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57
CLAUDE.md
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57
CLAUDE.md
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@@ -0,0 +1,57 @@
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# CLAUDE.md
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Guidance for working in this repo. **`SPEC.md` is the source of truth for engine
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behavior and the level format** — read it before changing mechanics, and update
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it (and `README.md`) when behavior changes. This file only covers workflow and
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conventions not found there.
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## Commands
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The working virtualenv is `.venv` (Python 3.13). Prefix commands with
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`.venv/bin/` or activate it first.
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```bash
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.venv/bin/python main.py # play every level in ./levels
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.venv/bin/python main.py levels/foo.yaml # play specific level(s), in order
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.venv/bin/python main.py --debug # force the debug view (see SPEC §14)
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.venv/bin/python -m pytest # run the test suite
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.venv/bin/black main.py game tests tools # format (do this before committing)
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```
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The test suite runs headless — `conftest.py` sets the SDL dummy video/audio
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drivers, so no window opens and nothing needs a display.
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## Conventions
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- **Formatting: `black`** (default 88-col line length, no config file). Run it on
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any Python you touch. It's in `requirements-dev.txt`.
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- The game must stay **fully playable with zero art assets**: every sprite falls
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back to a labeled colored rectangle (see `game/assets.py`). Don't add a hard
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dependency on any PNG.
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- **Physics/collision live in true coordinates.** `Level.render_offset` is a
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draw-only translation for the debug overscan — never fold it into gameplay
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math.
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- All tunables (physics, timing, colors, the placeholder table) belong in
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`game/settings.py`, not scattered as literals.
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## Adding a trap type
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Subclass `Trap` in `game/traps.py`, implement only the hooks it needs
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(`solid_rects`, `hazard_rects`, `carriers`, `update`, `draw`, `reset`, …), and
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register the class in the `TRAP_TYPES` factory map. Nothing else in the engine
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needs to change. See SPEC §11–13 for the hook contract and the trap catalog.
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## Tests
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`tests/` mirrors the behavior described in `SPEC.md` (physics, every trap and
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trigger, mounting, crush/shove, game-flow states). When you change behavior, add
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or update the matching test — several existing tests are regression guards for
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specific bugs (corner-warp, fits-under-no-crush, ride-into-wall-no-crush), so
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read the test's comment before altering its expectations.
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## Module map
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See SPEC §15 for the full layout. In short: `game/game.py` (loop/states/HUD),
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`game/level.py` (YAML → geometry + traps), `game/player.py` (physics &
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collision), `game/traps.py` (triggers + all trap types), `game/settings.py`
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(tunables), `game/assets.py` (sprites + placeholders).
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61
game/game.py
61
game/game.py
@@ -257,7 +257,9 @@ class Game:
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if self.state == "dying" and self.death_rect is not None:
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# The traps stay drawn in their moment-of-death state; the player is
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# replaced by a corpse sprite where they fell.
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sprite = self.assets.get("player_dead", self.death_rect.w, self.death_rect.h)
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sprite = self.assets.get(
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"player_dead", self.death_rect.w, self.death_rect.h
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)
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self.world.blit(sprite, self.death_rect.move(self.level.render_offset))
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else:
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self.player.draw(self.world, self.assets)
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@@ -278,11 +280,15 @@ class Game:
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if self.state == "won_level":
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plural = "death" if self.level_deaths == 1 else "deaths"
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self._draw_win_splash("LEVEL COMPLETE — phone charged!",
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f"{self.level_deaths} {plural} here · {self.deaths} total · ENTER for the next level")
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self._draw_win_splash(
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"LEVEL COMPLETE — phone charged!",
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f"{self.level_deaths} {plural} here · {self.deaths} total · ENTER for the next level",
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)
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elif self.state == "won_all":
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self._draw_win_splash("YOU MADE IT! Phone fully charged.",
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f"All levels cleared with {self.deaths} deaths. ENTER to replay")
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self._draw_win_splash(
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"YOU MADE IT! Phone fully charged.",
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f"All levels cleared with {self.deaths} deaths. ENTER to replay",
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)
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if self.state == "fading": # fade-in only; fade-out returned early above
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p = min(1.0, self.fade_timer / S.FADE_TIME)
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@@ -300,16 +306,22 @@ class Game:
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r = max(2, rect.h // 6)
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inset = max(2, rect.h // 10)
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pygame.draw.rect(surf, (60, 60, 72), rect, border_radius=r)
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pygame.draw.rect(surf, (28, 30, 40),
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rect.inflate(-inset, -inset), border_radius=r)
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pygame.draw.rect(
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surf, (28, 30, 40), rect.inflate(-inset, -inset), border_radius=r
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)
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fw = int((rect.w - inset * 2) * max(0.0, min(1.0, fill_frac)))
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if fill_frac > 0:
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fw = max(inset, fw)
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pygame.draw.rect(surf, col, (rect.x + inset, rect.y + inset, fw, rect.h - inset * 2),
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border_radius=r)
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pygame.draw.rect(
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surf,
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col,
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(rect.x + inset, rect.y + inset, fw, rect.h - inset * 2),
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border_radius=r,
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)
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nub_w, nub_h = max(3, rect.h // 4), rect.h // 2
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pygame.draw.rect(surf, (60, 60, 72),
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(rect.right, rect.centery - nub_h // 2, nub_w, nub_h))
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pygame.draw.rect(
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surf, (60, 60, 72), (rect.right, rect.centery - nub_h // 2, nub_w, nub_h)
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)
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def _draw_hud(self, hide_battery=False):
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w = self.screen.get_width()
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@@ -322,17 +334,24 @@ class Game:
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bar_w, bar_h = 180, 20
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bx, by = 12, (HUD_H - bar_h) // 2
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if not hide_battery:
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time_frac = max(0.0, self.battery / self.level.battery) if self.level.battery else 0.0
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time_frac = (
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max(0.0, self.battery / self.level.battery)
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if self.level.battery
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else 0.0
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)
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visual = time_frac * (self.level.battery_pct / 100.0)
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col = (240, 170, 60) if time_frac > 0.25 else (240, 80, 80)
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self._draw_battery(self.screen, pygame.Rect(bx, by, bar_w, bar_h), visual, col)
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self._draw_battery(
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self.screen, pygame.Rect(bx, by, bar_w, bar_h), visual, col
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)
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secs = max(0.0, self.battery)
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label = self.hud_font.render(f"{secs:4.1f}s", True, S.COLOR_HUD)
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self.screen.blit(label, (bx + bar_w + 16, by - 1))
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deaths = self.hud_font.render(
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f"deaths {self.level_deaths} / {self.deaths} total", True, S.COLOR_HUD)
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f"deaths {self.level_deaths} / {self.deaths} total", True, S.COLOR_HUD
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)
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self.screen.blit(deaths, (w - deaths.get_width() - 12, by - 1))
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name = self.hud_font.render(self.level.name, True, S.COLOR_HUD)
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@@ -367,9 +386,12 @@ class Game:
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home = pygame.Vector2(12 + bar_w / 2, (HUD_H - bar_h) // 2 + bar_h / 2)
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target = self._hero_battery()
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pos = home.lerp(pygame.Vector2(target.center), move_p)
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rect = pygame.Rect(0, 0,
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rect = pygame.Rect(
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0,
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0,
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round(bar_w + (target.w - bar_w) * move_p),
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round(bar_h + (target.h - bar_h) * move_p))
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round(bar_h + (target.h - bar_h) * move_p),
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)
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rect.center = (round(pos.x), round(pos.y))
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self._draw_battery(self.screen, rect, fill, (90, 220, 120))
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@@ -391,7 +413,10 @@ class Game:
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s = self.hud_font.render(subtitle, True, S.COLOR_HUD)
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self.screen.blit(s, s.get_rect(center=(W // 2, rect.bottom + 34)))
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def discover_levels(levels_dir):
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paths = sorted(glob.glob(os.path.join(levels_dir, "*.yaml")) +
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glob.glob(os.path.join(levels_dir, "*.yml")))
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paths = sorted(
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glob.glob(os.path.join(levels_dir, "*.yaml"))
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+ glob.glob(os.path.join(levels_dir, "*.yml"))
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)
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return paths
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@@ -39,8 +39,6 @@ class Level:
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rows = data.get("map", "").splitlines()
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# Strip a leading blank line from block-scalar formatting, keep shape.
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rows = [r for r in rows if r.strip("\n") != "" or True]
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rows = [r.rstrip("\n") for r in rows]
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if rows and rows[0] == "":
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rows = rows[1:]
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@@ -144,8 +142,10 @@ class Level:
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for rect in self.oneways:
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surface.blit(oneway_img, rect.move(ox, oy))
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surface.blit(assets.get("goal", self.goal_rect.w, self.goal_rect.h),
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self.goal_rect.move(ox, oy))
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surface.blit(
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assets.get("goal", self.goal_rect.w, self.goal_rect.h),
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self.goal_rect.move(ox, oy),
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)
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for tr in self.traps:
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tr.render(surface, assets)
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@@ -173,10 +173,12 @@ class Level:
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# Shade the off-screen overscan so the real play area reads clearly.
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view = pygame.Rect(ox, oy, self.width, self.height)
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shade = (10, 12, 20, 130)
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for band in (pygame.Rect(0, 0, sw, oy), # above
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for band in (
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pygame.Rect(0, 0, sw, oy), # above
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pygame.Rect(0, view.bottom, sw, sh - view.bottom), # below
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pygame.Rect(0, oy, ox, self.height), # left
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pygame.Rect(view.right, oy, sw - view.right, self.height)): # right
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pygame.Rect(view.right, oy, sw - view.right, self.height),
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): # right
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if band.w > 0 and band.h > 0:
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overlay.fill(shade, band)
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@@ -190,14 +192,16 @@ class Level:
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pygame.draw.line(overlay, line, (0, k * t), (sw, k * t))
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label = (150, 162, 190)
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for k in range(sw // t):
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overlay.blit(Level._grid_font.render(str(k - mx), True, label),
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(k * t + 2, 1))
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overlay.blit(
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Level._grid_font.render(str(k - mx), True, label), (k * t + 2, 1)
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)
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for k in range(sh // t):
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overlay.blit(Level._grid_font.render(str(k - my), True, label),
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(1, k * t + 1))
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overlay.blit(
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Level._grid_font.render(str(k - my), True, label), (1, k * t + 1)
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)
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# Outline the actual runtime viewport (the level's true bounds).
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if (mx or my):
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if mx or my:
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pygame.draw.rect(overlay, (95, 210, 235, 200), view, 2)
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surface.blit(overlay, (0, 0))
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@@ -42,7 +42,6 @@ class Player:
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self.drop_through_timer = 0.0
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self.was_jump_held = False
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self.crushed = False
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self.carry = (0.0, 0.0)
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self._sync_rect()
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def _sync_rect(self):
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@@ -118,9 +117,13 @@ class Player:
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pinned = any(p.colliderect(s) for s in solids)
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for r, dx, dy in movers:
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if dy > 0 and bd and pinned and r.colliderect(up): # squished down onto floor
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if (
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dy > 0 and bd and pinned and r.colliderect(up)
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): # squished down onto floor
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return True
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if dy < 0 and bu and pinned and r.colliderect(down): # squished up into ceiling
|
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if (
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dy < 0 and bu and pinned and r.colliderect(down)
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): # squished up into ceiling
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return True
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if dx > 0 and br and r.colliderect(left): # pushed right into a wall
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return True
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@@ -137,15 +140,15 @@ class Player:
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def _ride_platforms(self):
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# If standing on a moving platform, inherit its motion this frame.
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self.carry = (0.0, 0.0)
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for rect, dx, dy in self.level.carriers():
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if (abs(self.rect.bottom - rect.top) <= 3
|
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if (
|
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abs(self.rect.bottom - rect.top) <= 3
|
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and self.rect.right > rect.left + 1
|
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and self.rect.left < rect.right - 1):
|
||||
and self.rect.left < rect.right - 1
|
||||
):
|
||||
self.fx += dx
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self.fy += dy
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self._sync_rect()
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self.carry = (dx, dy)
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break
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def _horizontal(self, dt, inp):
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@@ -188,8 +191,11 @@ class Player:
|
||||
self.drop_through_timer = 0.12
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||||
|
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# jump (buffered + coyote)
|
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if self.jump_buffer > 0 and (self.on_ground or self.coyote > 0) \
|
||||
and self.drop_through_timer <= 0:
|
||||
if (
|
||||
self.jump_buffer > 0
|
||||
and (self.on_ground or self.coyote > 0)
|
||||
and self.drop_through_timer <= 0
|
||||
):
|
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self.vy = -S.JUMP_SPEED
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self.on_ground = False
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self.coyote = 0.0
|
||||
@@ -266,5 +272,6 @@ class Player:
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# --- rendering -----------------------------------------------------------
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def draw(self, surface, assets):
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ox, oy = self.level.render_offset
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surface.blit(assets.get("player", self.rect.w, self.rect.h),
|
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self.rect.move(ox, oy))
|
||||
surface.blit(
|
||||
assets.get("player", self.rect.w, self.rect.h), self.rect.move(ox, oy)
|
||||
)
|
||||
|
||||
@@ -32,7 +32,6 @@ FADE_TIME = 0.3 # seconds for each half of the fade-to-black transitio
|
||||
# --- Colors (placeholder rendering) ------------------------------------------
|
||||
COLOR_BG = (24, 26, 38)
|
||||
COLOR_HUD = (235, 235, 245)
|
||||
COLOR_HUD_WARN = (240, 90, 90)
|
||||
|
||||
# Fallback colors + labels for placeholder rectangles, keyed by sprite name.
|
||||
PLACEHOLDERS = {
|
||||
|
||||
105
game/traps.py
105
game/traps.py
@@ -15,12 +15,12 @@ Nothing else in the engine needs to change.
|
||||
|
||||
import pygame
|
||||
|
||||
from . import settings
|
||||
|
||||
|
||||
# --- helpers -----------------------------------------------------------------
|
||||
_DIRS = {
|
||||
"up": (0, -1), "down": (0, 1), "left": (-1, 0), "right": (1, 0),
|
||||
"up": (0, -1),
|
||||
"down": (0, 1),
|
||||
"left": (-1, 0),
|
||||
"right": (1, 0),
|
||||
}
|
||||
|
||||
|
||||
@@ -36,6 +36,7 @@ _DIRS = {
|
||||
# trigger: { timer: { interval: 1.2, up_time: 0.7 } }
|
||||
# trigger: { all: [ { within: 3 }, { dir: above, aligned: true } ] }
|
||||
|
||||
|
||||
class _Always:
|
||||
def evaluate(self, trap, game, dt):
|
||||
return True
|
||||
@@ -46,6 +47,7 @@ class _Always:
|
||||
|
||||
class _Within:
|
||||
"""Player within N tiles of the trap centre (Euclidean radius)."""
|
||||
|
||||
def __init__(self, n):
|
||||
self.n = float(n)
|
||||
|
||||
@@ -69,6 +71,7 @@ class _Directional:
|
||||
left/right (same rows) or *directly* above/below (same columns).
|
||||
inclusive: specify if the trap tile itself counts in the given direction.
|
||||
"""
|
||||
|
||||
def __init__(self, direction, rng, aligned, inclusive):
|
||||
self.dir = direction
|
||||
self.rng = None if rng is None else float(rng)
|
||||
@@ -113,6 +116,7 @@ class _Directional:
|
||||
|
||||
class _Timer:
|
||||
"""Cyclic: hidden for ``interval`` seconds, then active for ``up_time``."""
|
||||
|
||||
def __init__(self, interval, up_time):
|
||||
self.interval = float(interval)
|
||||
self.up_time = float(up_time)
|
||||
@@ -155,7 +159,9 @@ def make_condition(spec):
|
||||
if spec == "always":
|
||||
return _Always()
|
||||
if not isinstance(spec, dict):
|
||||
raise ValueError(f"trigger must be 'always' or a condition object, got {spec!r}")
|
||||
raise ValueError(
|
||||
f"trigger must be 'always' or a condition object, got {spec!r}"
|
||||
)
|
||||
if "all" in spec:
|
||||
return _All([make_condition(s) for s in spec["all"]])
|
||||
if "any" in spec:
|
||||
@@ -166,7 +172,12 @@ def make_condition(spec):
|
||||
if "within" in spec:
|
||||
return _Within(spec["within"])
|
||||
if "dir" in spec:
|
||||
return _Directional(spec["dir"], spec.get("range"), spec.get("aligned", False), spec.get("inclusive", False))
|
||||
return _Directional(
|
||||
spec["dir"],
|
||||
spec.get("range"),
|
||||
spec.get("aligned", False),
|
||||
spec.get("inclusive", False),
|
||||
)
|
||||
raise ValueError(f"unrecognized trigger condition: {spec!r}")
|
||||
|
||||
|
||||
@@ -274,8 +285,9 @@ class Trap:
|
||||
def _follow(self, parent):
|
||||
ox, oy = self._mount_off
|
||||
pr = parent.current_rect()
|
||||
self.base_rect = pygame.Rect(pr.x + ox, pr.y + oy,
|
||||
self.base_rect.w, self.base_rect.h)
|
||||
self.base_rect = pygame.Rect(
|
||||
pr.x + ox, pr.y + oy, self.base_rect.w, self.base_rect.h
|
||||
)
|
||||
|
||||
def tick(self, dt, game):
|
||||
self.update(dt, game)
|
||||
@@ -354,6 +366,7 @@ class Spike(Trap):
|
||||
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.
|
||||
"""
|
||||
|
||||
def __init__(self, spec, level):
|
||||
super().__init__(spec, level)
|
||||
self.direction = spec.get("direction", "up")
|
||||
@@ -415,6 +428,7 @@ class Block(Trap):
|
||||
start extending and be clear for ``release`` seconds to start
|
||||
retracting — hysteresis that stops boundary jitter.
|
||||
"""
|
||||
|
||||
def __init__(self, spec, level):
|
||||
super().__init__(spec, level)
|
||||
t = self.tile
|
||||
@@ -433,10 +447,18 @@ 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.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
|
||||
# `home` (default): sense the trigger from the resting cell, so the block
|
||||
# moving away can't toggle its own trigger (no jitter). `current`: sense
|
||||
@@ -463,8 +485,9 @@ class Block(Trap):
|
||||
# `home` sensing tracks the resting cell as it rides along the parent.
|
||||
ox, oy = self._origin
|
||||
offx, offy = self._mount_off
|
||||
self.base_rect = pygame.Rect(round(ox + offx), round(oy + offy),
|
||||
self.tile, self.tile)
|
||||
self.base_rect = pygame.Rect(
|
||||
round(ox + offx), round(oy + offy), self.tile, self.tile
|
||||
)
|
||||
|
||||
def reset(self):
|
||||
self._reset_trigger()
|
||||
@@ -505,8 +528,9 @@ class Block(Trap):
|
||||
self.emerge_kill = False
|
||||
r = self._rect()
|
||||
p = game.player.rect
|
||||
on_top = (abs(p.bottom - r.top) <= 4
|
||||
and p.right > r.left + 2 and p.left < r.right - 2)
|
||||
on_top = (
|
||||
abs(p.bottom - r.top) <= 4 and p.right > r.left + 2 and p.left < r.right - 2
|
||||
)
|
||||
if self.cstate == "solid":
|
||||
if on_top:
|
||||
self.cstate = "crumbling"
|
||||
@@ -590,8 +614,7 @@ class Block(Trap):
|
||||
|
||||
def _rect(self):
|
||||
ox, oy = self._origin
|
||||
return pygame.Rect(round(ox + self.x), round(oy + self.y),
|
||||
self.tile, self.tile)
|
||||
return pygame.Rect(round(ox + self.x), round(oy + self.y), self.tile, self.tile)
|
||||
|
||||
def current_rect(self):
|
||||
return self._rect()
|
||||
@@ -654,6 +677,7 @@ class ArrowShooter(Trap):
|
||||
direction: up/down/left/right. speed: px/s. interval: seconds between shots.
|
||||
trigger: only fires while the condition holds (default ``always``).
|
||||
"""
|
||||
|
||||
def __init__(self, spec, level):
|
||||
super().__init__(spec, level)
|
||||
self.direction = spec.get("direction", "left")
|
||||
@@ -676,10 +700,14 @@ class ArrowShooter(Trap):
|
||||
rect = pygame.Rect(0, 0, w, h)
|
||||
rect.center = r.center
|
||||
# nudge the arrow to the emitting edge
|
||||
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
|
||||
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
|
||||
self.arrows.append(Arrow(rect, dx * self.speed, dy * self.speed))
|
||||
|
||||
def update(self, dt, game):
|
||||
@@ -704,8 +732,9 @@ class ArrowShooter(Trap):
|
||||
return [a.rect for a in self.arrows]
|
||||
|
||||
def draw(self, surface, assets):
|
||||
surface.blit(assets.get("arrow_shooter", self.tile, self.tile),
|
||||
self._rt(self.base_rect))
|
||||
surface.blit(
|
||||
assets.get("arrow_shooter", self.tile, self.tile), self._rt(self.base_rect)
|
||||
)
|
||||
for a in self.arrows:
|
||||
surface.blit(assets.get("arrow", a.rect.w, a.rect.h), self._rt(a.rect))
|
||||
|
||||
@@ -717,6 +746,7 @@ class Warp(Trap):
|
||||
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
|
||||
destination) while designing."""
|
||||
|
||||
_PULSE_TIME = 0.35 # seconds the activation aura takes to fade out
|
||||
|
||||
# Concentric rings of the aura: (radius x tile, alpha x, colour). Drawn
|
||||
@@ -763,8 +793,9 @@ class Warp(Trap):
|
||||
c.render(surface, assets)
|
||||
|
||||
def _dest_rect(self):
|
||||
return pygame.Rect(self.dest[0] * self.tile, self.dest[1] * self.tile,
|
||||
self.tile, self.tile)
|
||||
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
|
||||
@@ -788,8 +819,13 @@ class Warp(Trap):
|
||||
if self.level.debug:
|
||||
self._debug_tint(surface, (210, 80, 235), alpha=90)
|
||||
dest = self._dest_rect()
|
||||
pygame.draw.line(surface, (210, 80, 235),
|
||||
self._rt(self.base_rect).center, self._rt(dest).center, 1)
|
||||
pygame.draw.line(
|
||||
surface,
|
||||
(210, 80, 235),
|
||||
self._rt(self.base_rect).center,
|
||||
self._rt(dest).center,
|
||||
1,
|
||||
)
|
||||
self._debug_tint(surface, (210, 80, 235), dest, 45)
|
||||
|
||||
|
||||
@@ -799,6 +835,7 @@ class PhaseBlock(Trap):
|
||||
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))
|
||||
@@ -820,8 +857,11 @@ class PhaseBlock(Trap):
|
||||
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):
|
||||
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
|
||||
@@ -891,8 +931,9 @@ class PhaseBlock(Trap):
|
||||
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)
|
||||
img.fill(
|
||||
(255, 255, 255, int(255 * self.alpha)), special_flags=pygame.BLEND_RGBA_MULT
|
||||
)
|
||||
surface.blit(img, self._rt(self.base_rect))
|
||||
|
||||
|
||||
|
||||
@@ -1,2 +1,3 @@
|
||||
-r requirements.txt
|
||||
pytest>=7.0
|
||||
black
|
||||
|
||||
@@ -113,8 +113,13 @@ def test_slider_once_no_jitter_and_retracts():
|
||||
|
||||
def test_sense_current_rides_down():
|
||||
# A dropper (sense=current) commits to the bottom and holds while ridden.
|
||||
b = block(at=[21, 9], move=[0, 4], speed=220, sense="current",
|
||||
trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]})
|
||||
b = block(
|
||||
at=[21, 9],
|
||||
move=[0, 4],
|
||||
speed=220,
|
||||
sense="current",
|
||||
trigger={"all": [{"within": 5}, {"dir": "above", "aligned": True}]},
|
||||
)
|
||||
# player standing on top of it
|
||||
p = pygame.Rect(21 * 32 + 4, 9 * 32 - 29, 23, 29)
|
||||
g = FakeGame(p)
|
||||
@@ -131,7 +136,7 @@ def test_carriers_reports_motion():
|
||||
b = block(at=[0, 5], path=[[0, 5], [5, 5]], mode="pingpong", speed=120)
|
||||
g = FakeGame(pygame.Rect(0, 0, 4, 4))
|
||||
b.update(1 / 60, g)
|
||||
(rect, dx, dy), = b.carriers()
|
||||
((rect, dx, dy),) = b.carriers()
|
||||
assert dx != 0 and dy == 0 # moving horizontally
|
||||
|
||||
|
||||
@@ -147,8 +152,12 @@ def test_expand_line():
|
||||
|
||||
|
||||
def test_expand_grid_with_spacing():
|
||||
ats = [s["at"] for s in expand_spec(
|
||||
{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]})]
|
||||
ats = [
|
||||
s["at"]
|
||||
for s in expand_spec(
|
||||
{"type": "block", "at": [0, 0], "count": [3, 2], "spacing": [2, 3]}
|
||||
)
|
||||
]
|
||||
assert ats == [[0, 0], [2, 0], [4, 0], [0, 3], [2, 3], [4, 3]]
|
||||
# count/spacing are stripped from each expanded spec
|
||||
for s in expand_spec({"type": "block", "at": [0, 0], "count": [2, 1]}):
|
||||
@@ -173,4 +182,9 @@ traps:
|
||||
blocks = [t for t in lvl.traps if isinstance(t, Block)]
|
||||
assert len(blocks) == 4
|
||||
assert all(b.deadly for b in blocks)
|
||||
assert sorted(b.current_rect().x for b in blocks) == [2 * 32, 3 * 32, 4 * 32, 5 * 32]
|
||||
assert sorted(b.current_rect().x for b in blocks) == [
|
||||
2 * 32,
|
||||
3 * 32,
|
||||
4 * 32,
|
||||
5 * 32,
|
||||
]
|
||||
|
||||
@@ -5,7 +5,6 @@ from conftest import step, run, place, hold, DT
|
||||
from game import settings as S
|
||||
from game.player import InputState
|
||||
|
||||
|
||||
SIMPLE = """
|
||||
name: My Level
|
||||
tile_size: 32
|
||||
@@ -62,6 +61,7 @@ def test_death_counters_per_level_and_total(make_game, tmp_path):
|
||||
a.write_text(SIMPLE)
|
||||
b.write_text(SIMPLE.replace("My Level", "Two"))
|
||||
from game.game import Game
|
||||
|
||||
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
|
||||
|
||||
def die():
|
||||
@@ -69,7 +69,9 @@ def test_death_counters_per_level_and_total(make_game, tmp_path):
|
||||
while g.state == "dying":
|
||||
step(g)
|
||||
|
||||
die(); die(); die()
|
||||
die()
|
||||
die()
|
||||
die()
|
||||
assert g.level_deaths == 3 and g.deaths == 3
|
||||
g._advance()
|
||||
assert g.level_deaths == 0 and g.deaths == 3 # per-level resets, total persists
|
||||
@@ -95,6 +97,7 @@ def test_fade_swaps_level_at_black(make_game, tmp_path):
|
||||
a.write_text(SIMPLE)
|
||||
b.write_text(SIMPLE.replace("My Level", "Two"))
|
||||
from game.game import Game
|
||||
|
||||
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
|
||||
g.state = "won_level"
|
||||
g._start_fade(g._advance)
|
||||
@@ -116,26 +119,39 @@ def test_fade_swaps_level_at_black(make_game, tmp_path):
|
||||
def test_window_sized_once_for_tallest_level(make_game, tmp_path, monkeypatch):
|
||||
a = tmp_path / "a.yaml"
|
||||
b = tmp_path / "b.yaml"
|
||||
a.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n") # 3 rows
|
||||
b.write_text("name: B\ntile_size: 32\nmap: |\n #####\n #...#\n #P.G#\n #####\n") # 4 rows
|
||||
a.write_text(
|
||||
"name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n"
|
||||
) # 3 rows
|
||||
b.write_text(
|
||||
"name: B\ntile_size: 32\nmap: |\n #####\n #...#\n #P.G#\n #####\n"
|
||||
) # 4 rows
|
||||
from game.game import Game
|
||||
|
||||
calls = []
|
||||
orig = pygame.display.set_mode
|
||||
monkeypatch.setattr(pygame.display, "set_mode",
|
||||
lambda size, *a, **k: calls.append(size) or orig(size, *a, **k))
|
||||
monkeypatch.setattr(
|
||||
pygame.display,
|
||||
"set_mode",
|
||||
lambda size, *a, **k: calls.append(size) or orig(size, *a, **k),
|
||||
)
|
||||
g = Game([str(a), str(b)], str(tmp_path / "noassets"))
|
||||
g._advance(); g._replay()
|
||||
g._advance()
|
||||
g._replay()
|
||||
assert len(calls) == 1 # never recreated the window
|
||||
# sized to the tallest level (4 rows + HUD)
|
||||
from game.game import HUD_H
|
||||
|
||||
assert g.win_h == 4 * 32 + HUD_H
|
||||
|
||||
|
||||
def test_debug_view_adds_overscan_margin(tmp_path):
|
||||
from game.game import Game, HUD_H
|
||||
from game import settings as S
|
||||
|
||||
p = tmp_path / "d.yaml"
|
||||
p.write_text("name: t\ntile_size: 32\ndebug: true\nmap: |\n #####\n #P.G#\n #####\n")
|
||||
p.write_text(
|
||||
"name: t\ntile_size: 32\ndebug: true\nmap: |\n #####\n #P.G#\n #####\n"
|
||||
)
|
||||
g = Game([str(p)], str(tmp_path / "noassets"))
|
||||
m = S.DEBUG_VIEW_MARGIN * 32
|
||||
assert m > 0
|
||||
@@ -148,6 +164,7 @@ def test_debug_view_adds_overscan_margin(tmp_path):
|
||||
|
||||
def test_no_overscan_without_debug(tmp_path):
|
||||
from game.game import Game
|
||||
|
||||
p = tmp_path / "n.yaml"
|
||||
p.write_text("name: t\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
|
||||
g = Game([str(p)], str(tmp_path / "noassets"))
|
||||
@@ -169,14 +186,17 @@ def test_cli_debug_forces_all_levels(make_game):
|
||||
|
||||
def test_f5_hot_reload_picks_up_edits_and_counts_death(tmp_path):
|
||||
from game.game import Game
|
||||
|
||||
p = tmp_path / "hot.yaml"
|
||||
p.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
|
||||
g = Game([str(p)], str(tmp_path / "noassets"))
|
||||
assert g.level.name == "A" and len(g.level.traps) == 0
|
||||
d0 = g.deaths
|
||||
# edit the file on disk, then F5
|
||||
p.write_text("name: B\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n"
|
||||
"traps:\n - type: block\n at: [2, 1]\n deadly: true\n")
|
||||
p.write_text(
|
||||
"name: B\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n"
|
||||
"traps:\n - type: block\n at: [2, 1]\n deadly: true\n"
|
||||
)
|
||||
g._reload_level()
|
||||
assert g.state == "dying" and g.deaths == d0 + 1 # death beat + counter
|
||||
while g.state == "dying":
|
||||
@@ -187,6 +207,7 @@ def test_f5_hot_reload_picks_up_edits_and_counts_death(tmp_path):
|
||||
|
||||
def test_f5_bad_yaml_does_not_crash(tmp_path, capsys):
|
||||
from game.game import Game
|
||||
|
||||
p = tmp_path / "bad.yaml"
|
||||
p.write_text("name: A\ntile_size: 32\nmap: |\n #####\n #P.G#\n #####\n")
|
||||
g = Game([str(p)], str(tmp_path / "noassets"))
|
||||
@@ -201,7 +222,10 @@ def test_f5_bad_yaml_does_not_crash(tmp_path, capsys):
|
||||
def test_debug_grid_adds_pixels(make_level):
|
||||
import pygame
|
||||
from game.assets import AssetStore
|
||||
lvl = make_level("name: t\ntile_size: 32\nmap: |\n #####\n #...#\n #...#\n #####\n")
|
||||
|
||||
lvl = make_level(
|
||||
"name: t\ntile_size: 32\nmap: |\n #####\n #...#\n #...#\n #####\n"
|
||||
)
|
||||
a = AssetStore("noassets")
|
||||
|
||||
def painted(dbg):
|
||||
@@ -209,6 +233,11 @@ def test_debug_grid_adds_pixels(make_level):
|
||||
w = pygame.Surface((lvl.width, lvl.height))
|
||||
w.fill((0, 0, 0))
|
||||
lvl.draw(w, a)
|
||||
return sum(1 for y in range(lvl.height) for x in range(lvl.width)
|
||||
if w.get_at((x, y))[:3] != (0, 0, 0))
|
||||
return sum(
|
||||
1
|
||||
for y in range(lvl.height)
|
||||
for x in range(lvl.width)
|
||||
if w.get_at((x, y))[:3] != (0, 0, 0)
|
||||
)
|
||||
|
||||
assert painted(True) > painted(False) # grid + labels add ink
|
||||
|
||||
@@ -3,7 +3,6 @@
|
||||
from conftest import step, DT
|
||||
from game.traps import Block, Spike
|
||||
|
||||
|
||||
PLATFORM_WITH_SPIKE = """
|
||||
name: t
|
||||
tile_size: 32
|
||||
@@ -74,8 +73,10 @@ traps:
|
||||
for m in plat.mounts:
|
||||
assert m._mounted and m.deadly
|
||||
# each deadly mount tracks the platform at its offset and is lethal
|
||||
exp = (plat.current_rect().x + m._mount_off[0],
|
||||
plat.current_rect().y + m._mount_off[1])
|
||||
exp = (
|
||||
plat.current_rect().x + m._mount_off[0],
|
||||
plat.current_rect().y + m._mount_off[1],
|
||||
)
|
||||
assert (m.current_rect().x, m.current_rect().y) == exp
|
||||
assert m.hazard_rects()
|
||||
|
||||
|
||||
@@ -55,6 +55,7 @@ def test_variable_jump_height(make_game):
|
||||
step(g, hold(jump_pressed=(i == 0), jump_held=held))
|
||||
hi = min(hi, g.player.rect.bottom)
|
||||
return ground - hi
|
||||
|
||||
assert peak(60) > peak(1) + 8
|
||||
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
import hashlib
|
||||
import pygame
|
||||
from conftest import (FakeGame, step, run, place, hold, DT)
|
||||
from conftest import FakeGame, step, run, place, hold, DT
|
||||
from game.assets import AssetStore
|
||||
from game.traps import Spike, ArrowShooter, Warp, PhaseBlock, Block
|
||||
|
||||
@@ -62,6 +62,7 @@ def test_spike_sprite_rotates_per_direction(tmp_path):
|
||||
|
||||
def h(s):
|
||||
return hashlib.md5(pygame.image.tostring(s, "RGBA")).hexdigest()
|
||||
|
||||
assert h(up) != h(down) # rotation actually happened
|
||||
assert left.get_size() == (16, 32) and up.get_size() == (32, 16)
|
||||
|
||||
@@ -343,9 +344,11 @@ def test_debug_overscan_reveals_offmap_trap(make_level):
|
||||
# In debug the play surface is enlarged and shifted (render_offset) so a trap
|
||||
# placed just off the map is drawn into the overscan instead of being clipped.
|
||||
from game import settings as S
|
||||
|
||||
lvl = make_level(
|
||||
"name: t\ntile_size: 32\ndebug: true\nmap: |\n #####\n #...#\n #####\n"
|
||||
"traps:\n - type: block\n at: [5, 1]\n deadly: true\n") # col 5 = off-map
|
||||
"traps:\n - type: block\n at: [5, 1]\n deadly: true\n"
|
||||
) # col 5 = off-map
|
||||
a = AssetStore("noassets")
|
||||
m = S.DEBUG_VIEW_MARGIN * lvl.tile
|
||||
lvl.render_offset = (m, m)
|
||||
@@ -384,8 +387,11 @@ traps:
|
||||
w = pygame.Surface((lvl.width, lvl.height))
|
||||
w.fill((0, 0, 0))
|
||||
sp.render(w, a)
|
||||
return any(w.get_at((x, y))[:3] != (0, 0, 0)
|
||||
for y in range(32, 96) for x in range(32, 96))
|
||||
return any(
|
||||
w.get_at((x, y))[:3] != (0, 0, 0)
|
||||
for y in range(32, 96)
|
||||
for x in range(32, 96)
|
||||
)
|
||||
|
||||
assert painted(False) is False # invisible in play
|
||||
assert painted(True) is True # revealed in debug
|
||||
|
||||
@@ -6,9 +6,12 @@ from game.traps import make_condition
|
||||
|
||||
|
||||
def ev(spec, px, py, w=20, h=28, dt=0.0):
|
||||
trap = type("T", (), {"tile": 32,
|
||||
"sensor_rect": lambda self: pygame.Rect(100, 100, 32, 32)})()
|
||||
trap = type(
|
||||
"T", (), {"tile": 32, "sensor_rect": lambda self: pygame.Rect(100, 100, 32, 32)}
|
||||
)()
|
||||
return make_condition(spec).evaluate(trap, FakeGame(pygame.Rect(px, py, w, h)), dt)
|
||||
|
||||
|
||||
# trap centre = (116, 116); left100 right132 top100 bottom132
|
||||
|
||||
|
||||
@@ -67,8 +70,9 @@ def test_all_and_any():
|
||||
|
||||
def test_timer_cycles():
|
||||
c = make_condition({"timer": {"interval": 0.3, "up_time": 0.2}})
|
||||
trap = type("T", (), {"tile": 32,
|
||||
"sensor_rect": lambda self: pygame.Rect(0, 0, 32, 32)})()
|
||||
trap = type(
|
||||
"T", (), {"tile": 32, "sensor_rect": lambda self: pygame.Rect(0, 0, 32, 32)}
|
||||
)()
|
||||
g = FakeGame(pygame.Rect(0, 0, 4, 4))
|
||||
states = [c.evaluate(trap, g, 1 / 60) for _ in range(30)]
|
||||
assert states[0] is False # starts in the "off" interval
|
||||
@@ -77,6 +81,7 @@ def test_timer_cycles():
|
||||
|
||||
def test_bad_condition_raises():
|
||||
import pytest
|
||||
|
||||
with pytest.raises(ValueError):
|
||||
make_condition({"nope": 1})
|
||||
|
||||
|
||||
@@ -55,8 +55,9 @@ def draw_player_dead(s):
|
||||
for ex in (11, 17): # X eyes
|
||||
pygame.draw.line(s, (225, 85, 85), (ex, 9), (ex + 4, 14), 2)
|
||||
pygame.draw.line(s, (225, 85, 85), (ex + 4, 9), (ex, 14), 2)
|
||||
pygame.draw.lines(s, (200, 205, 215), False,
|
||||
[(9, 8), (14, 13), (12, 18), (21, 21)], 1) # crack
|
||||
pygame.draw.lines(
|
||||
s, (200, 205, 215), False, [(9, 8), (14, 13), (12, 18), (21, 21)], 1
|
||||
) # crack
|
||||
|
||||
|
||||
def draw_goal(s):
|
||||
@@ -95,15 +96,18 @@ def draw_patrol_block(s):
|
||||
pygame.draw.rect(s, (80, 65, 125), (0, 0, TILE, TILE), 2)
|
||||
pygame.draw.rect(s, (162, 148, 208), (2, 2, TILE - 4, 4)) # top highlight
|
||||
for off in (0, 9): # motion chevrons
|
||||
pygame.draw.lines(s, (92, 76, 142), False,
|
||||
[(10, 15 + off), (16, 19 + off), (22, 15 + off)], 2)
|
||||
pygame.draw.lines(
|
||||
s, (92, 76, 142), False, [(10, 15 + off), (16, 19 + off), (22, 15 + off)], 2
|
||||
)
|
||||
|
||||
|
||||
def draw_crumble_block(s):
|
||||
s.fill((166, 136, 96))
|
||||
pygame.draw.rect(s, (120, 95, 60), (0, 0, TILE, TILE), 2)
|
||||
cr = (112, 86, 56)
|
||||
pygame.draw.lines(s, cr, False, [(8, 2), (12, 10), (9, 16), (14, 24), (12, TILE)], 1)
|
||||
pygame.draw.lines(
|
||||
s, cr, False, [(8, 2), (12, 10), (9, 16), (14, 24), (12, TILE)], 1
|
||||
)
|
||||
pygame.draw.lines(s, cr, False, [(22, 3), (19, 9), (24, 15), (20, 22)], 1)
|
||||
pygame.draw.line(s, cr, (2, 14), (9, 16), 1)
|
||||
pygame.draw.line(s, cr, (24, 15), (TILE, 13), 1)
|
||||
@@ -129,7 +133,11 @@ def draw_spike_block(s):
|
||||
[(2, 2), (13, 6), (6, 13)], # up-left
|
||||
[(TILE - 2, 2), (TILE - 13, 6), (TILE - 6, 13)], # up-right
|
||||
[(2, TILE - 2), (13, TILE - 6), (6, TILE - 13)], # down-left
|
||||
[(TILE - 2, TILE - 2), (TILE - 13, TILE - 6), (TILE - 6, TILE - 13)], # down-right
|
||||
[
|
||||
(TILE - 2, TILE - 2),
|
||||
(TILE - 13, TILE - 6),
|
||||
(TILE - 6, TILE - 13),
|
||||
], # down-right
|
||||
]
|
||||
for t in tris:
|
||||
pygame.draw.polygon(s, base, t)
|
||||
@@ -144,8 +152,7 @@ def draw_phase_block(s):
|
||||
pygame.draw.rect(s, (120, 210, 240), (0, 0, TILE, TILE), 2)
|
||||
pygame.draw.line(s, (150, 230, 255), (4, 4), (TILE - 5, TILE - 5), 1)
|
||||
pygame.draw.line(s, (150, 230, 255), (TILE - 5, 4), (4, TILE - 5), 1)
|
||||
pygame.draw.polygon(s, (150, 230, 255),
|
||||
[(16, 4), (28, 16), (16, 28), (4, 16)], 1)
|
||||
pygame.draw.polygon(s, (150, 230, 255), [(16, 4), (28, 16), (16, 28), (4, 16)], 1)
|
||||
|
||||
|
||||
def draw_arrow(s):
|
||||
|
||||
Reference in New Issue
Block a user