feat: first playable prototype with tile art and entities

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dualfroz committed 2026-08-23 13:18:09 +02:00
1 parent 4d1e106b17
commit a7cedad3b7
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import argparse
import os
import sys
def main(argv):
parser = argparse.ArgumentParser(prog="game")
parser.add_argument("--screenshot")
parser.add_argument("--frames", type=int, default=60)
args = parser.parse_args(argv)
if args.screenshot:
os.environ.setdefault("SDL_VIDEODRIVER", "dummy")
os.environ.setdefault("SDL_AUDIODRIVER", "dummy")
from .render.app import runScreenshot
runScreenshot(args.screenshot, args.frames)
else:
from .render.app import runPlay
runPlay()
if __name__ == "__main__":
main(sys.argv[1:])
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import pygame
from .constants import tileSize
transparent = (0, 0, 0, 0)
playerPalette = {
"r": (216, 40, 0),
"s": (252, 188, 140),
"h": (100, 52, 16),
"o": (32, 56, 236),
"k": (0, 0, 0),
"y": (247, 213, 29),
}
playerPattern = [
"................",
"....rrrrrr......",
"...rrrrrrrrr....",
"...hhhssskss....",
"..hshsssksss....",
"..hhhssssksss...",
"..hhsssssssss...",
"....sssssss.....",
"...rrrrrrrr.....",
"..rrrrrrrrrr....",
".ssrroooorrss...",
".ssrooooooorss..",
"...ooyooyoo.....",
"...oooooooo.....",
"...ooo..ooo.....",
"..hhh....hhh....",
]
goombaPalette = {
"d": (60, 30, 10),
"m": (150, 75, 30),
"w": (255, 255, 255),
"k": (0, 0, 0),
"f": (20, 12, 8),
}
goombaPattern = [
"................",
".....dddddd.....",
"...ddmmmmmmdd...",
"..dmmmmmmmmmmd..",
".dmmmmmmmmmmmmd.",
".dmmwwmmmmwwmmd.",
".dmmwkmmmmwkmmd.",
".dmmwwmmmmwwmmd.",
".dmmmmmmmmmmmmd.",
".dmmmmmmmmmmmmd.",
"..dmmmmmmmmmmd..",
"...dmmmmmmmmd...",
"....dddddddd....",
"...ff....ff.....",
"..ffff..ffff....",
"................",
]
def patternSurface(pattern, palette):
surf = pygame.Surface((tileSize, tileSize), pygame.SRCALPHA)
for y, line in enumerate(pattern):
for x, code in enumerate(line):
if code == ".":
continue
surf.set_at((x, y), palette[code])
return surf
def coinSurface():
surf = pygame.Surface((tileSize, tileSize), pygame.SRCALPHA)
pygame.draw.ellipse(surf, (200, 160, 20), (3, 1, 10, 14))
pygame.draw.ellipse(surf, (247, 213, 29), (4, 2, 8, 12))
pygame.draw.rect(surf, (255, 245, 170), (6, 4, 1, 8))
return surf
def groundSurface():
surf = pygame.Surface((tileSize, tileSize))
surf.fill((198, 100, 29))
pygame.draw.rect(surf, (222, 140, 80), (0, 0, tileSize, 4))
pygame.draw.line(surf, (120, 60, 15), (0, tileSize - 1), (tileSize - 1, tileSize - 1))
pygame.draw.line(surf, (120, 60, 15), (tileSize - 1, 0), (tileSize - 1, tileSize - 1))
for spot in ((4, 8), (11, 6), (7, 12), (13, 11)):
surf.set_at(spot, (150, 74, 18))
return surf
def brickSurface():
surf = pygame.Surface((tileSize, tileSize))
surf.fill((181, 94, 41))
mortar = (74, 38, 18)
pygame.draw.line(surf, mortar, (0, 0), (tileSize - 1, 0))
pygame.draw.line(surf, mortar, (0, 8), (tileSize - 1, 8))
pygame.draw.line(surf, mortar, (8, 1), (8, 7))
pygame.draw.line(surf, mortar, (0, 9), (0, tileSize - 1))
pygame.draw.line(surf, mortar, (15, 9), (15, tileSize - 1))
return surf
def platformSurface():
surf = pygame.Surface((tileSize, tileSize))
surf.fill((217, 164, 65))
pygame.draw.rect(surf, (150, 100, 30), (0, 0, tileSize, tileSize), 1)
pygame.draw.rect(surf, (247, 213, 29), (2, 2, tileSize - 4, 3))
for spot in ((2, 2), (13, 2), (2, 13), (13, 13)):
surf.set_at(spot, (90, 58, 18))
return surf
def pipeSurface(top, leftSide):
surf = pygame.Surface((tileSize, tileSize))
surf.fill((0, 168, 0))
if leftSide:
pygame.draw.rect(surf, (128, 232, 128), (2, 0, 3, tileSize))
pygame.draw.line(surf, (0, 96, 0), (0, 0), (0, tileSize - 1))
else:
pygame.draw.rect(surf, (72, 200, 72), (8, 0, 3, tileSize))
pygame.draw.rect(surf, (0, 96, 0), (13, 0, 3, tileSize))
if top:
pygame.draw.rect(surf, (0, 200, 0), (0, 0, tileSize, 6))
pygame.draw.rect(surf, (0, 96, 0), (0, 0, tileSize, 6), 1)
if leftSide:
pygame.draw.rect(surf, (160, 255, 160), (2, 1, 3, 4))
return surf
def buildSprites():
return {
"player": patternSurface(playerPattern, playerPalette),
"goomba": patternSurface(goombaPattern, goombaPalette),
"coin": coinSurface(),
"ground": groundSurface(),
"brick": brickSurface(),
"platform": platformSurface(),
"pipeTL": pipeSurface(True, True),
"pipeTR": pipeSurface(True, False),
"pipeBL": pipeSurface(False, True),
"pipeBR": pipeSurface(False, False),
}
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import pygame
from .constants import (
tileSize,
gravity,
maxFallSpeed,
moveAccel,
moveSpeed,
friction,
jumpVelocity,
enemySpeed,
)
class Entity:
def __init__(self, x, y, width, height):
self.x = float(x)
self.y = float(y)
self.vx = 0.0
self.vy = 0.0
self.width = width
self.height = height
self.onGround = False
def rect(self):
return pygame.Rect(int(self.x), int(self.y), self.width, self.height)
def moveAndCollideX(self, world):
self.x += self.vx
box = self.rect()
for tile in world.solidCellsOverlapping(box):
if box.colliderect(tile):
if self.vx > 0:
self.x = tile.left - self.width
elif self.vx < 0:
self.x = tile.right
self.vx = 0.0
box = self.rect()
def moveAndCollideY(self, world):
self.y += self.vy
self.onGround = False
box = self.rect()
for tile in world.solidCellsOverlapping(box):
if box.colliderect(tile):
if self.vy > 0:
self.y = tile.top - self.height
self.onGround = True
elif self.vy < 0:
self.y = tile.bottom
self.vy = 0.0
box = self.rect()
if not self.onGround and self.vy >= 0:
footSensor = pygame.Rect(int(self.x), int(self.y) + self.height, self.width, 1)
for tile in world.solidCellsOverlapping(footSensor):
if footSensor.colliderect(tile):
self.y = tile.top - self.height
self.vy = 0.0
self.onGround = True
break
class Player(Entity):
def __init__(self, x, y):
super().__init__(x, y, 12, 16)
self.facing = 1
self.alive = True
def update(self, world, moveInput):
if moveInput.left:
self.vx -= moveAccel
self.facing = -1
if moveInput.right:
self.vx += moveAccel
self.facing = 1
if not moveInput.left and not moveInput.right:
self.vx *= friction
if abs(self.vx) < 0.1:
self.vx = 0.0
if self.vx > moveSpeed:
self.vx = moveSpeed
if self.vx < -moveSpeed:
self.vx = -moveSpeed
if moveInput.jump and self.onGround:
self.vy = jumpVelocity
self.vy += gravity
if self.vy > maxFallSpeed:
self.vy = maxFallSpeed
self.moveAndCollideX(world)
self.moveAndCollideY(world)
class Enemy(Entity):
def __init__(self, x, y):
super().__init__(x, y, 16, 16)
self.direction = -1
self.alive = True
def update(self, world):
self.vx = enemySpeed * self.direction
self.moveAndCollideX(world)
if self.vx == 0.0:
self.direction *= -1
self.vy += gravity
if self.vy > maxFallSpeed:
self.vy = maxFallSpeed
self.moveAndCollideY(world)
if self.onGround:
aheadX = self.x + (self.width if self.direction > 0 else -1)
aheadCol = int(aheadX) // tileSize
belowRow = int(self.y + self.height + 1) // tileSize
if not world.solidAt(aheadCol, belowRow):
self.direction *= -1
class Coin:
def __init__(self, x, y):
self.x = x
self.y = y
self.collected = False
def rect(self):
return pygame.Rect(self.x, self.y, tileSize, tileSize)