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dungeon.py
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"""
sh-dungeon engine demo game
Keyboard:
up/down - move forward/backward
left/right - rotate left/right
space - jump
e - use object
x - attack
s - save screenshot to /tmp/
q - debug view
< > - change weapon
? - show/hide weapon
esc - exit game
Ideas:
- jumping to destroy floor
- secret language
- compas
- real torch
- speel system by keys order
- nauka czarów od magów poprzez kopiowanie
- hiden places
- jumping to press floor plate
- alchemy
- worek pieniędzy (różne waluty, nie tylko złoto)
- transmutacja w małe zwierzątko
- wchodzenie po schodach na pól pietro
- fluorescentic glyphs on walls
- slavic names (https://pl.wikipedia.org/wiki/M%C4%99skie_imiona_s%C5%82owia%C5%84skie)
- secret codes
Like wizardry / HOMM:
- https://www.youtube.com/watch?v=DkwJ8RtmUco
-
"""
import random, math, time
from datetime import datetime
from engine.rt.solids import Triangle, Quad
from engine.rt.utils import Point3f, Ray, Vector3f
from engine.rt.scene import Scene
from engine.rt.cameras import PerspectiveCamera
from engine.rt.renderer import Renderer
from engine.rt.image import Image, Color4f
from engine.rt.integrators import RayTracingIntegrator
from engine.rt.materials import DummyMaterial, FlatMaterial, PhongMaterial
from engine.rt.world import World
from engine.rt.lights import PointLight
from engine.rt.coordmappers import TriangleMapper
from engine.rt.textures import ConstantTexture, ImageTexture
# from engine.font import BOXY_BOLD_FONT_PLUS, MAGIC_FONT
from engine.screen import SubPixelScreen
from engine.keyboard import Keyboard, Keys
from engine.sound import Sound
from engine.drawing.text import puttextblock, puttext, measure_text
from engine.drawing.draw import clear
from engine.font import Font
FONT = Font('media/fonts/default.pnm')
DEBUG = False
LEVEL = """\
#################
D #
# ###d######### #
# # S S # #
# ###S### #######
# # # #
# # ########### #
# # # # #
#X### # ### # ###
# # # # #
####### # #######
# # # #
# # ########### #
# # #
# ### ######### #
# # # #
#################\
""".split("\n")
#LEVEL = """\
######
## D
## ##
## #
######\
#""".split("\n")
TEXTURES = {}
DRAGON = None
def create_sprite(texture, width, height, pos_x, pos_y, pos_z, angle=0.0):
mapper = TriangleMapper(Point3f(1.0,0.0,0.0), Point3f(1.0, 1.0, 0.0), Point3f(0.0, 0.0, 0.0))
material = FlatMaterial(ImageTexture(texture))
x = width * math.sin(angle)
z = width * math.cos(angle)
return Quad(Point3f(pos_x - 0.5*x, pos_y - height, pos_z - 0.5*z), Vector3f(0, height, 0), Vector3f(x, 0, z), material=material, coord_mapper=mapper)
def build_scene(tileset):
global TEXTURES, DRAGON
width, height = len(LEVEL[0])//2, len(LEVEL)//2
mapper = TriangleMapper(Point3f(1.0,0.0,0.0), Point3f(1.0, 1.0, 0.0), Point3f(0.0, 0.0, 0.0))
dummy = DummyMaterial()
# Sky
# sky_tex = ConstantTexture(Color4f(183/255, 225/255, 243/255, 1.0))
sky_tex = ImageTexture(Image.load('media/gfx/sky.pnm'), border_handling=ImageTexture.BORDER_REPEAT, interpolation=ImageTexture.INTERPOLATION_LINEAR)
sky_mapper = TriangleMapper(Point3f(0.0,0.0,0.0), Point3f(10+width, 0.0, 0.0), Point3f(0.0, 20+height, 0.0))
sky = FlatMaterial(sky_tex)
# Floor
# floor_tex = ConstantTexture(Color4f(170/255, 211/255, 86/255, 1.0))
floor_tex = ImageTexture(tileset[13*64+18], border_handling=ImageTexture.BORDER_REPEAT)
floor_mapper = TriangleMapper(Point3f(0.0,0.0,0.0), Point3f(200+width, 0.0, 0.0), Point3f(0.0, 200+height, 0.0))
floor = FlatMaterial(floor_tex)
ceil_tex = ImageTexture(tileset[19*64-18], border_handling=ImageTexture.BORDER_REPEAT)
ceil_mapper = TriangleMapper(Point3f(0.0, 0.0, 0.0), Point3f(width, 0.0, 0.0), Point3f(0.0, height, 0.0))
ceil = FlatMaterial(ceil_tex)
if DEBUG:
sky = wall = floor = dummy
s = Scene()
# add sky
s.add(Quad(Point3f(-1000,-20, -1000), Vector3f(2000+width, 0, 0), Vector3f(0, 0, 2000+height), material=sky, coord_mapper=sky_mapper))
# add ground
s.add(Quad(Point3f(-100, 0, -100), Vector3f(200+width, 0, 0), Vector3f(0, 0, 200 + height), material=floor, coord_mapper=floor_mapper))
# add ceil
s.add(Quad(Point3f(0, -1, 0), Vector3f(width, 0, 0), Vector3f(0, 0, height), material=ceil, coord_mapper=ceil_mapper))
# horizontal walls
mapping = {
'#': 19*64-20,
'S': 18*64+32,
'D': 11*64+32-5-4, #15*64+32,
'd': 15*64+34,
'm': 3*64+1, # dragon
'X': 17*64+11, # magic wall
'q': 9*64+27, # queen
'c': 45*64+44, # chest
's': 11*64+32-5-4-3 # squll
}
TEXTURES = {key: FlatMaterial(ImageTexture(tileset[value])) for key, value in mapping.items()}
# t64 = Image.load('./gfx/64x64.pam').as_tileset(64, 64)
# FlatMaterial(ImageTexture(t64[8*16+10]))
# monster = Quad(Point3f(0, -1, 2.75), Vector3f(0, 1, 0), Vector3f(1, 0, 0), material=TEXTURES['m'], coord_mapper=mapper)
# DRAGON = monster
DRAGON = create_sprite(tileset[mapping['m']], 1, 1, 0.5, 0, 2.75, 0.5*math.pi)
s.add(DRAGON)
tex = Image.load('media/gfx/tree.pam')
for i in range(5):
for j in (0-0.3, 1+0.3):
r = 0.001*random.random()
tree = create_sprite(tex, 2, 3, -0.5 - i + r, 0.3 + r, j+r)
s.add(tree)
tree = create_sprite(tex, 2, 3, -0.5 - i + r, 0.3 + r, j+r, 0.5*math.pi)
s.add(tree)
queen = Quad(Point3f(-1, -0.75, 1.25), Vector3f(0, 0.75, 0), Vector3f(0.75, 0, 0), material=TEXTURES['q'], coord_mapper=mapper)
s.add(queen)
cheest = Quad(Point3f(1.75, -0.5, 4.25), Vector3f(0, 0.5, 0), Vector3f(0, 0, 0.5), material=TEXTURES['c'], coord_mapper=mapper)
s.add(cheest)
# FlatMaterial(ImageTexture(tileset2[64*12+27])),
squll = Quad(Point3f(2.1, -0.8, 1.75), Vector3f(0.0, 0.8, 0.0), Vector3f(0.8, 0, 0), material=TEXTURES['s'], coord_mapper=mapper)
s.add(squll)
for y in range(height+1):
for x in range(width):
c = LEVEL[2*y][2*x+1]
if c != ' ':
t = TEXTURES[c] if c != '#' else FlatMaterial(ImageTexture(tileset[random.randint(19*64-24, 19*64-18)]))
q = Quad(Point3f(x, -1, y), Vector3f(0, 1, 0), Vector3f(1, 0, 0), material=t, coord_mapper=mapper)
s.add(q)
# vertical walls
for y in range(height):
for x in range(width+1):
c = LEVEL[2*y+1][2*x]
if c != ' ':
t = TEXTURES[c] if c != '#' else FlatMaterial(ImageTexture(tileset[random.randint(19*64-24, 19*64-18)]))
q = Quad(Point3f(x, -1, y), Vector3f(0, 1, 0), Vector3f(0, 0, 1), material=t, coord_mapper=mapper)
s.add(q)
return s
from types import SimpleNamespace
from engine.activity import GameLoop, KeyboardEvent
class Inventory:
@property
def current(self):
return self.items[self.idx]
def __init__(self, items):
self.idx = 0
self.items = items or []
def next(self):
self.idx = (self.idx+1) % len(self.items)
def prev(self):
self.idx = (self.idx-1) % len(self.items)
@GameLoop.register('GamePlay')
class DungeonActivity:
MAIN_SOUND = "media/sound/Memoraphile - Spooky Dungeon.ogg"
STEP_LENGTH = 1.0
DOF = 100
FPT = 5 # frames per turn
def __init__(self):
self.sound = Sound()
self.sound.play(self.MAIN_SOUND, loop=True)
self.sound_effects = Sound()
self.tileset = Image.load('media/gfx/tileset.pnm', transparency=(0,255,255)).as_tileset(32,32)
self.scene = build_scene(self.tileset)
self.integrator = RayTracingIntegrator(World(self.scene, None))
self.inventory = Inventory(['shovel', 'compass'])
self.env = SimpleNamespace(
door_open = False,
has_key = False,
dragon_hp = 5,
debug_mode = False,
tresure_pos = (3.5, 2.5),
)
self.states = [(0.5, -0.5, 0.5, -math.pi, 0)]
self.swords = Image.load('media/gfx/swords2.pnm', transparency=(0,255,255)).as_tileset(32, 32)
self.compass = Image.load('media/gfx/compass.pnm', transparency=(0, 255, 255)).as_tileset(32, 32)
self.shovel = Image.load('media/gfx/shovel.pnm', transparency=(0,255,255))
self.overlay_count = 0
self.overlay = Image(width=63, height=63)
def on_exit(self):
self.sound.close()
self.sound_effects.close()
def render(self, timestamp, canvas) -> bool:
if self.overlay_count > 0:
self.overlay_count -= 1
if self.overlay_count == 0:
self.states.append(self.prev_state)
if not self.states:
return False
pos_x, pos_y, pos_z, ang, item_pos = self.prev_state = self.states[0]
self.states = self.states[1:]
# torch.position = Point3f(pos_x, pos_y, pos_z)
view_angle = 90 / 180 * math.pi
forward = Vector3f(math.sin(ang), 0, math.cos(ang))
camera = PerspectiveCamera(Point3f(pos_x, pos_y, pos_z) + (-0.25*forward), forward, Vector3f(0, 1, 0), view_angle, view_angle)
r = Renderer(camera, self.integrator)
r.render(canvas)
if item_pos > 0:
if self.inventory.current == 'compass':
if self.env.tresure_pos:
if (abs(self.env.tresure_pos[0] - pos_x) < 0.001) and (abs(self.env.tresure_pos[1] - pos_z) < 0.001):
compass_idx = random.randint(0,7)
else:
ang2 = ang - math.atan2(self.env.tresure_pos[0] - pos_x, self.env.tresure_pos[1] - pos_z)
compass_idx = round(-8.0 * (0.5 * ang2 / math.pi)) % 8
else:
compass_idx = round(-8.0 * (0.5 * ang / math.pi)) % 8
item = self.compass[compass_idx].hflip(), (30, 36)
elif self.inventory.current == 'shovel':
item = self.shovel.scale(2), (4, 12)
elif self.inventory.current == 'sword':
item = self.swords[1].hflip().scale(2), (4, 12)
elif self.inventory.current == 'gold_key':
item = self.tileset[46*64-10].hflip(), (30, 36)
item, pos = item
canvas.imshow(item, (pos[0], pos[1] + int(canvas.height*(1-item_pos))))
if self.overlay_count > 0:
canvas.imshow(self.overlay)
return True
def interact(self, event) -> bool:
if self.states:
return False
key = event.key
pos_x, pos_y, pos_z, ang, item_pos = self.prev_state
show_item = item_pos > 0
if key in (Keys.UP, Keys.DOWN, 'x'):
if key == 'x' and not (round(2*pos_x) == 1 and round(2*pos_z) == 5 and self.inventory.current == 'sword' and self.env.dragon_hp is not None):
return True
mult = -1 if key == Keys.DOWN else 1
new_pos_x = round(2 * pos_x + mult * math.sin(ang) * self.STEP_LENGTH)
new_pos_z = round(2 * pos_z + mult * math.cos(ang) * self.STEP_LENGTH)
cell = LEVEL[new_pos_z][new_pos_x]
if key == 'x':
if self.inventory.current == 'sword':
f = [0.1, 0.2, 0.25, 0.2, 0.1, 0.0]
self.env.dragon_hp -= 1
self.sound_effects.play('media/sound/sword-unsheathe.ogg')
else:
return True
elif (cell in (' ', 'd') or (cell == 'X' and not show_item) or (cell == 'D' and self.env.door_open)) and (self.env.dragon_hp is None or new_pos_x!=1 or new_pos_z !=6):
f = [(i+1)/self.FPT for i in range(self.FPT)]
self.sound_effects.play('media/sound/interface2.ogg')
else:
f = [0.1, 0.25, 0.35, 0.20, 0.1, 0.0]
if mult == -1:
f = [0.5*i for i in f]
self.sound_effects.play('media/sound/interface1.ogg')
for m in f:
self.states.append((pos_x + mult * math.sin(ang)*self.STEP_LENGTH * m, pos_y, pos_z + mult * math.cos(ang)*self.STEP_LENGTH * m, ang, item_pos))
if self.env.dragon_hp is not None and self.env.dragon_hp <= 0:
self.scene._objects.remove(DRAGON)
self.env.dragon_hp = None
self.sound_effects.play('media/sound/random1.ogg')
if key in (Keys.LEFT, Keys.RIGHT): # Turn left / right
mult = 1 if key == Keys.LEFT else -1
for i in range(self.FPT):
self.states.append((pos_x, pos_y, pos_z, (ang + mult * math.pi/2 * (i+1) / self.FPT) % (2*math.pi), item_pos))
if key == Keys.SPACE: # Jumping
for j in [-0.2, -0.3, -0.35, -0.3, -0.2, 0.0]:
self.states.append((pos_x, pos_y + j, pos_z, ang, item_pos))
if key in ('n', 'm'): # Ascend / Descend
mult = 1 if key == 'n' else -1
for i in range(self.FPT):
self.states.append((pos_x, pos_y + 0.45 * mult * (i+1) / self.FPT, pos_z, ang, item_pos))
if key in '<>' and item_pos > 0: # Switch active inventory item
self.inventory.prev() if key == '<' else self.inventory.next()
self.states.append((pos_x, pos_y, pos_z, ang, item_pos))
if key == '?':
if show_item:
for i in range(self.FPT):
self.states.append((pos_x, pos_y, pos_z, ang, 1 - (i+1)/self.FPT))
else:
for i in range(self.FPT):
self.states.append((pos_x, pos_y, pos_z, ang, (i+1)/self.FPT))
if key == 'e':
new_pos_x = round(2 * pos_x + math.sin(ang) * self.STEP_LENGTH)
new_pos_z = round(2 * pos_z + math.cos(ang) * self.STEP_LENGTH)
if not show_item:
if LEVEL[new_pos_z][new_pos_x] == 'D' and not self.env.door_open:
clear(self.overlay, Color4f(0,0,0,0))
puttextblock(self.overlay, 6, 10, 63, "Locked!!!", font_color=(255,255,255), font=FONT, shadow_color=(0,0,0))
self.overlay_count = 50
if round(2*pos_x) == 3 and round(2*pos_z) == 9 and not self.env.has_key:
TEXTURES['c'].texture = ImageTexture(self.tileset[45*64+45])
self.env.has_key = True
clear(self.overlay, Color4f(0,0,0,0))
puttextblock(self.overlay, 6, 10, 63, "You found", font_color=(255,255,255), font=FONT, shadow_color=(0,0,0))
puttextblock(self.overlay, 6, 22, 63, " Gold Key", font_color=(255,255,0), font=FONT, shadow_color=(0,0,0))
self.overlay_count = 50
self.inventory.items.append('gold_key')
elif show_item and self.inventory.current == 'gold_key':
if LEVEL[new_pos_z][new_pos_x] == 'D':
if self.env.door_open:
TEXTURES['D'].texture = ImageTexture(self.tileset[11*64+32-5-4])
else:
TEXTURES['D'].texture = ImageTexture(self.tileset[11*64+32-5])
self.env.door_open = not self.env.door_open
self.sound_effects.play('media/sound/door.ogg')
elif show_item and self.inventory.current == 'shovel':
if self.env.tresure_pos and abs(self.env.tresure_pos[0] - pos_x) < 0.01 and abs(self.env.tresure_pos[1] -pos_z) < 0.01:
clear(self.overlay, Color4f(0,0,0,0))
puttextblock(self.overlay, 6, 10, 63, "You found", font_color=(255,255,255), font=FONT, shadow_color=(0,0,0))
puttextblock(self.overlay, 6, 22, 63, "Long Sword", font_color=(255,255,0), font=FONT, shadow_color=(0,0,0))
self.overlay_count = 50
self.inventory.items.append('sword')
self.env.tresure_pos = None
else:
clear(self.overlay, Color4f(0,0,0,0))
puttextblock(self.overlay, 6, 10, 63, "You dig!!!", font_color=(255,255,255), font=FONT, shadow_color=(0,0,0))
self.overlay_count = 50
self.states.append(self.prev_state)
if key == Keys.ESC:
self.loop.exit()
return True
################
class GenericMenuActivity:
def __init__(self):
assert (self.OPTIONS) and (self.TITLE)
self.font = Font('media/fonts/default.pnm')
self.index = 0
self.redraw = True
self.background = Image.load(self.BACKGROUND) if hasattr(self, 'BACKGROUND') else None
def interact(self, event):
self.redraw = True
if event.key == Keys.UP:
self.index -= 1
elif event.key == Keys.DOWN:
self.index += 1
elif event.key == Keys.ESC:
self.loop.exit()
elif hasattr(self, f"interact_{self.index}"):
getattr(self, f"interact_{self.index}")(event)
self.index %= len(self.OPTIONS)
return True
def render(self, timestamp, canvas):
if not self.redraw:
return False
self.redraw = False
if self.background:
canvas.imshow(self.background, (0, 0))
else:
clear(canvas, (128,128,128))
puttextblock(canvas, 0, 4, canvas.width, self.TITLE, font_color=(255,0,0), font=self.font, shadow_color=(0,0,0), align='center')
for i, value in enumerate(self.OPTIONS):
puttextblock(
canvas,
0, int((1.5+i)*(self.font.line_height+1)) + 4,
canvas.width,
value,
font_color=(255,255,0) if i == self.index else (255,0,0),
font=self.font, shadow_color=(70,0, 0), align='center')
return True
@GameLoop.register('MainMenu')
class MainMenuActivity(GenericMenuActivity):
TITLE = 'sh-dungeon'
OPTIONS = ['New Game', 'Load Game', 'Settings', 'Help', 'Exit']
BACKGROUND = 'media/gfx/main-menu-bg.pnm'
def interact_0(self, event):
if event.key == Keys.ENTER:
self.loop.enter('GamePlay')
def interact_2(self, event):
if event.key == Keys.ENTER:
self.loop.enter('SettingMenu')
def interact_3(self, event):
self.loop.enter('ScrollingText', text='Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.')
def interact_4(self, event):
if event.key == Keys.ENTER:
self.loop.exit()
@GameLoop.register('SettingMenu')
class SettingMenuActivity(GenericMenuActivity):
TITLE = '- Settings -'
OPTIONS = ['Music: ON', 'Sound: OFF', 'Res: 63x63', 'Key: ?', 'Back']
def interact_0(self, event):
if event.key in {Keys.LEFT, Keys.RIGHT, Keys.ENTER}:
self.OPTIONS[0] = 'Music: OFF' if self.OPTIONS[0] == 'Music: ON' else 'Music: ON'
# self.loop.exit()
def interact_3(self, event):
self.OPTIONS[3] = f"Key: {event.key}"
def interact_4(self, event):
self.loop.exit()
@GameLoop.register('ScrollingText')
class ScrollingTextActivity:
def __init__(self, text: str):
self.text = text
self.offset = 0
self.redraw = True
self.font = Font('media/fonts/default.pnm')
def interact(self, event):
self.redraw = True
if event.key == Keys.UP:
self.offset += 5
elif event.key == Keys.DOWN:
self.offset -= 5
elif event.key == Keys.ESC:
self.loop.exit()
else:
self.redraw = False
return True
def render(self, timestamp, canvas):
self.offset -= 1
self.redraw = False
clear(canvas, (100, 100, 100))
puttextblock(canvas, 0, self.offset, canvas.width, self.text, font_color=(255,0,0), font=self.font, shadow_color=(70,0,0), align='center')
return True
##################
def default_loop(activity='MainMenu', **kwargs):
loop = GameLoop()
loop.enter(activity, **kwargs)
event = None
with SubPixelScreen(width=63, height=63) as screen, Keyboard() as keyboard:
while loop:
while True:
if event is None:
key = keyboard.getch(block=False)
if key is None:
break
event = KeyboardEvent(key=key)
if not loop.interact(event):
break
event = None
if loop.render(screen.canvas):
screen.sync()
loop.wait(30)
if __name__ == '__main__':
default_loop()