("phase", False)) # fades in/out on trigger
self.fade = float(spec.get("fade", 0.3)) # phase fade-in/out seconds
self.sprite = spec.get("sprite", self._default_sprite())
self.release = float(spec.get("release", 0.1)) # once-mode retract hysteresis
# `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)
# Motion and phasing each take their own trigger/delay (a single trigger
# applies to both). Crumble is contact-driven, not trigger-driven.
self._init_trigger(spec, targets=("motion", "phase"))
if self.level.debug:
self._warn_dead_trigger("phase", self.phase)
self._warn_dead_trigger("motion", len(self.points) >= 2)
self.reset()
def _default_sprite(self):
if self.deadly:
return "spike_block"
if self.fake:
return "fake_block"
if self.crumble:
return "crumble_block"
if self.phase:
return "phase_block"
return "moving_block"
def _warn_dead_trigger(self, target, enabled):
# Design aid: a capability that's on but whose trigger never fires (a
# per-target map that named other targets but omitted this one and
# `default`) is almost always a mistake — flag it in the debug view.
if enabled and target in self._trig_never:
print(
f"[level] block at [{self.col},{self.row}]: {target} is enabled "
f"but its trigger never fires (add a '{target}' or 'default' target)"
)
def sensor_rect(self):
return self.base_rect if self.sense == "home" else self._rect()
@@ -498,13 +601,19 @@ class Block(Trap):
self._origin = (0.0, 0.0)
self.prev = (self.x, self.y)
self.dir = 1 # pingpong direction
self.phase = "rest" # once mode: rest|extending|extended|retracting
self.motion_phase = "rest" # once mode: rest|extending|extended|retracting
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)
self.cstate = "solid" # crumble: solid|crumbling|gone
self.ctimer = 0.0
self.shake = 0.0
# phase: fade-in progress (0..1) and whether it's currently collidable.
self.alpha = 0.0
self.materialized = False
# Set the frame a block (crumble re-forming or phase forming) materialises
# into the player — lethal this frame. Crumble and phase are mutually
# exclusive in practice, so they share the flag.
self.emerge_kill = False
def update(self, dt, game):
@@ -514,8 +623,8 @@ class Block(Trap):
# block executes its path/move relative to the parent it rides.
if not self._mounted:
self.prev = (self.x, self.y)
active = self.triggered(game, dt) # call every frame to keep the timer live
if len(self.points) >= 2:
active = self.triggered(game, dt, "motion")
step = self.speed * dt
if self.mode == "once":
self._update_once(active, dt, step)
@@ -523,6 +632,8 @@ class Block(Trap):
self._update_patrol(active, step)
if self.crumble:
self._update_crumble(dt, game)
if self.phase:
self._update_phase(dt, game)
def _update_crumble(self, dt, game):
self.emerge_kill = False
@@ -552,6 +663,78 @@ class Block(Trap):
self.ctimer = 0.0
self.shake = 0.0
# How deep the player may be into a forming phase block 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.
_EDGE_GRACE = 0.5 # fraction of a tile
def _update_phase(self, dt, game):
# Materialise while the `phase` trigger holds (fade alpha 0->1), fade
# back out when it releases. A block forming into the player is lethal;
# a non-deadly (solid) one first tries to shove a player who's only
# clipping an edge clear, while a deadly one simply kills.
self.emerge_kill = False
active = self.triggered(game, dt, "phase")
if active:
forming = self.alpha == 0.0 and not self.materialized
if (
forming
and not self.deadly
and game.player.rect.colliderect(self._rect())
and not self._eject_player(game)
):
self.emerge_kill = True
return
self.alpha = min(1.0, self.alpha + dt / self.fade)
self.materialized = True
else:
self.alpha = max(0.0, self.alpha - dt / self.fade)
if self.alpha == 0.0:
self.materialized = 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)."""
p = game.player.rect
b = self._rect()
# Distance to move the player to clear the block on each side.
outs = {
"up": p.bottom - b.top,
"down": b.bottom - p.top,
"left": p.right - b.left,
"right": b.right - p.left,
}
side = min(outs, key=outs.get)
dist = outs[side]
if dist > self.tile * self._EDGE_GRACE:
return False # deep overlap — forming through them
dx, dy = _DIRS[side]
moved = p.move(dx * dist, dy * dist)
# The block isn't materialised yet, so it's absent from solid_rects();
# any hit here is a *different* solid backing them — no room to dodge.
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):
# A phase block caught mid-fade (or forming into the player) snaps fully
# visible so the frozen death tableau shows the block that got them.
if self.phase and (self.emerge_kill or self.alpha > 0.0):
self.alpha = 1.0
self.materialized = True
def _step_to(self, tgt, step):
"""Move toward tgt by step; snap and return True on arrival."""
tx, ty = tgt
@@ -570,27 +753,27 @@ class Block(Trap):
# 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 self.motion_phase == "rest":
if active:
self.phase = "extending"
elif self.phase == "extending":
self.motion_phase = "extending"
elif self.motion_phase == "extending":
if self._step_to(self.points[self.idx + 1], step):
self.idx += 1
if self.idx >= n - 1:
self.phase = "extended"
self.motion_phase = "extended"
self._release_t = 0.0
elif self.phase == "extended":
elif self.motion_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":
self.motion_phase = "retracting"
elif self.motion_phase == "retracting":
if self._step_to(self.points[self.idx - 1], step):
self.idx -= 1
if self.idx <= 0:
self.phase = "rest"
self.motion_phase = "rest"
def _update_patrol(self, active, step):
tgt = self.points[self.idx] if active else self.points[0]
@@ -620,16 +803,24 @@ class Block(Trap):
return self._rect()
def _intangible(self):
return self.deadly or self.fake or (self.crumble and self.cstate == "gone")
if self.deadly or self.fake:
return True
if self.crumble and self.cstate == "gone":
return True
if self.phase and not self.materialized:
return True
return False
def solid_rects(self):
return [] if self._intangible() else [self._rect()]
def hazard_rects(self):
rects = []
if self.deadly:
# A deadly block is a hazard whenever it's present — for a phase block
# that means only once it has materialised.
if self.deadly and (not self.phase or self.materialized):
rects.append(self._rect().inflate(-4, -4))
if self.crumble and self.emerge_kill:
if self.emerge_kill: # crumble re-forming / phase forming into the player
rects.append(self._rect())
return rects
@@ -653,10 +844,22 @@ class Block(Trap):
if self.level.debug:
self._debug_ghost(surface, assets, self.sprite)
return
# phase block still dormant: invisible (debug tints the cell so it shows).
if self.phase and self.alpha <= 0.0:
if self.level.debug:
self._debug_tint(surface, (120, 210, 240), alpha=45)
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))
img = assets.get(self.sprite, self.tile, self.tile)
if self.phase and self.alpha < 1.0: # fade in/out
img = img.copy()
img.fill(
(255, 255, 255, int(255 * self.alpha)),
special_flags=pygame.BLEND_RGBA_MULT,
)
surface.blit(img, self._rt(rect))
if self.fake and self.level.debug:
self._debug_tint(surface, (255, 40, 40), self._rect(), 90)
@@ -829,121 +1032,12 @@ class Warp(Trap):
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."""
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.
_EDGE_GRACE = 0.5 # fraction of a tile
def update(self, dt, game):
self.emerge_kill = False
active = self.triggered(game, dt)
if active:
if (
self.alpha == 0.0
and not self.solid
and game.player.rect.colliderect(self.base_rect)
):
# 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 = {
"up": p.bottom - b.top,
"down": b.bottom - p.top,
"left": p.right - b.left,
"right": b.right - p.left,
}
side = min(outs, key=outs.get)
dist = outs[side]
if dist > self.tile * self._EDGE_GRACE:
return False # deep overlap — forming through them
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()
img.fill(
(255, 255, 255, int(255 * self.alpha)), special_flags=pygame.BLEND_RGBA_MULT
)
surface.blit(img, self._rt(self.base_rect))
# --- registry + factory ------------------------------------------------------
TRAP_TYPES = {
"spike": Spike,
"block": Block,
"arrow_shooter": ArrowShooter,
"warp": Warp,
"phase_block": PhaseBlock,
}

View File

@@ -1,10 +1,10 @@
"""Spike, arrow_shooter, warp, phase_block + the invisible flag & block arrays."""
"""Spike, arrow_shooter, warp, phase blocks + the invisible flag & block arrays."""
import hashlib
import pygame
from conftest import FakeGame, step, run, place, hold, DT
from game.assets import AssetStore
from game.traps import Spike, ArrowShooter, Warp, PhaseBlock, Block
from game.traps import Spike, ArrowShooter, Warp, Block
# --- spike -------------------------------------------------------------------
@@ -211,17 +211,18 @@ map: |
#P......G#
##########
traps:
- type: phase_block
- type: block
at: [4, 3]
phase: true
fade: 0.2
trigger: { within: 2 }
""")
pb = g.level.traps[0]
place(g, 1, 3)
step(g)
assert not pb.solid and pb.alpha == 0 # dormant far away
assert not pb.materialized and pb.alpha == 0 # dormant far away
run(g, 40, lambda i: hold(right=True))
assert pb.solid and pb.alpha > 0 # phased in solid on approach
assert pb.materialized and pb.alpha > 0 # phased in solid on approach
def test_phase_block_kills_if_inside_when_it_forms(make_game):
@@ -234,8 +235,9 @@ map: |
#.....G#
########
traps:
- type: phase_block
- type: block
at: [3, 2]
phase: true
fade: 0.2
trigger: { within: 3 }
""")
@@ -261,8 +263,9 @@ map: |
#......G#
#########
traps:
- type: phase_block
- type: block
at: [4, 1]
phase: true
fade: 0.2
trigger: { within: 5 }
""")
@@ -278,7 +281,7 @@ traps:
# survived, and pushed out to the left so it no longer overlaps the cell
assert g.deaths == d0
assert g.player.rect.right <= b.left
assert pb.solid and not pb.emerge_kill
assert pb.materialized and not pb.emerge_kill
def test_phase_block_kills_when_shove_would_squish(make_game):
@@ -292,8 +295,9 @@ map: |
#.....G#
########
traps:
- type: phase_block
- type: block
at: [1, 1]
phase: true
fade: 0.2
trigger: { within: 5 }
""")
@@ -326,8 +330,9 @@ map: |
#.....G#
########
traps:
- type: phase_block
- type: block
at: [3, 2]
phase: true
fade: 0.5
trigger: { within: 3 }
""")
@@ -337,7 +342,44 @@ traps:
step(g)
assert 0 < pb.alpha < 1
g._start_death() # die from something
assert pb.alpha == 1.0 and pb.solid # snapped fully visible for the freeze
assert pb.alpha == 1.0 and pb.materialized # snapped fully visible for the freeze
def test_deadly_phase_block_harmless_until_materialized(make_game):
# A deadly phase block is neither solid nor a hazard while dormant, then
# becomes a (never-solid) hazard once it materialises.
g = make_game("""
name: t
tile_size: 32
map: |
##########
#........#
#........#
#P......G#
##########
traps:
- type: block
at: [4, 2]
phase: true
deadly: true
fade: 0.15
trigger: { within: 3 }
""")
b = g.level.traps[0]
place(g, 1, 3) # far away -> dormant
step(g)
assert not b.solid_rects() and not b.hazard_rects()
# Materialise it by standing on the cell; a deadly block never becomes solid.
place(g, 4, 2)
d0 = g.deaths
killed = False
for _ in range(12):
step(g)
if g.deaths > d0:
killed = True
break
assert killed # the materialised hazard kills
assert not b.solid_rects() # deadly -> never solid, even materialised
def test_debug_overscan_reveals_offmap_trap(make_level):

View File

@@ -109,3 +109,121 @@ traps:
armed = i
break
assert armed is not None and 13 <= armed <= 17 # ~0.25s = 15 frames
# --- per-target triggers/delays (a block can move AND phase) -----------------
def _block(make_level, body):
lvl = make_level(
"name: t\ntile_size: 32\nmap: |\n ######\n #P..G#\n ######\ntraps:\n" + body
)
return lvl.traps[0]
def _cond(block, target):
return type(block._trig[target]["cond"]).__name__
def test_trigger_single_condition_applies_to_all_targets(make_level):
# A bare condition (not a target map) drives both motion and phase.
b = _block(
make_level, " - type: block\n at: [2, 1]\n trigger: { within: 2 }\n"
)
assert _cond(b, "motion") == "_Within"
assert _cond(b, "phase") == "_Within"
def test_trigger_all_any_is_a_single_condition(make_level):
# `all`/`any` are condition keywords, not target names -> one condition.
b = _block(
make_level,
" - type: block\n at: [2, 1]\n"
" trigger: { any: [ { within: 2 }, { dir: left } ] }\n",
)
assert _cond(b, "motion") == "_Any" and _cond(b, "phase") == "_Any"
def test_trigger_per_target_map_with_default(make_level):
# `default` covers unnamed targets; a named target overrides it.
b = _block(
make_level,
" - type: block\n at: [2, 1]\n phase: true\n"
" trigger:\n default: always\n motion: { within: 5 }\n",
)
assert _cond(b, "motion") == "_Within" # named
assert _cond(b, "phase") == "_Always" # from default
def test_trigger_unnamed_target_off_without_default(make_level):
# A map naming only motion (no default) leaves phase with no trigger -> off.
b = _block(
make_level,
" - type: block\n at: [2, 1]\n phase: true\n"
" trigger: { motion: always }\n",
)
assert "phase" in b._trig_never
assert _cond(b, "phase") == "_Never" and _cond(b, "motion") == "_Always"
def test_trigger_unknown_target_raises(make_level):
import pytest
with pytest.raises(ValueError):
_block(
make_level,
" - type: block\n at: [2, 1]\n"
" trigger: { motion: always, bogus: always }\n",
)
def test_delay_scalar_applies_to_all_targets(make_level):
b = _block(make_level, " - type: block\n at: [2, 1]\n delay: 0.2\n")
assert b._trig["motion"]["delay"] == 0.2 and b._trig["phase"]["delay"] == 0.2
def test_delay_per_target_map(make_level):
b = _block(
make_level,
" - type: block\n at: [2, 1]\n delay: { motion: 0.1, phase: 0.3 }\n",
)
assert b._trig["motion"]["delay"] == 0.1 and b._trig["phase"]["delay"] == 0.3
# unnamed-without-default delay falls back to 0 (no arm delay)
b2 = _block(
make_level, " - type: block\n at: [2, 1]\n delay: { motion: 0.1 }\n"
)
assert b2._trig["phase"]["delay"] == 0.0
def test_motion_and_phase_independent_triggers(make_level):
# The user's case: a phase block that's *always* moving but only materialises
# when the player is near. Motion and phase read their own triggers.
lvl = make_level("""
name: t
tile_size: 32
map: |
############
#..........#
#P........G#
############
traps:
- type: block
at: [4, 1]
phase: true
move: [3, 0]
speed: 200
fade: 0.2
trigger:
motion: always
phase: { within: 2 }
""")
b = lvl.traps[0]
b.reset()
far = FakeGame(pygame.Rect(1 * 32, 1 * 32, 20, 28)) # player at the far end
x0 = b._rect().x
for _ in range(20):
b.tick(1 / 60, far)
assert b._rect().x != x0 # moved (motion: always) ...
assert b.alpha == 0.0 # ... but hasn't materialised (player far)
near = FakeGame(pygame.Rect(b._rect().x + 2, 1 * 32, 20, 28))
for _ in range(10):
b.tick(1 / 60, near)
assert b.alpha > 0.0 # phases in once the player is close