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3673
level_1.json
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3673
level_1.json
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264
main.py
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264
main.py
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import pygame
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import sys
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from typing import List, Dict
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class GameMain:
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def __init__(self):
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pygame.init()
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self.screen_width = 1200
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self.screen_height = 800
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self.screen = pygame.display.set_mode((self.screen_width, self.screen_height))
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pygame.display.set_caption("Strategy Game")
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self.clock = pygame.time.Clock()
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self.running = True
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self.dt = 0.0
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self.fixed_dt = 1.0 / 60.0
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self.accumulator = 0.0
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self.modules = {}
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self.game_state = None
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self.current_scene = "game"
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def init_game(self) -> None:
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from input_events import InputEvents
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from input_commands import InputCommands
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from state_loader import StateLoader
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from state_updater import StateUpdater
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from entity_creation import EntityCreation
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from entity_behavior import EntityBehavior
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from ai_decision import AIDecision
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from render_tiles import RenderTiles
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from render_entities import RenderEntities
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from ui_panels import UIPanels
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from sound_manager import SoundManager
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self.modules['input_events'] = InputEvents()
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self.modules['input_commands'] = InputCommands()
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self.modules['state_loader'] = StateLoader()
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self.modules['state_updater'] = StateUpdater()
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self.modules['entity_creation'] = EntityCreation()
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self.modules['entity_behavior'] = EntityBehavior()
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self.modules['ai_decision'] = AIDecision()
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self.modules['render_tiles'] = RenderTiles()
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self.modules['render_entities'] = RenderEntities()
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self.modules['ui_panels'] = UIPanels(self.screen_width, self.screen_height)
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self.modules['sound_manager'] = SoundManager()
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self.game_state = self.modules['state_loader'].load_level('level_1.json')
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def game_loop(self) -> None:
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while self.running:
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self.dt = self.clock.tick(60) / 1000.0
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self.accumulator += self.dt
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while self.accumulator >= self.fixed_dt:
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self._fixed_update()
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self.accumulator -= self.fixed_dt
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self._render()
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self.shutdown()
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def _fixed_update(self) -> None:
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events = self.modules['input_events'].poll_events()
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if self.modules['input_events'].quit_requested:
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self.running = False
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return
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player_commands = self.modules['input_commands'].generate_commands(events, self.game_state)
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ai_commands = self.modules['ai_decision'].decide(self.game_state, self.fixed_dt)
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all_commands = player_commands + ai_commands
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actions = self.modules['state_updater'].apply_commands(self.game_state, all_commands)
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self.modules['state_updater'].tick(self.game_state, self.fixed_dt)
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behavior_actions = self.modules['entity_behavior'].process_behaviors(self.game_state, self.fixed_dt)
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sound_events = self._extract_sound_events(actions + behavior_actions)
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visual_effects = self.modules['sound_manager'].handle_events(sound_events)
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self._apply_visual_effects(visual_effects)
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def _render(self) -> None:
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self.screen.fill((0, 0, 0))
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camera = self.game_state.camera if hasattr(self.game_state, 'camera') else {'x': 0, 'y': 0, 'zoom': 1.0}
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self.modules['render_tiles'].draw_map(self.screen, self.game_state.map_tiles, camera)
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self.modules['render_entities'].draw_entities(self.screen, self.game_state.entities, camera)
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self.modules['ui_panels'].draw(self.screen)
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pygame.display.flip()
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def _extract_sound_events(self, actions: List[Dict]) -> List[Dict]:
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sound_events = []
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for action in actions:
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if action.get('type') in ['deal_damage', 'building_completed', 'gather_resources']:
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sound_events.append({'type': self._map_action_to_sound(action['type'])})
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return sound_events
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def _map_action_to_sound(self, action_type: str) -> str:
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sound_map = {
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'deal_damage': 'unit_attack',
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'building_completed': 'building_complete',
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'gather_resources': 'resource_gathered'
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}
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return sound_map.get(action_type, '')
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def _apply_visual_effects(self, visual_effects: List[Dict]) -> None:
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for effect in visual_effects:
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if hasattr(self.game_state, 'visual_effects'):
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self.game_state.visual_effects.append(effect)
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else:
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self.game_state.visual_effects = [effect]
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def handle_state_transition(self, scene: str) -> None:
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self.current_scene = scene
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if scene == "menu":
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pass
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elif scene == "game":
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self.game_state = self.modules['state_loader'].load_level('level_1.json')
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def shutdown(self) -> None:
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pygame.quit()
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sys.exit()
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if __name__ == "__main__":
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game = GameMain()
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game.init_game()
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game.game_loop()
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220
render_entities.py
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220
render_entities.py
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import pygame
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from typing import List, Dict
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class RenderEntities:
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def __init__(self, tile_size: int = 64):
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self.tile_size = tile_size
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self.entity_sprites = {}
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self.animations = {}
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def draw_entities(self, surface: pygame.Surface, entities: List[Dict], camera: Dict) -> None:
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if not entities:
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return
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camera_x = camera.get('x', 0)
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camera_y = camera.get('y', 0)
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zoom = camera.get('zoom', 1.0)
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for entity in entities:
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if 'x' in entity and 'y' in entity:
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screen_x = (entity['x'] - camera_x) * zoom
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screen_y = (entity['y'] - camera_y) * zoom
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sprite = self._get_entity_sprite(entity)
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if sprite:
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scaled_width = int(sprite.get_width() * zoom)
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scaled_height = int(sprite.get_height() * zoom)
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scaled_sprite = pygame.transform.scale(sprite, (scaled_width, scaled_height))
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surface.blit(scaled_sprite, (screen_x - scaled_width // 2, screen_y - scaled_height // 2))
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self._draw_health_bar(surface, entity, screen_x, screen_y, scaled_width if 'sprite' in locals() else self.tile_size, zoom)
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self._draw_selection(surface, entity, screen_x, screen_y, scaled_width if 'sprite' in locals() else self.tile_size, zoom)
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def animate_entity(self, entity: Dict, dt: float) -> None:
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entity_id = entity.get('id')
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if entity_id not in self.animations:
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self.animations[entity_id] = {'frame': 0, 'time': 0}
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animation = self.animations[entity_id]
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animation['time'] += dt
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if animation['time'] >= 0.1:
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animation['frame'] = (animation['frame'] + 1) % 4
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animation['time'] = 0
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def _get_entity_sprite(self, entity: Dict) -> pygame.Surface:
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entity_type = entity.get('type')
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entity_name = entity.get('name', '').lower()
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if entity_id := entity.get('id'):
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self.animate_entity(entity, 0.016)
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frame = self.animations[entity_id]['frame']
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else:
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frame = 0
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sprite_key = f"{entity_type}_{entity_name}_{frame}"
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if sprite_key not in self.entity_sprites:
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self.entity_sprites[sprite_key] = self._create_entity_sprite(entity, frame)
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return self.entity_sprites[sprite_key]
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def _create_entity_sprite(self, entity: Dict, frame: int) -> pygame.Surface:
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entity_type = entity.get('type')
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size = self.tile_size
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if entity_type == 'unit':
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color = (0, 0, 255) if entity.get('owner') == 'player' else (255, 0, 0)
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surface = pygame.Surface((size // 2, size // 2), pygame.SRCALPHA)
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pygame.draw.circle(surface, color, (size // 4, size // 4), size // 4)
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if frame % 2 == 0:
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pygame.draw.circle(surface, (255, 255, 255), (size // 4, size // 4), size // 8)
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elif entity_type == 'building':
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color = (0, 100, 200) if entity.get('owner') == 'player' else (200, 0, 0)
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surface = pygame.Surface((size, size), pygame.SRCALPHA)
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pygame.draw.rect(surface, color, (0, 0, size, size))
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if not entity.get('completed', True):
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progress = entity.get('build_progress', 0) / entity.get('build_time', 1)
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pygame.draw.rect(surface, (100, 100, 100), (0, size * (1 - progress), size, size * progress))
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elif entity_type == 'resource':
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surface = pygame.Surface((size, size), pygame.SRCALPHA)
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pygame.draw.circle(surface, (255, 255, 0), (size // 2, size // 2), size // 3)
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else:
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surface = pygame.Surface((size, size), pygame.SRCALPHA)
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pygame.draw.rect(surface, (200, 200, 200), (0, 0, size, size))
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return surface
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def _draw_health_bar(self, surface: pygame.Surface, entity: Dict, x: float, y: float, width: int, zoom: float) -> None:
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if 'health' in entity and 'max_health' in entity and entity['max_health'] > 0:
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health_ratio = entity['health'] / entity['max_health']
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bar_width = width
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bar_height = max(4, int(6 * zoom))
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bar_x = x - bar_width // 2
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bar_y = y - width // 2 - bar_height - 2
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background_rect = pygame.Rect(bar_x, bar_y, bar_width, bar_height)
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health_rect = pygame.Rect(bar_x, bar_y, int(bar_width * health_ratio), bar_height)
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pygame.draw.rect(surface, (255, 0, 0), background_rect)
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pygame.draw.rect(surface, (0, 255, 0), health_rect)
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def _draw_selection(self, surface: pygame.Surface, entity: Dict, x: float, y: float, width: int, zoom: float) -> None:
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if entity.get('selected', False):
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selection_size = width + int(10 * zoom)
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selection_rect = pygame.Rect(x - selection_size // 2, y - selection_size // 2, selection_size, selection_size)
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pygame.draw.rect(surface, (255, 255, 0), selection_rect, int(2 * zoom))
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124
render_tiles.py
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124
render_tiles.py
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@@ -0,0 +1,124 @@
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import pygame
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from typing import List, Dict
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class RenderTiles:
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def __init__(self, tile_size: int = 64):
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self.tile_size = tile_size
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self.tile_sprites = {}
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def load_tile_sprites(self, asset_manifest: Dict) -> Dict:
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self.tile_sprites = {}
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for tile_type, sprite_path in asset_manifest.get('tiles', {}).items():
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try:
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sprite = pygame.image.load(sprite_path).convert_alpha()
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self.tile_sprites[tile_type] = pygame.transform.scale(sprite, (self.tile_size, self.tile_size))
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except pygame.error:
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print(f"Failed to load tile sprite: {sprite_path}")
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||||
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||||
self.tile_sprites[tile_type] = self._create_placeholder_tile(tile_type)
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||||
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return self.tile_sprites
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||||
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def draw_map(self, surface: pygame.Surface, map_tiles: List[List[Dict]], camera: Dict) -> None:
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if not map_tiles:
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return
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||||
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||||
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||||
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camera_x = camera.get('x', 0)
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||||
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camera_y = camera.get('y', 0)
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||||
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zoom = camera.get('zoom', 1.0)
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screen_width = surface.get_width()
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screen_height = surface.get_height()
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||||
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start_col = max(0, int(camera_x // self.tile_size))
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start_row = max(0, int(camera_y // self.tile_size))
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end_col = min(len(map_tiles[0]), int((camera_x + screen_width / zoom) // self.tile_size) + 1)
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end_row = min(len(map_tiles), int((camera_y + screen_height / zoom) // self.tile_size) + 1)
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||||
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||||
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||||
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||||
for row in range(start_row, end_row):
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||||
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||||
for col in range(start_col, end_col):
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||||
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||||
if row < len(map_tiles) and col < len(map_tiles[row]):
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||||
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tile_data = map_tiles[row][col]
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||||
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||||
tile_type = tile_data.get('type', 'grass')
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||||
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||||
sprite = self.tile_sprites.get(tile_type, self._create_placeholder_tile(tile_type))
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||||
|
||||
|
||||
|
||||
screen_x = (col * self.tile_size - camera_x) * zoom
|
||||
|
||||
screen_y = (row * self.tile_size - camera_y) * zoom
|
||||
|
||||
|
||||
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||||
scaled_sprite = pygame.transform.scale(sprite, (int(self.tile_size * zoom), int(self.tile_size * zoom)))
|
||||
|
||||
surface.blit(scaled_sprite, (screen_x, screen_y))
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||||
|
||||
|
||||
|
||||
def _create_placeholder_tile(self, tile_type: str) -> pygame.Surface:
|
||||
|
||||
surface = pygame.Surface((self.tile_size, self.tile_size), pygame.SRCALPHA)
|
||||
|
||||
color_map = {
|
||||
|
||||
'grass': (100, 200, 100),
|
||||
|
||||
'water': (100, 100, 255),
|
||||
|
||||
'mountain': (150, 150, 150),
|
||||
|
||||
'forest': (50, 150, 50),
|
||||
|
||||
'sand': (240, 230, 140)
|
||||
|
||||
}
|
||||
|
||||
color = color_map.get(tile_type, (200, 200, 200))
|
||||
|
||||
surface.fill(color)
|
||||
|
||||
pygame.draw.rect(surface, (50, 50, 50), surface.get_rect(), 1)
|
||||
|
||||
return surface
|
||||
|
||||
122
sound_manager.py
Normal file
122
sound_manager.py
Normal file
@@ -0,0 +1,122 @@
|
||||
|
||||
|
||||
import pygame
|
||||
|
||||
from typing import List, Dict
|
||||
|
||||
|
||||
|
||||
class SoundManager:
|
||||
|
||||
def __init__(self):
|
||||
|
||||
pygame.mixer.init()
|
||||
|
||||
self.sounds = {}
|
||||
|
||||
self.music_volume = 0.5
|
||||
|
||||
self.sound_volume = 0.7
|
||||
|
||||
self.visual_effects = []
|
||||
|
||||
|
||||
|
||||
def handle_events(self, sound_events: List[Dict]) -> List[Dict]:
|
||||
|
||||
self.visual_effects = []
|
||||
|
||||
for event in sound_events:
|
||||
|
||||
self.play_sound(event.get('type'))
|
||||
|
||||
return self.visual_effects
|
||||
|
||||
|
||||
|
||||
def play_sound(self, event_name: str) -> None:
|
||||
|
||||
if event_name not in self.sounds:
|
||||
|
||||
self._load_sound(event_name)
|
||||
|
||||
|
||||
|
||||
sound = self.sounds.get(event_name)
|
||||
|
||||
if sound:
|
||||
|
||||
sound.set_volume(self.sound_volume)
|
||||
|
||||
sound.play()
|
||||
|
||||
|
||||
|
||||
self._create_visual_effect(event_name)
|
||||
|
||||
|
||||
|
||||
def set_volume(self, levels: Dict[str, float]) -> None:
|
||||
|
||||
self.music_volume = levels.get('music', self.music_volume)
|
||||
|
||||
self.sound_volume = levels.get('sound', self.sound_volume)
|
||||
|
||||
pygame.mixer.music.set_volume(self.music_volume)
|
||||
|
||||
|
||||
|
||||
def _load_sound(self, event_name: str) -> None:
|
||||
|
||||
sound_paths = {
|
||||
|
||||
'unit_attack': 'sounds/attack.wav',
|
||||
|
||||
'building_complete': 'sounds/building_complete.wav',
|
||||
|
||||
'unit_selected': 'sounds/select.wav',
|
||||
|
||||
'resource_gathered': 'sounds/gather.wav',
|
||||
|
||||
'error': 'sounds/error.wav'
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
path = sound_paths.get(event_name)
|
||||
|
||||
if path:
|
||||
|
||||
try:
|
||||
|
||||
self.sounds[event_name] = pygame.mixer.Sound(path)
|
||||
|
||||
except pygame.error:
|
||||
|
||||
print(f"Failed to load sound: {path}")
|
||||
|
||||
self.sounds[event_name] = None
|
||||
|
||||
|
||||
|
||||
def _create_visual_effect(self, event_name: str) -> None:
|
||||
|
||||
effect_map = {
|
||||
|
||||
'unit_attack': {'type': 'flash', 'color': (255, 0, 0), 'duration': 0.2},
|
||||
|
||||
'building_complete': {'type': 'sparkle', 'color': (0, 255, 0), 'duration': 1.0},
|
||||
|
||||
'resource_gathered': {'type': 'glow', 'color': (255, 255, 0), 'duration': 0.5}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
effect = effect_map.get(event_name)
|
||||
|
||||
if effect:
|
||||
|
||||
self.visual_effects.append(effect)
|
||||
|
||||
Reference in New Issue
Block a user