Files
battery/game/game.py
James Campbell 59e4bcce1c Debug view improvements, warp animation
* Add a visible frame one tile beyond the normal screen in debug mode.

* Fix the display of motion paths for mounted traps in debug mode.

* Add an animation for the warp trap.
2026-07-22 11:56:21 -04:00

398 lines
17 KiB
Python

"""Top-level game loop, states, HUD, and the death/respawn/win flow."""
import os
import glob
import pygame
from . import settings as S
from .assets import AssetStore
from .level import Level
from .player import Player, InputState
HUD_H = 46 # height of the status bar above the play area
MIN_W = 480 # keep the window wide enough for the HUD text
class Game:
def __init__(self, level_paths, assets_dir, debug=False):
pygame.init()
pygame.display.set_caption(S.CAPTION)
self.level_paths = level_paths
self.force_debug = debug # --debug: turn debug view on for every level
self.assets = AssetStore(assets_dir)
self.clock = pygame.time.Clock()
self.hud_font = pygame.font.SysFont("consolas,menlo,monospace", 22, bold=True)
self.big_font = pygame.font.SysFont("consolas,menlo,monospace", 40, bold=True)
self.index = 0
self.running = True
self.state = "playing" # playing | dying | won_level | won_all
self.death_timer = 0.0 # counts down during the "dying" pause
self.death_rect = None # where to draw the corpse
self.deaths = 0 # total deaths this session
self.level_deaths = 0 # deaths on the current level (resets per level)
self._pending_reload = False # F5: reload the level file on next respawn
# Size the window ONCE to fit the largest level, then never resize it —
# calling set_mode again mid-session recreates the window (it flickers /
# looks like it closes). Smaller levels are centred within it. The debug
# view reveals a margin of overscan around a level, so budget for it here
# (for any level that will be shown in debug) or it'd be clipped.
dims = [self._draw_size(lv) for lv in map(Level, self.level_paths)]
self.win_w = max(max(w for w, _ in dims), MIN_W)
self.win_h = max(h for _, h in dims) + HUD_H
self.screen = pygame.display.set_mode((self.win_w, self.win_h))
self._load_current()
# --- level management ----------------------------------------------------
def _debug_margin(self, level):
"""Pixels of overscan drawn around a level in the debug view (0 if it
won't be shown in debug)."""
if not (self.force_debug or level.debug):
return 0
return S.DEBUG_VIEW_MARGIN * level.tile
def _draw_size(self, level):
"""The pixel size the level's play surface occupies, including any debug
overscan margin on both sides."""
m = self._debug_margin(level)
return level.width + 2 * m, level.height + 2 * m
def _load_current(self):
self.level = Level(self.level_paths[self.index])
if self.force_debug:
self.level.debug = True # CLI flag overrides the per-level setting
self.player = Player(self.level)
self.battery = self.level.battery
# In debug, grow the play surface by a margin and shift all drawing into
# it (render_offset) so geometry just off the map is visible.
m = self._debug_margin(self.level)
self.level.render_offset = (m, m)
world_w, world_h = self._draw_size(self.level)
self.world = pygame.Surface((world_w, world_h))
# Centre the play area in the fixed window, below the HUD.
ox = (self.win_w - world_w) // 2
oy = HUD_H + (self.win_h - HUD_H - world_h) // 2
self.world_pos = (ox, oy)
self.state = "playing"
self.death_timer = 0.0
self.death_rect = None
self.level_deaths = 0 # fresh count for the level we just loaded
def _start_death(self):
# Begin the death pause: freeze everything, leave the corpse on screen.
# Traps are deliberately NOT reset yet — that happens on respawn.
if self.state != "playing":
return
self.deaths += 1
self.level_deaths += 1
self.state = "dying"
self.death_timer = S.DEATH_PAUSE
self.death_rect = self.player.rect.copy()
# Let traps settle into a final look before the scene freezes — e.g. a
# phase block that was mid-materialise snaps to fully visible.
for t in self.level.traps:
t.finalize_all()
def _respawn(self):
if self._pending_reload:
# F5 hot-reload: re-read the level file from disk (picks up edits),
# keeping the death the reload just counted.
self._pending_reload = False
kept = self.level_deaths
try:
self._load_current()
self.level_deaths = kept
except Exception as ex: # bad edit -> don't crash
print(f"[reload] {self.level_paths[self.index]}: {ex}")
self.player.respawn()
self.level.reset()
self.battery = self.level.battery
else:
self.player.respawn()
self.level.reset()
self.battery = self.level.battery # phone gets plugged back in at start
self.state = "playing"
def _reload_level(self):
# Hot-reload the current level from disk. Counts as a death — plays the
# death beat and bumps the counters — so it also escapes soft-locks.
if self.state != "playing":
return
self._pending_reload = True
self._start_death()
def _reach_goal(self):
# Freeze everything and play the battery-charging animation; the win
# splash follows once it finishes.
self.state = "charging"
self.charge_timer = 0.0
tf = max(0.0, self.battery / self.level.battery) if self.level.battery else 0.0
self.charge_from = tf * (self.level.battery_pct / 100.0) # near-empty start
self._final = self.index + 1 >= len(self.level_paths)
def _advance(self):
self.index += 1
self._load_current()
def _replay(self):
# Fresh session after clearing everything.
self.index = 0
self.deaths = 0
self._load_current()
def _start_fade(self, action):
# Fade to black, run `action` (load a level) at full black, then fade in.
# Snapshot the current frame (the splash) so the fade-out dips *it* to
# black instead of flashing the underlying world.
self.fade_snapshot = self.screen.copy()
self.state = "fading"
self.fade_timer = 0.0
self.fade_phase = "out"
self.fade_action = action
def _update_fade(self, dt):
self.fade_timer += dt
if self.fade_timer < S.FADE_TIME:
return
if self.fade_phase == "out":
self.fade_action() # swap levels while the screen is black
self.state = "fading" # _load_current() flips to "playing"; undo it
self.fade_phase = "in"
self.fade_timer = 0.0
else:
self.state = "playing"
# --- input ---------------------------------------------------------------
def _poll_events(self):
inp = InputState()
for e in pygame.event.get():
if e.type == pygame.QUIT:
self.running = False
elif e.type == pygame.KEYDOWN:
if e.key == pygame.K_ESCAPE:
self.running = False
elif e.key in (pygame.K_SPACE, pygame.K_w, pygame.K_UP):
inp.jump_pressed = True
elif e.key == pygame.K_r:
self._start_death() # manual give-up / restart
elif e.key == pygame.K_F5:
self._reload_level() # hot-reload from disk (counts as a death)
elif self.state == "won_level" and e.key == pygame.K_RETURN:
self._start_fade(self._advance)
elif self.state == "won_all" and e.key == pygame.K_RETURN:
self._start_fade(self._replay)
keys = pygame.key.get_pressed()
inp.left = keys[pygame.K_a] or keys[pygame.K_LEFT]
inp.right = keys[pygame.K_d] or keys[pygame.K_RIGHT]
inp.down = keys[pygame.K_s] or keys[pygame.K_DOWN]
inp.jump_held = keys[pygame.K_SPACE] or keys[pygame.K_w] or keys[pygame.K_UP]
return inp
# --- main loop -----------------------------------------------------------
def run(self):
while self.running:
dt = self.clock.tick(S.FPS) / 1000.0
dt = min(dt, 1 / 30) # clamp to avoid tunneling on lag spikes
inp = self._poll_events()
if self.state == "playing":
self._update_play(dt, inp)
elif self.state == "dying":
# Scene is frozen; just count down, then reset and respawn.
self.death_timer -= dt
if self.death_timer <= 0:
self._respawn()
elif self.state == "charging":
# Everything stops while the battery animates up to full.
self.charge_timer += dt
if self.charge_timer >= S.CHARGE_TIME:
self.state = "won_all" if self._final else "won_level"
elif self.state == "fading":
self._update_fade(dt)
self._draw()
pygame.quit()
def _update_play(self, dt, inp):
self.battery -= dt
self.level.update(dt, self)
self.player.update(dt, inp)
# death conditions
pr = self.player.rect
died = self.battery <= 0
died = died or pr.top > self.level.height + 160 # fell out of the world
died = died or self.player.crushed # pinched by a moving block
if not died:
for hz in self.level.hazard_rects():
if pr.colliderect(hz):
died = True
break
if died:
self._start_death()
return
# reached the charger?
if pr.colliderect(self.level.goal_rect):
self._reach_goal()
# --- rendering -----------------------------------------------------------
def _draw(self):
# Fade-out: dip the frozen splash frame to black (level not swapped yet).
if self.state == "fading" and self.fade_phase == "out":
self.screen.blit(self.fade_snapshot, (0, 0))
p = min(1.0, self.fade_timer / S.FADE_TIME)
overlay = pygame.Surface(self.screen.get_size())
overlay.fill((0, 0, 0))
overlay.set_alpha(int(255 * p))
self.screen.blit(overlay, (0, 0))
pygame.display.flip()
return
self.world.fill(S.COLOR_BG)
self.level.draw(self.world, self.assets)
if self.state == "dying" and self.death_rect is not None:
# The traps stay drawn in their moment-of-death state; the player is
# replaced by a corpse sprite where they fell.
sprite = self.assets.get("player_dead", self.death_rect.w, self.death_rect.h)
self.world.blit(sprite, self.death_rect.move(self.level.render_offset))
else:
self.player.draw(self.world, self.assets)
self.screen.fill((12, 12, 18))
self.screen.blit(self.world, self.world_pos)
self._draw_hud(hide_battery=(self.state == "charging"))
if self.state == "dying":
# A red tint that fades as the corpse lingers.
alpha = int(140 * (self.death_timer / S.DEATH_PAUSE))
overlay = pygame.Surface(self.screen.get_size(), pygame.SRCALPHA)
overlay.fill((200, 40, 40, alpha))
self.screen.blit(overlay, (0, 0))
if self.state == "charging":
self._draw_charge_anim()
if self.state == "won_level":
plural = "death" if self.level_deaths == 1 else "deaths"
self._draw_win_splash("LEVEL COMPLETE — phone charged!",
f"{self.level_deaths} {plural} here · {self.deaths} total · ENTER for the next level")
elif self.state == "won_all":
self._draw_win_splash("YOU MADE IT! Phone fully charged.",
f"All levels cleared with {self.deaths} deaths. ENTER to replay")
if self.state == "fading": # fade-in only; fade-out returned early above
p = min(1.0, self.fade_timer / S.FADE_TIME)
overlay = pygame.Surface(self.screen.get_size())
overlay.fill((0, 0, 0))
overlay.set_alpha(int(255 * (1 - p)))
self.screen.blit(overlay, (0, 0))
pygame.display.flip()
@staticmethod
def _draw_battery(surf, rect, fill_frac, col):
"""Draw a battery (frame + fill + nub) into an arbitrary rect, so the
same widget serves the HUD and the blown-up charging animation."""
r = max(2, rect.h // 6)
inset = max(2, rect.h // 10)
pygame.draw.rect(surf, (60, 60, 72), rect, border_radius=r)
pygame.draw.rect(surf, (28, 30, 40),
rect.inflate(-inset, -inset), border_radius=r)
fw = int((rect.w - inset * 2) * max(0.0, min(1.0, fill_frac)))
if fill_frac > 0:
fw = max(inset, fw)
pygame.draw.rect(surf, col, (rect.x + inset, rect.y + inset, fw, rect.h - inset * 2),
border_radius=r)
nub_w, nub_h = max(3, rect.h // 4), rect.h // 2
pygame.draw.rect(surf, (60, 60, 72),
(rect.right, rect.centery - nub_h // 2, nub_w, nub_h))
def _draw_hud(self, hide_battery=False):
w = self.screen.get_width()
pygame.draw.rect(self.screen, (18, 20, 30), (0, 0, w, HUD_H))
# battery bar. The phone is dying, so the bar *looks* near-empty from the
# start (scaled by the level's battery_pct); the seconds text below is the
# real timer. Fill drains proportionally to the time left. Hidden while
# the charge animation flies the battery to centre stage.
bar_w, bar_h = 180, 20
bx, by = 12, (HUD_H - bar_h) // 2
if not hide_battery:
time_frac = max(0.0, self.battery / self.level.battery) if self.level.battery else 0.0
visual = time_frac * (self.level.battery_pct / 100.0)
col = (240, 170, 60) if time_frac > 0.25 else (240, 80, 80)
self._draw_battery(self.screen, pygame.Rect(bx, by, bar_w, bar_h), visual, col)
secs = max(0.0, self.battery)
label = self.hud_font.render(f"{secs:4.1f}s", True, S.COLOR_HUD)
self.screen.blit(label, (bx + bar_w + 16, by - 1))
deaths = self.hud_font.render(
f"deaths {self.level_deaths} / {self.deaths} total", True, S.COLOR_HUD)
self.screen.blit(deaths, (w - deaths.get_width() - 12, by - 1))
name = self.hud_font.render(self.level.name, True, S.COLOR_HUD)
self.screen.blit(name, (w - deaths.get_width() - name.get_width() - 32, by - 1))
def _hero_battery(self):
"""The enlarged battery's resting rect — centre of screen, ~60% wide.
Shared by the charge animation (its target) and the win splash (so it
stays put, full, while the splash is up)."""
W, H = self.screen.get_size()
bar_w, bar_h = 180, 20
scale = min(W * 0.6, 520) / bar_w
rect = pygame.Rect(0, 0, round(bar_w * scale), round(bar_h * scale))
rect.center = (W // 2, H // 2)
return rect
def _draw_charge_anim(self):
"""The charging beat: dim the frozen scene, then fly the battery out of
the HUD toward the centre and grow it (brought toward the viewer) while
it fills to 100%."""
W, H = self.screen.get_size()
t = min(1.0, self.charge_timer / S.CHARGE_TIME)
move_p = 1 - (1 - min(1.0, t / 0.4)) ** 3 # ease-out; centred by 40%
fill_p = max(0.0, min(1.0, (t - 0.2) / 0.6)) # fill from 20%..80%
fill = self.charge_from + (1.0 - self.charge_from) * fill_p
dim = pygame.Surface((W, H), pygame.SRCALPHA)
dim.fill((6, 8, 14, int(195 * move_p)))
self.screen.blit(dim, (0, 0))
bar_w, bar_h = 180, 20
home = pygame.Vector2(12 + bar_w / 2, (HUD_H - bar_h) // 2 + bar_h / 2)
target = self._hero_battery()
pos = home.lerp(pygame.Vector2(target.center), move_p)
rect = pygame.Rect(0, 0,
round(bar_w + (target.w - bar_w) * move_p),
round(bar_h + (target.h - bar_h) * move_p))
rect.center = (round(pos.x), round(pos.y))
self._draw_battery(self.screen, rect, fill, (90, 220, 120))
pct = int(round(fill * 100))
num = self.big_font.render(f"{pct}%", True, (150, 245, 180))
self.screen.blit(num, num.get_rect(center=(W // 2, rect.top - 36)))
def _draw_win_splash(self, title, subtitle):
"""Level-complete overlay: keep the charged hero battery centred, with
the message above and below it."""
W, H = self.screen.get_size()
dim = pygame.Surface((W, H), pygame.SRCALPHA)
dim.fill((10, 12, 20, 205))
self.screen.blit(dim, (0, 0))
rect = self._hero_battery()
self._draw_battery(self.screen, rect, 1.0, (90, 220, 120))
t = self.big_font.render(title, True, (120, 240, 160))
self.screen.blit(t, t.get_rect(center=(W // 2, rect.top - 40)))
s = self.hud_font.render(subtitle, True, S.COLOR_HUD)
self.screen.blit(s, s.get_rect(center=(W // 2, rect.bottom + 34)))
def discover_levels(levels_dir):
paths = sorted(glob.glob(os.path.join(levels_dir, "*.yaml")) +
glob.glob(os.path.join(levels_dir, "*.yml")))
return paths