summary refs log tree commit diff homepage
diff options
context:
space:
mode:
-rw-r--r--brutalmaze/characters.py18
-rw-r--r--brutalmaze/constants.py14
-rw-r--r--brutalmaze/main.py47
-rw-r--r--brutalmaze/maze.py133
-rw-r--r--brutalmaze/utils.py21
-rw-r--r--brutalmaze/weapons.py18
-rwxr-xr-xsetup.py4
7 files changed, 116 insertions, 139 deletions
diff --git a/brutalmaze/characters.py b/brutalmaze/characters.py
index 2e2294d..7a68f37 100644
--- a/brutalmaze/characters.py
+++ b/brutalmaze/characters.py
@@ -17,6 +17,8 @@
 #
 # Copyright (C) 2017 Nguyễn Gia Phong
 
+__doc__ = 'brutalmaze module for hero and enemy classes'
+
 from collections import deque
 from math import atan2, sin, pi
 from random import choice, shuffle, uniform
@@ -24,11 +26,9 @@ from random import choice, shuffle, uniform
 import pygame
 
 from .constants import *
-from .utils import randsign, regpoly, fill_aapolygon, pos, sign, length
+from .utils import randsign, regpoly, fill_aapolygon, sign
 from .weapons import Bullet
 
-__doc__ = 'brutalmaze module for hero and enemy classes'
-
 
 class Hero:
     """Object representing the hero."""
@@ -98,9 +98,9 @@ class Enemy:
 
     def pos(self):
         """Return coordinate of the center of the enemy."""
-        x, y = pos(self.x, self.y, self.maze.distance,
-                   self.maze.middlex, self.maze.middley)
-        return x + self.offsetx*self.maze.step, y + self.offsety*self.maze.step
+        x, y = self.maze.pos(self.x, self.y)
+        step = self.maze.distance * HERO_SPEED / self.maze.fps
+        return x + self.offsetx*step, y + self.offsety*step
 
     def place(self, x=0, y=0):
         """Move the enemy by (x, y) (in grids)."""
@@ -111,7 +111,7 @@ class Enemy:
     def fire(self):
         """Return True if the enemy shot the hero, False otherwise."""
         x, y = self.pos()
-        if (length(x, y, self.maze.x, self.maze.y) > FIRANGE*self.maze.distance
+        if (self.maze.length(x, y) > FIRANGE*self.maze.distance
             or self.next_move > pygame.time.get_ticks()
             or (self.x, self.y) in AROUND_HERO or self.offsetx or self.offsety
             or uniform(-2, 2) < (INIT_SCORE/self.maze.score) ** 2):
@@ -164,6 +164,10 @@ class Enemy:
         color = self.color[int(self.wound)] if self.awake else FG_COLOR
         fill_aapolygon(self.maze.surface, square, color)
 
+    def hit(self, wound):
+        """Handle the enemy when it's hit by a bullet."""
+        self.wound += wound
+
     def die(self):
         """Handle the enemy's death."""
         self.maze.map[self.x][self.y] = EMPTY if self.awake else WALL
diff --git a/brutalmaze/constants.py b/brutalmaze/constants.py
index defdfb1..ecb797c 100644
--- a/brutalmaze/constants.py
+++ b/brutalmaze/constants.py
@@ -17,16 +17,19 @@
 #
 # Copyright (C) 2017 Nguyễn Gia Phong
 
-from pygame import image
-from pkg_resources import resource_filename
-
 __doc__ = 'brutalmaze module for shared constants'
 
+from pygame import image, K_UP, K_w, K_LEFT, K_a, K_DOWN, K_s, K_RIGHT, K_d
+from pkg_resources import resource_filename
+
 ICON = image.load(resource_filename('brutalmaze', 'icon.png'))
+UP = (K_UP, K_w)
+LEFT = (K_LEFT, K_a)
+DOWN = (K_DOWN, K_s)
+RIGHT = (K_RIGHT, K_d)
 
 SQRT2 = 2 ** 0.5
-GOLDEN_MEAN = 5**0.5/2 + 0.5
-
+INIT_SCORE = 5**0.5/2 + 0.5     # golden mean
 INIT_FPS = 30.0
 MAX_FPS = 144.0
 SIZE = 640, 480
@@ -35,7 +38,6 @@ ROAD_WIDTH = 5  # grids
 CELL_WIDTH = ROAD_WIDTH * 2     # grids
 MIDDLE = (MAZE_SIZE + MAZE_SIZE%2 - 1)*ROAD_WIDTH + ROAD_WIDTH//2
 LAST_ROW = (MAZE_SIZE-1) * ROAD_WIDTH * 2
-INIT_SCORE = 208.2016
 HEAL_SPEED = 1  # HP/s
 HERO_SPEED = 5  # grid/s
 ENEMY_SPEED = 6 # grid/s
diff --git a/brutalmaze/main.py b/brutalmaze/main.py
index cd3a026..6690b51 100644
--- a/brutalmaze/main.py
+++ b/brutalmaze/main.py
@@ -22,8 +22,9 @@ from collections import deque
 import pygame
 from pygame.locals import *
 
-from .constants import ICON, SIZE, INIT_FPS, MAX_FPS
+from .constants import ICON, SIZE, INIT_FPS, MAX_FPS, UP, LEFT, DOWN, RIGHT
 from .maze import Maze
+from .utils import some
 
 
 def main():
@@ -43,43 +44,17 @@ def main():
             elif event.type == KEYDOWN:
                 if event.key == K_F2:   # new game
                     maze.__init__((maze.w, maze.h), fps)
-                elif maze.hero.dead:
-                    continue
                 elif event.key in (K_ESCAPE, K_p):
                     maze.paused ^= True
-                elif event.key in (K_UP, K_w):
-                    maze.move(up=-1)
-                elif event.key in (K_LEFT, K_a):
-                    maze.move(left=-1)
-                elif event.key in (K_DOWN, K_s):
-                    maze.move(down=-1)
-                elif event.key in (K_RIGHT, K_d):
-                    maze.move(right=-1)
-                elif event.key == K_RETURN:
-                    maze.hero.slashing = True
-            elif maze.hero.dead:
-                continue
-            elif event.type == KEYUP:
-                if event.key in (K_UP, K_w):
-                    maze.move(up=1)
-                elif event.key in (K_LEFT, K_a):
-                    maze.move(left=1)
-                elif event.key in (K_DOWN, K_s):
-                    maze.move(down=1)
-                elif event.key in (K_RIGHT, K_d):
-                    maze.move(right=1)
-                elif event.key == K_RETURN:
-                    maze.hero.slashing = False
-            elif event.type == MOUSEBUTTONDOWN:
-                if event.button == 1:
-                    maze.hero.firing = True
-                elif event.button == 3:
-                    maze.hero.slashing = True
-            elif event.type == MOUSEBUTTONUP:
-                if event.button == 1:
-                    maze.hero.firing = False
-                elif event.button == 3:
-                    maze.hero.slashing = False
+
+        if not maze.hero.dead:
+            keys = pygame.key.get_pressed()
+            buttons = pygame.mouse.get_pressed()
+            maze.right = some(keys, LEFT) - some(keys, RIGHT)
+            maze.down = some(keys, UP) - some(keys, DOWN)
+            maze.hero.slashing = keys[K_RETURN] or buttons[2]
+            maze.hero.firing = buttons[0]
+
         if len(flash_time) > 5:
             new_fps = 5000.0 / (flash_time[-1] - flash_time[0])
             flash_time.popleft()
diff --git a/brutalmaze/maze.py b/brutalmaze/maze.py
index 022c8aa..ae12ded 100644
--- a/brutalmaze/maze.py
+++ b/brutalmaze/maze.py
@@ -17,6 +17,8 @@
 #
 # Copyright (C) 2017 Nguyễn Gia Phong
 
+__doc__ = 'brutalmaze module for the maze class'
+
 from collections import deque
 from math import pi, atan, atan2, log
 from random import choice, getrandbits
@@ -26,11 +28,9 @@ from pygame import RESIZABLE
 
 from .characters import Hero, Enemy
 from .constants import *
-from .utils import round2, pos, sign, cosin, length, regpoly, fill_aapolygon
+from .utils import round2, sign, cosin, regpoly, fill_aapolygon
 from .weapons import Bullet
 
-__doc__ = 'brutalmaze module for the maze class'
-
 
 def cell(bit, upper=True):
     """Return a half of a cell of the maze based on the given bit."""
@@ -56,20 +56,18 @@ class Maze:
     """Object representing the maze, including the characters."""
     def __init__(self, size, fps):
         self.w, self.h = size
-        self.fps, self.speed = fps, fps / HERO_SPEED
+        self.fps = fps
         self.surface = pygame.display.set_mode(size, RESIZABLE)
         self.distance = (self.w * self.h / 416) ** 0.5
-        self.step = self.distance / self.speed
         self.middlex, self.middley = self.x, self.y = self.w >> 1, self.h >> 1
         w, h = (int(i/self.distance/2 + 2) for i in size)
         self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
         self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
-        self.offsetx = self.offsety = 0.0
         self.paused, self.score = False, INIT_SCORE
 
         self.map = deque()
         for _ in range(MAZE_SIZE): self.map.extend(new_column())
-        self.up = self.left = self.down = self.right = 0
+        self.down = self.right = 0
         self.rotatex = self.rotatey = 0
         self.bullets, self.enemies = [], []
         self.add_enemy()
@@ -79,31 +77,36 @@ class Maze:
 
     def add_enemy(self):
         """Add enough enemies."""
-        walls, length = [], log(self.score, GOLDEN_MEAN)
+        walls = []
         for i in self.rangex:
             for j in self.rangey:
                 if self.map[i][j] == WALL: walls.append((i, j))
-        while walls and len(self.enemies) < length:
+        while walls and len(self.enemies) < log(self.score, INIT_SCORE):
             x, y = choice(walls)
             if all(self.map[x + a][y + b] == WALL for a, b in ADJACENT_GRIDS):
                 continue
             self.enemies.append(Enemy(self, x, y))
             walls.remove((x, y))
 
+    def pos(self, x, y):
+        """Return coordinate of the center of the grid (x, y)."""
+        return (self.middlex + (x - MIDDLE)*self.distance,
+                self.middley + (y - MIDDLE)*self.distance)
+
     def draw(self):
         """Draw the maze."""
         self.surface.fill(BG_COLOR)
         for i in self.rangex:
             for j in self.rangey:
                 if self.map[i][j] != WALL: continue
-                x, y = pos(i, j, self.distance, self.middlex, self.middley)
+                x, y = self.pos(i, j)
                 square = regpoly(4, self.distance / SQRT2, pi / 4, x, y)
                 fill_aapolygon(self.surface, square, FG_COLOR)
 
     def wake(self, enemy):
         """Wake the enemy up if it can see the hero."""
-        dx = (enemy.x - MIDDLE)*self.distance + self.offsetx*self.step
-        dy = (enemy.y - MIDDLE)*self.distance + self.offsety*self.step
+        dx = (enemy.x-MIDDLE)*self.distance + self.middlex - self.x
+        dy = (enemy.y-MIDDLE)*self.distance + self.middley - self.y
         mind = cosin(abs(atan(dy / dx)) if dx else 0) * self.distance
         startx = starty = MIDDLE
         stopx, stopy = enemy.x, enemy.y
@@ -112,24 +115,27 @@ class Maze:
         for i in range(startx, stopx + 1):
             for j in range(starty, stopy + 1):
                 if self.map[i][j] != WALL: continue
-                x, y = pos(i, j, self.distance, self.middlex, self.middley)
+                x, y = self.pos(i, j)
                 d = abs(dy*(x-self.x) - dx*(y-self.y)) / (dy**2 + dx**2)**0.5
                 if d <= mind: return
         enemy.awake = True
 
-    def rotate(self, x, y):
-        """Rotate the maze by (x, y)."""
-        if not x and not y: return
+    def rotate(self):
+        """Rotate the maze if needed."""
+        x = int((self.middlex-self.x) * 2 / self.distance)
+        y = int((self.middley-self.y) * 2 / self.distance)
+        if x == y == 0: return
         for enemy in self.enemies: self.map[enemy.x][enemy.y] = EMPTY
-
+        self.map[MIDDLE][MIDDLE] = EMPTY
         if x:
-            self.offsetx = 0.0
+            self.middlex -= x * self.distance
             self.map.rotate(x)
             self.rotatex += x
         if y:
-            self.offsety = 0.0
+            self.middley -= y * self.distance
             for d in self.map: d.rotate(y)
             self.rotatey += y
+        self.map[MIDDLE][MIDDLE] = HERO
 
         # Respawn the enemies that fall off the display
         killist = []
@@ -161,12 +167,18 @@ class Maze:
                     for k in range(ROAD_WIDTH):
                         self.map[c + k][LAST_ROW + j] = grid
 
+    def length(self, x, y):
+        """Return the length of the line segment joining the center of
+        the maze and the point (x, y).
+        """
+        return ((self.x-x)**2 + (self.y-y)**2)**0.5
+
     def slash(self):
         """Handle close-ranged attacks."""
         for enemy in self.enemies:
             if not enemy.spin_queue: continue
             x, y = enemy.pos()
-            d = self.slashd - length(x, y, self.x, self.y)
+            d = self.slashd - self.length(x, y)
             if d >= 0:
                 self.hero.wound += d / self.hero.R / enemy.spin_speed
 
@@ -174,9 +186,9 @@ class Maze:
         unit, killist = self.distance/SQRT2 * self.hero.spin_speed, []
         for i, enemy in enumerate(self.enemies):
             x, y = enemy.pos()
-            d = length(x, y, self.x, self.y)
+            d = self.length(x, y)
             if d <= self.slashd:
-                enemy.wound += (self.slashd-d) / unit
+                enemy.hit((self.slashd-d) / unit)
                 if enemy.wound >= ENEMY_HP:
                     self.score += enemy.wound
                     enemy.die()
@@ -205,56 +217,47 @@ class Maze:
                     continue
                 for j, enemy in enumerate(self.enemies):
                     x, y = enemy.pos()
-                    if length(bullet.x, bullet.y, x, y) < self.distance:
-                        enemy.wound += FIRE_DAM
+                    if bullet.length(x, y) < self.distance:
+                        enemy.hit(wound)
                         if enemy.wound >= ENEMY_HP:
                             self.score += enemy.wound
                             enemy.die()
                             self.enemies.pop(j)
                         fallen.append(i)
                         break
-            elif length(bullet.x, bullet.y, self.x, self.y) < self.distance:
-                if not self.hero.spin_queue: self.hero.wound += FIRE_DAM
+            elif bullet.length(self.x, self.y) < self.distance:
+                if not self.hero.spin_queue: self.hero.wound += wound
                 fallen.append(i)
         for i in reversed(fallen): self.bullets.pop(i)
 
+    def isvalid(self, step, dx=0, dy=0):
+        """Return True if it is valid to move by (dx, dy) (in steps),
+        False otherwise.
+        """
+        d = self.distance/2 + self.hero.R
+        herox, heroy = self.x - step*dx, self.y - step*dy
+        for x in range(MIDDLE - dx - 1, MIDDLE - dx + 2):
+            for y in range(MIDDLE - dy - 1, MIDDLE - dy + 2):
+                gridx, gridy = self.pos(x, y)
+                if (max(abs(herox - gridx), abs(heroy - gridy)) < d
+                    and self.map[x][y] == WALL):
+                    return False
+        return True
+
     def update(self, fps):
         """Update the maze."""
         if self.paused: return
-        self.offsetx *= fps / self.fps
-        self.offsety *= fps / self.fps
-        self.fps, self.speed = fps, fps / HERO_SPEED
-        self.step = self.distance / self.speed
-
-        d = self.distance*1.5 - self.hero.R
-        dx = sign(self.right) - sign(self.left)
-        self.offsetx += dx
-        dy = sign(self.down) - sign(self.up)
-        self.offsety += dy
-        x, y = MIDDLE - sign(self.offsetx)*2, MIDDLE - sign(self.offsety)*2
-        if ((self.map[x][MIDDLE - 1] != EMPTY
-             or self.map[x][MIDDLE] != EMPTY
-             or self.map[x][MIDDLE + 1] != EMPTY)
-            and abs(self.offsetx*self.step) > d):
-            self.offsetx -= dx
-            dx = 0
-        if ((self.map[MIDDLE - 1][y] != EMPTY
-             or self.map[MIDDLE][y] != EMPTY
-             or self.map[MIDDLE + 1][y] != EMPTY)
-            and abs(self.offsety*self.step) > d):
-            self.offsety -= dy
-            dy = 0
+        self.fps, step = fps, self.distance * HERO_SPEED / fps
+        dx = step * self.right * self.isvalid(step, dx=self.right)
+        self.middlex += dx
+        dy = step * self.down * self.isvalid(step, dy=self.down)
+        self.middley += dy
 
         if dx or dy:
-            self.map[MIDDLE][MIDDLE] = EMPTY
-            self.rotate(sign(self.offsetx) * (abs(self.offsetx)>=self.speed),
-                        sign(self.offsety) * (abs(self.offsety)>=self.speed))
-            self.map[MIDDLE][MIDDLE] = HERO
-            self.middlex = self.x + self.offsetx*self.step
-            self.middley = self.y + self.offsety*self.step
+            self.rotate()
             for enemy in self.enemies:
                 if not enemy.awake: self.wake(enemy)
-            for bullet in self.bullets: bullet.place(dx, dy, self.step)
+            for bullet in self.bullets: bullet.place(dx, dy)
 
         self.draw()
         for enemy in self.enemies: enemy.update()
@@ -272,26 +275,18 @@ class Maze:
         self.surface = pygame.display.set_mode(size, RESIZABLE)
         self.hero.resize()
 
+        offsetx = (self.middlex-self.x) / self.distance
+        offsety = (self.middley-self.y) / self.distance
         self.distance = (w * h / 416) ** 0.5
-        self.step = self.distance / self.speed
-        self.middlex = self.x + self.offsetx*self.step
-        self.middley = self.y + self.offsety*self.step
         self.x, self.y = w >> 1, h >> 1
+        self.middlex = self.x + offsetx*self.distance
+        self.middley = self.y + offsety*self.distance
         w, h = int(w/self.distance/2 + 2), int(h/self.distance/2 + 2)
         self.rangex = range(MIDDLE - w, MIDDLE + w + 1)
         self.rangey = range(MIDDLE - h, MIDDLE + h + 1)
         self.slashd = self.hero.R + self.distance/SQRT2
 
-    def move(self, up=0, left=0, down=0, right=0):
-        """Make the maze to move in the given directions by moving the
-        maze in the reverse way.
-        """
-        self.up += up
-        self.left += left
-        self.down += down
-        self.right += right
-
     def lose(self):
         """Handle loses."""
         self.hero.die()
-        self.up = self.left = self.down = self.right = 0
+        self.down = self.right = 0
diff --git a/brutalmaze/utils.py b/brutalmaze/utils.py
index ac47d2d..fdf893f 100644
--- a/brutalmaze/utils.py
+++ b/brutalmaze/utils.py
@@ -17,14 +17,21 @@
 #
 # Copyright (C) 2017 Nguyễn Gia Phong
 
+__doc__ = 'brutalmaze module for hero and enemy classes'
+
+from functools import reduce
 from math import cos, sin, pi
+from operator import or_
 
 import pygame
 from pygame.gfxdraw import filled_polygon, aapolygon
 
 from .constants import MIDDLE
 
-__doc__ = 'brutalmaze module for hero and enemy classes'
+
+def some(a, keys):
+    """Return True if there is a key k in keys that bool(a[k]) is True."""
+    return bool(reduce(or_, (a[k] for k in keys)))
 
 
 def round2(number):
@@ -53,11 +60,6 @@ def fill_aapolygon(surface, points, color):
     filled_polygon(surface, points, color)
 
 
-def pos(x, y, distance, middlex, middley):
-    """Return coordinate of the center of the grid (x, y)."""
-    return middlex + (x - MIDDLE)*distance, middley + (y - MIDDLE)*distance
-
-
 def sign(n):
     """Return the sign of number n."""
     return -1 if n < 0 else 1 if n else 0
@@ -66,10 +68,3 @@ def sign(n):
 def cosin(x):
     """Return the sum of cosine and sine of x (measured in radians)."""
     return cos(x) + sin(x)
-
-
-def length(x0, y0, x1, y1):
-    """Return the length of the line segment joining the two points
-    (x0, y0) and (x1, y1).
-    """
-    return ((x0-x1)**2 + (y0-y1)**2)**0.5
diff --git a/brutalmaze/weapons.py b/brutalmaze/weapons.py
index 110fc10..062ba68 100644
--- a/brutalmaze/weapons.py
+++ b/brutalmaze/weapons.py
@@ -17,6 +17,8 @@
 #
 # Copyright (C) 2017 Nguyễn Gia Phong
 
+__doc__ = 'brutalmaze module for weapon classes'
+
 from math import cos, sin
 
 from pygame.time import get_ticks
@@ -24,8 +26,6 @@ from pygame.time import get_ticks
 from .constants import BULLET_LIFETIME, BULLET_SPEED
 from .utils import regpoly, fill_aapolygon
 
-__doc__ = 'brutalmaze module for weapon classes'
-
 
 class Bullet:
     """Object representing a bullet."""
@@ -42,7 +42,13 @@ class Bullet:
         hexagon = regpoly(5, distance // 4, self.angle, self.x, self.y)
         fill_aapolygon(self.surface, hexagon, self.color)
 
-    def place(self, x, y, step):
-        """Move the bullet by (x, y) (in steps)."""
-        self.x += x * step
-        self.y += y * step
+    def place(self, x, y):
+        """Move the bullet by (x, y) (in pixels)."""
+        self.x += x
+        self.y += y
+
+    def length(self, x, y):
+        """Return the length of the line segment joining the center of
+        the bullet and the point (x, y).
+        """
+        return ((self.x-x)**2 + (self.y-y)**2)**0.5
diff --git a/setup.py b/setup.py
index 083b11b..b1f9853 100755
--- a/setup.py
+++ b/setup.py
@@ -15,7 +15,7 @@ setup(
     author_email='vn.mcsinyx@gmail.com',
     license='GPLv3+',
     classifiers=[
-        'Development Status :: 1 - Planning'
+        'Development Status :: 2 - Pre-Alpha',
         'Environment :: MacOS X',
         'Environment :: Win32 (MS Windows)',
         'Environment :: X11 Applications',
@@ -25,7 +25,7 @@ setup(
         'Operating System :: OS Independent',
         'Programming Language :: Python',
         'Topic :: Games/Entertainment :: Arcade'],
-    keywords='',
+    keywords='pygame action-game',
     packages=['brutalmaze'],
     install_requires=['pygame>=1.9'],
     package_data={'brutalmaze': ['icon.png']},