Files
battery/game/traps.py
2026-07-25 13:13:48 -04:00

950 lines
36 KiB
Python

"""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 = {
"up": (0, -1), "down": (0, 1), "left": (-1, 0), "right": (1, 0),
}
# --- 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 } ] }
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)."""
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).
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)
self.aligned = bool(aligned)
self.inclusive = bool(inclusive)
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
if p.centerx >= ref:
return False
dist = ref - p.centerx
else:
ref = r.left if self.inclusive else r.right
if p.centerx <= ref:
return False
dist = p.centerx - ref
else: # above / below
if self.aligned and not (p.right > r.left and p.left < r.right):
return False
if d == "above":
ref = r.bottom if self.inclusive else r.top
if p.centery >= ref:
return False
dist = r.top - p.centery
else:
ref = r.top if self.inclusive else r.bottom
if p.centery <= ref:
return False
dist = p.centery - ref
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``."""
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):
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:
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:
return _Directional(spec["dir"], spec.get("range"), spec.get("aligned", False), spec.get("inclusive", False))
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)
self._mounted = False # set True on traps that ride another (a mount)
# 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)
# 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)
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)
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]
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()
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)
for c in self.mounts:
c._follow(self) # reposition after we've moved this frame
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.
"""
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))
if dy == -1: # up: bottom half is ground, tip points up
return pygame.Rect(r.x, r.y + t // 2, t, t // 2)
if dy == 1: # down (ceiling spike)
return pygame.Rect(r.x, r.y, t, t // 2)
if dx == -1: # left (from right wall pointing left)
return pygame.Rect(r.x, r.y, t // 2, t)
return pygame.Rect(r.x + t // 2, r.y, t // 2, t) # right
# 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))
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.
"""
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))
self.fake = bool(spec.get("fake", False)) # looks solid, isn't
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.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)
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
self.base_rect = pygame.Rect(round(ox + offx), round(oy + offy),
self.tile, self.tile)
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)
self.dir = 1 # pingpong direction
self.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
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)
active = self.triggered(game, dt) # call every frame to keep the timer live
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
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"
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
return pygame.Rect(round(ox + self.x), round(oy + self.y),
self.tile, self.tile)
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"))
# 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))
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``).
"""
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
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):
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):
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))
# --- 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
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
# 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)),
)
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):
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
def update(self, dt, game):
if self._pulse > 0.0:
self._pulse = max(0.0, self._pulse - dt / self._PULSE_TIME)
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
self._pulse = 1.0 # flash at both ends this frame, then fade
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):
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))
def draw(self, surface, assets):
if self._pulse > 0.0:
self._draw_aura(surface, self.base_rect)
self._draw_aura(surface, self._dest_rect())
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)
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,
}
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