diff --git a/examples/blokumanBundle/cartridge/metadat.json b/examples/blokumanBundle/cartridge/metadat.json
index 3621918..2b92790 100644
--- a/examples/blokumanBundle/cartridge/metadat.json
+++ b/examples/blokumanBundle/cartridge/metadat.json
@@ -1,5 +1,5 @@
{
- "vmlib_ver": "23_8a2",
+ "vmlib_ver": "23_8a5",
"dependencies": {
"pyved_engine": "23.4a4"
},
@@ -14,6 +14,6 @@
"coinlow.wav"
],
"game_name": "blokuman",
- "cartridge": "blokuman",
+ "cartridge": "blokumanBundle",
"build_date": "Tue Aug 22 20:46:22 2023"
}
\ No newline at end of file
diff --git a/examples/breakoutBundle/cartridge/metadat.json b/examples/breakoutBundle/cartridge/metadat.json
index 753f8d3..339f590 100644
--- a/examples/breakoutBundle/cartridge/metadat.json
+++ b/examples/breakoutBundle/cartridge/metadat.json
@@ -1,5 +1,5 @@
{
- "vmlib_ver":"23_8a1",
+ "vmlib_ver": "23_8a5",
"dependencies":{
"pyved_engine": "23.4a4"
},
@@ -10,14 +10,8 @@
"(astero)rock.png"
],
"sounds": [
- "FIRE.WAV",
- "EXPLODE1.WAV",
- "EXPLODE2.WAV",
- "EXPLODE3.WAV",
- "LSAUCER.WAV",
- "SSAUCER.WAV",
- "THRUST.WAV",
- "SFIRE.WAV",
- "LIFE.WAV"
- ]
+ ],
+ "game_name": "Breakout classic",
+ "cartridge": "breakoutBundle",
+ "build_date": "???"
}
\ No newline at end of file
diff --git a/examples/breakoutBundle/vm.py b/examples/breakoutBundle/vm.py
index dd01f2c..57542c6 100644
--- a/examples/breakoutBundle/vm.py
+++ b/examples/breakoutBundle/vm.py
@@ -1,5 +1,7 @@
import importlib.util
from pprint import pprint
+import os
+
class _PyModulePromise:
verbose = 1
@@ -63,12 +65,41 @@ def upward_link(link_to_pimodules):
globals()['pimodules'] = link_to_pimodules
+def find_spc_folder(givenfolder, start_path):
+ for root, dirs, files in os.walk(start_path):
+ if givenfolder in dirs:
+ return True
+ return False
+
+
def game_execution(metadata, game_definition_module):
+ print(f'~~Vm Pyv~~ LAUNCHING {metadata["game_name"]}...')
+ print('-'*8 + 'metadata' + '-'*8)
pprint(metadata)
- # TODO handle special case
- # --- detect a special case here: if @pyv.declare_begin
- # and similar tags havent been used manually,
- # I shall detect the proper game object and link stuff here,
- # before calling run_game...
-
- globals()['pimodules']['pyved_engine'].run_game()
+ print()
+
+ pyv = globals()['pimodules']['pyved_engine']
+ # <> Here we have to handle a special case
+ # ->to detect: if @pyv.declare_begin etc were not set.
+ # If so, and if gamedef has an object named "game" therefore we link all by ourselves
+ if pyv.vars.beginfunc_ref is None:
+ if hasattr(game_definition_module, 'game'):
+ game = getattr(game_definition_module, 'game')
+ # this manually connects existing codebase with the pyved 23.8a1+ philosophy (tags)
+ pyv.vars.beginfunc_ref, \
+ pyv.vars.updatefunc_ref, \
+ pyv.vars.endfunc_ref = game.enter, game.update, game.exit
+
+ # Strat= we preload all assets ->best solution considering the wanted code portability
+ # ... And no need to filter out the metadata here, pyv can handle the whole thing
+ current_folder = os.getcwd()
+ if find_spc_folder(metadata['cartridge'], current_folder):
+ adhoc_folder = os.path.join('.', metadata['cartridge'], 'cartridge')
+ elif find_spc_folder('cartridge', current_folder):
+ adhoc_folder = os.path.join('.', 'cartridge')
+ else:
+ raise FileNotFoundError("ERR: Asset dir for pre-loading assets cannot be found!")
+ pyv.preload_assets(metadata, prefix_asset_folder=adhoc_folder+os.sep)
+
+ # lets rock!
+ pyv.run_game()
diff --git a/examples/chess/LICENSE.txt b/examples/chess/LICENSE.txt
deleted file mode 100644
index 94a9ed0..0000000
--- a/examples/chess/LICENSE.txt
+++ /dev/null
@@ -1,674 +0,0 @@
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-
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-the Program, the only way you could satisfy both those terms and this
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- 13. Use with the GNU Affero General Public License.
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- Each version is given a distinguishing version number. If the
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- it under the terms of the GNU General Public License as published by
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- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-if any, to sign a "copyright disclaimer" for the program, if necessary.
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-.
-
- The GNU General Public License does not permit incorporating your program
-into proprietary programs. If your program is a subroutine library, you
-may consider it more useful to permit linking proprietary applications with
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-.
diff --git a/examples/chessBundle/__init__.py b/examples/chessBundle/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/examples/chess/ChessGUI_text.py b/examples/chessBundle/cartridge/ChessGUI_text.py
similarity index 100%
rename from examples/chess/ChessGUI_text.py
rename to examples/chessBundle/cartridge/ChessGUI_text.py
diff --git a/examples/chess/ChessGameParams.py b/examples/chessBundle/cartridge/ChessGameParams.py
similarity index 100%
rename from examples/chess/ChessGameParams.py
rename to examples/chessBundle/cartridge/ChessGameParams.py
diff --git a/examples/chess/ChessmatchMod.py b/examples/chessBundle/cartridge/ChessmatchMod.py
similarity index 93%
rename from examples/chess/ChessmatchMod.py
rename to examples/chessBundle/cartridge/ChessmatchMod.py
index 0774af0..504e260 100644
--- a/examples/chess/ChessmatchMod.py
+++ b/examples/chessBundle/cartridge/ChessmatchMod.py
@@ -1,8 +1,10 @@
-import chdefs
-from ai_players import ChessAI_random, ChessAI_defense, ChessAI_offense
-from model import ChessRules, ChessBoard, ChessPlayer, C_WHITE_PLAYER, C_BLACK_PLAYER
-import pyved_engine as pyv
-from misc import BOARDS_DEBUG
+from . import chdefs
+from .ai_players import ChessAI_random, ChessAI_defense, ChessAI_offense
+from .model import ChessRules, ChessBoard, ChessPlayer, C_WHITE_PLAYER, C_BLACK_PLAYER
+from . import pimodules
+
+
+pyv = pimodules.pyved_engine
class ChessgameMod(pyv.Emitter):
diff --git a/examples/chess/PythonChessAIStats.py b/examples/chessBundle/cartridge/PythonChessAIStats.py
similarity index 100%
rename from examples/chess/PythonChessAIStats.py
rename to examples/chessBundle/cartridge/PythonChessAIStats.py
diff --git a/examples/chess/ScrollingTextBox.py b/examples/chessBundle/cartridge/ScrollingTextBox.py
similarity index 100%
rename from examples/chess/ScrollingTextBox.py
rename to examples/chessBundle/cartridge/ScrollingTextBox.py
diff --git a/examples/chessBundle/cartridge/__init__.py b/examples/chessBundle/cartridge/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/examples/chess/ai_players.py b/examples/chessBundle/cartridge/ai_players.py
similarity index 99%
rename from examples/chess/ai_players.py
rename to examples/chessBundle/cartridge/ai_players.py
index 75cdece..47dfaaa 100644
--- a/examples/chess/ai_players.py
+++ b/examples/chessBundle/cartridge/ai_players.py
@@ -1,6 +1,7 @@
import random
-from model import ChessPlayer, ChessRules, ChessBoard, C_WHITE_PLAYER, C_BLACK_PLAYER, C_EMPTY_SQUARE
+
+from .model import ChessPlayer, ChessRules, ChessBoard, C_WHITE_PLAYER, C_BLACK_PLAYER, C_EMPTY_SQUARE
class ChessAI(ChessPlayer):
diff --git a/examples/chess/images/credits_graphisme.txt b/examples/chessBundle/cartridge/assets-author.txt
similarity index 100%
rename from examples/chess/images/credits_graphisme.txt
rename to examples/chessBundle/cartridge/assets-author.txt
diff --git a/examples/chess/images/black_bishop.png b/examples/chessBundle/cartridge/black_bishop.png
similarity index 100%
rename from examples/chess/images/black_bishop.png
rename to examples/chessBundle/cartridge/black_bishop.png
diff --git a/examples/chess/images/black_king.png b/examples/chessBundle/cartridge/black_king.png
similarity index 100%
rename from examples/chess/images/black_king.png
rename to examples/chessBundle/cartridge/black_king.png
diff --git a/examples/chess/images/black_knight.png b/examples/chessBundle/cartridge/black_knight.png
similarity index 100%
rename from examples/chess/images/black_knight.png
rename to examples/chessBundle/cartridge/black_knight.png
diff --git a/examples/chess/images/black_pawn.png b/examples/chessBundle/cartridge/black_pawn.png
similarity index 100%
rename from examples/chess/images/black_pawn.png
rename to examples/chessBundle/cartridge/black_pawn.png
diff --git a/examples/chess/images/black_queen.png b/examples/chessBundle/cartridge/black_queen.png
similarity index 100%
rename from examples/chess/images/black_queen.png
rename to examples/chessBundle/cartridge/black_queen.png
diff --git a/examples/chess/images/black_rook.png b/examples/chessBundle/cartridge/black_rook.png
similarity index 100%
rename from examples/chess/images/black_rook.png
rename to examples/chessBundle/cartridge/black_rook.png
diff --git a/examples/chess/images/brown_square.png b/examples/chessBundle/cartridge/brown_square.png
similarity index 100%
rename from examples/chess/images/brown_square.png
rename to examples/chessBundle/cartridge/brown_square.png
diff --git a/examples/chess/chdefs.py b/examples/chessBundle/cartridge/chdefs.py
similarity index 88%
rename from examples/chess/chdefs.py
rename to examples/chessBundle/cartridge/chdefs.py
index a48e625..4381b05 100644
--- a/examples/chess/chdefs.py
+++ b/examples/chessBundle/cartridge/chdefs.py
@@ -1,10 +1,11 @@
"""
Define game modes & custom events
"""
-import pyved_engine as pyv
+from . import pimodules
+pyv = pimodules.pyved_engine
-ChessGstates = pyv.struct.enum(
+ChessGstates = pyv.e_struct.enum(
'Chessintro',
'Chessmatch',
)
diff --git a/examples/chess/chess_rules.py b/examples/chessBundle/cartridge/chess_rules.py
similarity index 100%
rename from examples/chess/chess_rules.py
rename to examples/chessBundle/cartridge/chess_rules.py
diff --git a/examples/chess/chessintro.py b/examples/chessBundle/cartridge/chessintro.py
similarity index 98%
rename from examples/chess/chessintro.py
rename to examples/chessBundle/cartridge/chessintro.py
index 654dec3..9c668eb 100644
--- a/examples/chess/chessintro.py
+++ b/examples/chessBundle/cartridge/chessintro.py
@@ -1,7 +1,9 @@
-import chdefs
-import pyved_engine as pyv
+from . import chdefs
+from . import pimodules
+pyv = pimodules.pyved_engine
+
# - alias
pygame = pyv.pygame
EngineEvTypes = pyv.EngineEvTypes
diff --git a/examples/chess/chessmatch.py b/examples/chessBundle/cartridge/chessmatch.py
similarity index 98%
rename from examples/chess/chessmatch.py
rename to examples/chessBundle/cartridge/chessmatch.py
index b59f36b..e3f2349 100644
--- a/examples/chess/chessmatch.py
+++ b/examples/chessBundle/cartridge/chessmatch.py
@@ -1,12 +1,14 @@
-import chdefs
-from chdefs import BOARD_POS
-import pyved_engine as pyv
-from examples.chess.main_gui_view import PopupPromotion
-from model import *
-from ChessmatchMod import ChessgameMod
+from . import chdefs
+from .chdefs import BOARD_POS
+from .main_gui_view import PopupPromotion
+from .model import *
+from .ChessmatchMod import ChessgameMod
+
+from . import pimodules
# --- alias
+pyv = pimodules.pyved_engine
pygame = pyv.pygame
# --- constants
diff --git a/examples/chess/images/cyan_square.png b/examples/chessBundle/cartridge/cyan_square.png
similarity index 100%
rename from examples/chess/images/cyan_square.png
rename to examples/chessBundle/cartridge/cyan_square.png
diff --git a/examples/chess/run_chess.py b/examples/chessBundle/cartridge/gamedef.py
similarity index 59%
rename from examples/chess/run_chess.py
rename to examples/chessBundle/cartridge/gamedef.py
index cc491b3..6abc528 100644
--- a/examples/chess/run_chess.py
+++ b/examples/chessBundle/cartridge/gamedef.py
@@ -9,18 +9,21 @@
-Thomas Iwaszko (port to python3+pyv, various improvements)
[contact: thomas.iw@kata.games]
"""
-import chdefs
-import pyved_engine as pyv
-pyv.bootstrap_e()
-from chessintro import ChessintroState
-from chessmatch import ChessmatchState
+from . import pimodules
+
+print('pimodules content::::')
+print(pimodules.pyved_engine)
+pyv = pimodules.pyved_engine
+pyv.bootstrap_e()
-# aliases
pyg = pyv.pygame
-epaint = pyv.EngineEvTypes.Paint
-eupdate = pyv.EngineEvTypes.Update
+
+
+from .chessintro import ChessintroState
+from .chessmatch import ChessmatchState
+from . import chdefs
@pyv.Singleton
@@ -36,35 +39,12 @@ def beginchess(vmst=None):
pyv.init()
glvars = SharedStorage.instance()
- # let's preload game assets...
- pyv.preload_assets({
- 'images': [
- 'black_pawn.png',
- 'black_rook.png',
- 'black_knight.png',
- 'black_bishop.png',
- 'black_king.png',
- 'black_queen.png',
-
- 'white_pawn.png',
- 'white_rook.png',
- 'white_knight.png',
- 'white_bishop.png',
- 'white_king.png',
- 'white_queen.png',
-
- 'white_square.png',
- 'brown_square.png',
- 'cyan_square.png'
- ],
- }, prefix_asset_folder='images/')
# override surfvalues to fix most of images, bc we need a different size...
sq_size_pixels = (100, 100)
for iname, sv in pyv.vars.images.items():
if iname[-6:] == 'square':
pass
else:
- # print('resized', iname)
pyv.vars.images[iname] = pyg.transform.scale(sv, sq_size_pixels)
pyv.declare_game_states(
@@ -80,15 +60,14 @@ def beginchess(vmst=None):
@pyv.declare_update
def updatechess(info_t):
glvars = SharedStorage.instance()
- glvars.ev_manager.post(eupdate, curr_t=info_t)
- glvars.ev_manager.post(epaint, screen=glvars.screen)
+
+ glvars.ev_manager.post(pyv.EngineEvTypes.Update, curr_t=info_t)
+ glvars.ev_manager.post(pyv.EngineEvTypes.Paint, screen=glvars.screen)
+
glvars.ev_manager.update()
+ pyv.flip()
@pyv.declare_end
def endchess(vmst=None):
pyv.close_game()
-
-
-if __name__ == '__main__':
- pyv.run_game()
diff --git a/examples/chess/main_gui_view.py b/examples/chessBundle/cartridge/main_gui_view.py
similarity index 98%
rename from examples/chess/main_gui_view.py
rename to examples/chessBundle/cartridge/main_gui_view.py
index 058dc08..3aeb6e9 100644
--- a/examples/chess/main_gui_view.py
+++ b/examples/chessBundle/cartridge/main_gui_view.py
@@ -1,4 +1,5 @@
-import pyved_engine as pyv
+from . import pimodules
+pyv = pimodules.pyved_engine
# alias
diff --git a/examples/chessBundle/cartridge/metadat.json b/examples/chessBundle/cartridge/metadat.json
new file mode 100644
index 0000000..e10fa73
--- /dev/null
+++ b/examples/chessBundle/cartridge/metadat.json
@@ -0,0 +1,29 @@
+{
+ "vmlib_ver": "23_8a5",
+ "dependencies": {
+ "pyved_engine": "23.4a4"
+ },
+ "description": "this is a placeholder for the name of your game",
+ "author": "Thomas",
+ "assets": [
+ "black_bishop.png",
+ "black_king.png",
+ "black_knight.png",
+ "black_pawn.png",
+ "black_queen.png",
+ "black_rook.png",
+ "white_bishop.png",
+ "white_king.png",
+ "white_knight.png",
+ "white_pawn.png",
+ "white_queen.png",
+ "white_rook.png",
+ "white_square.png",
+ "brown_square.png",
+ "cyan_square.png"
+ ],
+ "sounds": [],
+ "cartridge": "chessBundle",
+ "game_name": "The game of chess",
+ "build_date": "Mon Aug 28 15:16:11 2023"
+}
\ No newline at end of file
diff --git a/examples/chess/misc.py b/examples/chessBundle/cartridge/misc.py
similarity index 100%
rename from examples/chess/misc.py
rename to examples/chessBundle/cartridge/misc.py
diff --git a/examples/chess/model.py b/examples/chessBundle/cartridge/model.py
similarity index 99%
rename from examples/chess/model.py
rename to examples/chessBundle/cartridge/model.py
index 7f4c2d7..9b3ebca 100644
--- a/examples/chess/model.py
+++ b/examples/chessBundle/cartridge/model.py
@@ -1,12 +1,13 @@
"""
model for the game of chess (whats a chess Player/a chess Board +what are the rules?)
"""
-import pyved_engine as pyv
-from chess_rules import *
-from examples.chess import chdefs
-from examples.chess.chdefs import ChessEvents
+from .chess_rules import *
+from . import chdefs
+from .chdefs import ChessEvents
+from . import pimodules
+pyv = pimodules.pyved_engine
# todo future model will use a class for chesspiece + an int matrix
# i should be able to write high-level ideas such as:
# if board['d4'].is_pawn():
diff --git a/examples/chessBundle/cartridge/pimodules.py b/examples/chessBundle/cartridge/pimodules.py
new file mode 100644
index 0000000..14b3b0c
--- /dev/null
+++ b/examples/chessBundle/cartridge/pimodules.py
@@ -0,0 +1,10 @@
+
+
+upward_link = None
+
+
+def __getattr__(name):
+ global upward_link
+ # debug
+ # print('pimodules is tryin to provide...', name)
+ return upward_link[name]
diff --git a/examples/chessBundle/cartridge/run_chess.py b/examples/chessBundle/cartridge/run_chess.py
new file mode 100644
index 0000000..3a9fa7e
--- /dev/null
+++ b/examples/chessBundle/cartridge/run_chess.py
@@ -0,0 +1,13 @@
+
+# import chdefs
+from . import pimodules
+pyv = pimodules.pyved_engine
+pyv.bootstrap_e()
+
+# from chessintro import ChessintroState
+# from chessmatch import ChessmatchState
+
+
+# aliases
+pyg = pyv.pygame
+
diff --git a/examples/chess/images/white_bishop.png b/examples/chessBundle/cartridge/white_bishop.png
similarity index 100%
rename from examples/chess/images/white_bishop.png
rename to examples/chessBundle/cartridge/white_bishop.png
diff --git a/examples/chess/images/white_king.png b/examples/chessBundle/cartridge/white_king.png
similarity index 100%
rename from examples/chess/images/white_king.png
rename to examples/chessBundle/cartridge/white_king.png
diff --git a/examples/chess/images/white_knight.png b/examples/chessBundle/cartridge/white_knight.png
similarity index 100%
rename from examples/chess/images/white_knight.png
rename to examples/chessBundle/cartridge/white_knight.png
diff --git a/examples/chess/images/white_pawn.png b/examples/chessBundle/cartridge/white_pawn.png
similarity index 100%
rename from examples/chess/images/white_pawn.png
rename to examples/chessBundle/cartridge/white_pawn.png
diff --git a/examples/chess/images/white_queen.png b/examples/chessBundle/cartridge/white_queen.png
similarity index 100%
rename from examples/chess/images/white_queen.png
rename to examples/chessBundle/cartridge/white_queen.png
diff --git a/examples/chess/images/white_rook.png b/examples/chessBundle/cartridge/white_rook.png
similarity index 100%
rename from examples/chess/images/white_rook.png
rename to examples/chessBundle/cartridge/white_rook.png
diff --git a/examples/chess/images/white_square.png b/examples/chessBundle/cartridge/white_square.png
similarity index 100%
rename from examples/chess/images/white_square.png
rename to examples/chessBundle/cartridge/white_square.png
diff --git a/examples/chessBundle/vm.py b/examples/chessBundle/vm.py
new file mode 100644
index 0000000..57542c6
--- /dev/null
+++ b/examples/chessBundle/vm.py
@@ -0,0 +1,105 @@
+import importlib.util
+from pprint import pprint
+import os
+
+
+class _PyModulePromise:
+ verbose = 1
+ JIT_MSG_LOADING = ' On-the-fly module loading started... {} now ready to use!'
+
+ def __init__(self, module_name: str, python_path: str, package_arg: str):
+ self._ref_module = None
+ self._module_name = module_name
+ self._py_path = python_path
+ self.package_arg = package_arg
+
+ def is_ready(self):
+ return self._ref_module is not None
+
+ @property
+ def name(self):
+ return self._module_name
+
+ @property
+ def result(self):
+ if not self.is_ready():
+ self._jit_load_module_op(self.package_arg)
+ return self._ref_module
+
+ def _jit_load_module_op(self, package_arg):
+ cls = self.__class__
+ if cls.verbose:
+ print(cls.JIT_MSG_LOADING.format(self.name))
+ if package_arg and self._py_path[0] == '.':
+ self._ref_module = importlib.import_module(self._py_path, package_arg)
+ else:
+ self._ref_module = importlib.import_module(self._py_path)
+
+class Injector:
+ def __init__(self, package_arg):
+ self.package_arg = package_arg
+ self.registered_modules = {}
+ self.lazy_loading = {}
+
+ def hack_package_arg(self, new_val):
+ for promise_obj in self.lazy_loading.values():
+ promise_obj.package_arg = new_val
+
+ def __contains__(self, item):
+ return item in self.registered_modules or item in self.lazy_loading
+
+ def set_preloaded_module(self, module_name, python_module):
+ self.registered_modules[module_name] = python_module
+
+ def set_lazy_loaded_module(self, sub_module_name, python_path):
+ self.lazy_loading[sub_module_name] = _PyModulePromise(sub_module_name, python_path, self.package_arg)
+
+ def __getitem__(self, item):
+ return self.registered_modules.get(item, self.lazy_loading[item].result)
+
+ def is_loaded(self, package_name):
+ return package_name in self.registered_modules or self.lazy_loading[package_name].is_ready()
+
+
+def upward_link(link_to_pimodules):
+ globals()['pimodules'] = link_to_pimodules
+
+
+def find_spc_folder(givenfolder, start_path):
+ for root, dirs, files in os.walk(start_path):
+ if givenfolder in dirs:
+ return True
+ return False
+
+
+def game_execution(metadata, game_definition_module):
+ print(f'~~Vm Pyv~~ LAUNCHING {metadata["game_name"]}...')
+ print('-'*8 + 'metadata' + '-'*8)
+ pprint(metadata)
+ print()
+
+ pyv = globals()['pimodules']['pyved_engine']
+ # <> Here we have to handle a special case
+ # ->to detect: if @pyv.declare_begin etc were not set.
+ # If so, and if gamedef has an object named "game" therefore we link all by ourselves
+ if pyv.vars.beginfunc_ref is None:
+ if hasattr(game_definition_module, 'game'):
+ game = getattr(game_definition_module, 'game')
+ # this manually connects existing codebase with the pyved 23.8a1+ philosophy (tags)
+ pyv.vars.beginfunc_ref, \
+ pyv.vars.updatefunc_ref, \
+ pyv.vars.endfunc_ref = game.enter, game.update, game.exit
+
+ # Strat= we preload all assets ->best solution considering the wanted code portability
+ # ... And no need to filter out the metadata here, pyv can handle the whole thing
+ current_folder = os.getcwd()
+ if find_spc_folder(metadata['cartridge'], current_folder):
+ adhoc_folder = os.path.join('.', metadata['cartridge'], 'cartridge')
+ elif find_spc_folder('cartridge', current_folder):
+ adhoc_folder = os.path.join('.', 'cartridge')
+ else:
+ raise FileNotFoundError("ERR: Asset dir for pre-loading assets cannot be found!")
+ pyv.preload_assets(metadata, prefix_asset_folder=adhoc_folder+os.sep)
+
+ # lets rock!
+ pyv.run_game()
diff --git a/examples/chessBundle/vmslateL.py b/examples/chessBundle/vmslateL.py
new file mode 100644
index 0000000..354bfdf
--- /dev/null
+++ b/examples/chessBundle/vmslateL.py
@@ -0,0 +1,45 @@
+"""
+**Never edit that file!**
+
+Its part of the pyved_engine.
+
+The code below is standardized code (required to defined any GameBundleL),
+it helps in booting up the internal game cartridge (aka the PyvGC format)
+
+ {{N.B. Tom }}
+In general its not recommanded to run that script directly,
+ its way better to use `pyv-cli play GameBundleName` ...
+ THAT BEING SAID, see the comment at the end of the file
+"""
+
+
+def bootgame(metadata):
+ try:
+ import vm
+ rel_imports = False
+ except ModuleNotFoundError:
+ from . import vm
+ rel_imports = True
+
+ mon_inj = vm.Injector(None)
+ mon_inj.set_lazy_loaded_module('pyved_engine', 'pyved_engine')
+ mon_inj.set_lazy_loaded_module('math', 'math')
+ vm.upward_link(mon_inj)
+
+ if rel_imports:
+ from .cartridge import pimodules
+ pimodules.upward_link = mon_inj
+ from .cartridge import gamedef
+ vm.game_execution(metadata, gamedef)
+ else:
+ from cartridge import pimodules
+ pimodules.upward_link = mon_inj
+ from cartridge import gamedef
+ vm.game_execution(metadata, gamedef)
+
+
+# I still keep the code below as its handy to allow the script direct execution in rare situations
+if __name__ == '__main__':
+ import json
+ with open('cartridge/metadat.json', 'r') as fp:
+ bootgame(json.load(fp))
diff --git a/examples/immortalBundle/__init__.py b/examples/immortalBundle/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/examples/immortalBundle/cartridge/__init__.py b/examples/immortalBundle/cartridge/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/examples/immortalBundle/cartridge/bg.png b/examples/immortalBundle/cartridge/bg.png
new file mode 100644
index 0000000..35ed881
Binary files /dev/null and b/examples/immortalBundle/cartridge/bg.png differ
diff --git a/examples/immortalBundle/cartridge/defeat.png b/examples/immortalBundle/cartridge/defeat.png
new file mode 100644
index 0000000..5923d4a
Binary files /dev/null and b/examples/immortalBundle/cartridge/defeat.png differ
diff --git a/examples/immortalBundle/cartridge/gamedef.py b/examples/immortalBundle/cartridge/gamedef.py
new file mode 100644
index 0000000..8218552
--- /dev/null
+++ b/examples/immortalBundle/cartridge/gamedef.py
@@ -0,0 +1,577 @@
+import random
+# import time
+
+from . import pimodules
+
+
+# -ALIASES-
+pyv = pimodules.pyved_engine
+pyv.bootstrap_e() # hence we can use pyv.pygame before a pyv.init() call
+pygame = pyv.pygame
+
+# -CONSTANTS-
+NXT_GAME = 'game_selector'
+FPS = 60
+Y_COORD_GROUND = 427
+X_HB2 = 530
+RED = (255, 0, 0)
+YELLOW = (255, 255, 0)
+WHITE = (255, 255, 255)
+
+WARRIOR_SIZE = 162
+WARRIOR_SCALE = 4
+WARRIOR_OFFSET = [72, 56]
+WARRIOR_DATA = [WARRIOR_SIZE, WARRIOR_SCALE, WARRIOR_OFFSET]
+WIZARD_SIZE = 250
+WIZARD_SCALE = 3
+WIZARD_OFFSET = [112, 107]
+WIZARD_DATA = [WIZARD_SIZE, WIZARD_SCALE, WIZARD_OFFSET]
+WARRIOR_ANIMATION_STEPS = [10, 8, 1, 7, 7, 3, 7] # def. number of steps in each animation
+WIZARD_ANIMATION_STEPS = [8, 8, 1, 8, 8, 3, 7]
+
+ROUND_OVER_COOLDOWN = 2 # sec
+NB_SEC_INTRO_COMBAT = 3
+
+# TODO gameplay fixes:
+# chrono devrait se ré-afficher a chaque round
+# "best of 3" rule
+
+
+# ---------------------------------------
+# Code pour le jeu de combat (O.O.P.)
+# ---------------------------------------
+class Fighter:
+ # class const
+ XSPEED = 25
+ YSPEED = 66
+ ANIM_FREQ = 0.04140 # the lowest, the faster the char. animation is
+
+ def __init__(self, player, x, y, flip, data, sprite_sheet_info, animation_steps, sound, scr_size):
+ self.scr_size = scr_size
+ self.ai_control = False
+ self.ai_wait = 230
+ self.run_duration = 0
+ self.player = player
+ self.size = data[0]
+ self.image_scale = data[1]
+ self.offset = data[2]
+ self.flip = flip
+
+ # list of pygame surfaces
+ self.animation_list = self.load_images(sprite_sheet_info, animation_steps)
+
+ self.action = 0 # 0:idle #1:run #2:jump #3:attack1 #4: attack2 #5:hit #6:death
+ self.frame_index = 0
+ self.image = self.animation_list[self.action][self.frame_index]
+ self.update_time = None
+ self.rect = pygame.Rect((x, y, 80, 180))
+
+ self.vx = 0
+ self.vy = 0
+
+ self.running = False
+ self.jump = False
+ self.attacking = False
+ self.attack_type = None
+ self.attack_cooldown = 0
+ self.attack_sound = sound
+ self.hit = False
+ self.health = 100
+ self.alive = True
+
+ def load_images(self, sprsheet_infos, animsteps):
+ print(sprsheet_infos)
+ spr_sheet_name = sprsheet_infos[1] # pyv.gfx.JsonBasedSprSheet(sprsheet_path)
+ sprsheet_obj = pyv.vars.spritesheets[spr_sheet_name]
+
+ arg_scale = (self.size * self.image_scale, self.size * self.image_scale)
+ res = list()
+ for k, nbframes in enumerate(animsteps):
+ tmp = list()
+ for anim_rank in range(nbframes):
+ img_name = 'a' + str(k) + str(anim_rank) + '.png'
+ surf_obj = pygame.transform.scale(sprsheet_obj[img_name], arg_scale)
+ tmp.append(surf_obj)
+ res.append(tmp)
+ return res
+
+ def move(self, screen_width, screen_height, surface, target, activematch):
+ if not activematch or (not self.alive):
+ return
+
+ # TODO remove dependency control keys->logic
+ pkeys = pygame.key.get_pressed()
+ # modify speeds:
+ if pkeys[pygame.K_UP]:
+ if not self.jump:
+ self.jump = True
+ self.vy = -1 * self.YSPEED
+ if pkeys[pygame.K_RIGHT]:
+ self.vx = +1 * self.XSPEED
+ self.running = True
+ elif pkeys[pygame.K_LEFT]:
+ self.vx = -1 * self.XSPEED
+ self.running = True
+ else:
+ self.vx = 0
+ self.running = False
+
+ # modify fighter state.
+ attack_key0 = pygame.K_SPACE
+ attack_key1 = pygame.K_x
+ if not self.attacking:
+ if pkeys[attack_key0]:
+ self.attack_type = 0
+ elif pkeys[attack_key1]:
+ self.attack_type = 1
+ if self.attack_type in (0, 1):
+ self.attacking = True
+ self.attack(target)
+
+ return # -------------------- below is bugged code ------------
+
+ # attack keycodes
+
+
+ # can only perform other actions if not currently attacking
+ if not self.attacking:
+ # check player 1 controls
+ if self.player == 2 and (not self.ai_control):
+ # movement
+ if key[pygame.K_a]:
+ dx = -self.SPEED_X
+ self.running = True
+ if key[pygame.K_u]:
+ dx = self.SPEED_X
+ self.running = True
+ # jump
+ if key[pygame.K_w] and not self.jump:
+ self.vx = self.SPEED_Y
+ self.jump = True
+ # attack
+ if key[pygame.K_r] or key[pygame.K_t]:
+ self.attack(target)
+ # determine which attack type was used
+ if key[pygame.K_r]:
+ self.attack_type = 1
+ if key[pygame.K_t]:
+ self.attack_type = 2
+
+ # check player 2 controls
+ if self.player == 1:
+ # movement
+ if key[pygame.K_RIGHT]:
+ dx = self.SPEED_X
+ self.running = True
+
+ if key[pygame.K_LEFT]:
+ dx = -self.SPEED_X
+ self.running = True
+
+ # jump
+ if key[pygame.K_UP]:
+ if not self.jump:
+ self.vel_y = self.JUMP_UP_VELOCITY
+ self.jump = True
+
+ if key[keycode0] or key[keycode1]:
+ self.attack(target)
+ # determine which attack type was used
+ if key[keycode0]:
+ self.attack_type = 1
+ elif key[keycode1]:
+ self.attack_type = 2
+
+ # apply gravity
+ if self.jump:
+ dy = self.vel_y = self.vel_y + self.GRAVITY
+ else:
+ dy = 0
+
+ # apply attack cooldown
+ if self.attack_cooldown > 0:
+ self.attack_cooldown -= 1
+
+ self.rect.left += dx
+ if dy:
+ self.rect.top += dy
+
+ # TODO debug!
+ # if not self.ai_control:
+ # self._ensure_screen_boundaries(dx, dy, target)
+
+ # def _ensure_screen_boundaries(self, dx, dy, targ):
+ # screen_width, screen_height = self.scr_size
+ # # ensure player stays on screen
+ # if self.rect.left + dx < 0:
+ # dx = -self.rect.left
+ # if self.rect.right + dx > screen_width:
+ # dx = screen_width - self.rect.right
+ # if self.rect.bottom + dy > screen_height - 110:
+ # self.vel_y = 0
+ # self.jump = False
+ # dy = screen_height - 110 - self.rect.bottom
+ #
+ # # update player position
+ # self.rect.x += dx
+ # self.rect.y += dy
+ #
+ # # ensure players face each other
+ # if targ.rect.centerx > self.rect.centerx:
+ # self.flip = False
+ # targ.flip = True
+ # else:
+ # self.flip = True
+ # targ.flip = False
+
+ def close_dist(self, other_f):
+ attacking_rect = pygame.Rect(self.rect.centerx - (2 * self.rect.width * self.flip), self.rect.y,
+ 2 * self.rect.width, self.rect.height)
+ return attacking_rect.colliderect(other_f.rect)
+
+ def play_ai(self):
+ return
+ # TODO fix the AI opponent!
+ global fighter_1, intro_count, round_over
+ enemy = fighter_1
+
+ if (not self.alive) or (intro_count > 0) or round_over:
+ return # dont cheat!
+ self.ai_wait -= 3
+ if self.ai_wait > 0:
+ return
+
+ if self.run_duration > 0:
+ if abs(enemy.rect.centerx - self.rect.centerx) < 48:
+ self.run_duration = -1
+ return
+ self.run_duration -= 2
+ self.running = True
+ if self.rect.centerx < enemy.rect.centerx:
+ dx = self.SPEED_X
+ else:
+ dx = -self.SPEED_X
+ self._ensure_screen_boundaries(dx, 0, enemy)
+ return
+ self.running = False
+ if random.random() < 0.05:
+ print('AI: decides to wait')
+ self.ai_wait = random.randint(47, 134)
+ return
+
+ if not self.attacking:
+ if abs(enemy.rect.centerx - self.rect.centerx) > 380:
+ self.run_duration = random.randint(34, 54)
+ return
+ if random.random() < 0.4:
+ return
+ self.attack(enemy)
+ self.attack_type = random.choice((1, 2))
+
+ # handle animation updates
+ def update(self, t):
+ # update y speed
+ if self.jump:
+ self.vy += 0.085 * self.YSPEED
+ if self.vy < 0:
+ if abs(self.vy) < 0.24*self.YSPEED:
+ self.vy *= -1 # at some point, start to fall down
+
+ # update pos and fighter state
+ self.rect.x += self.vx
+ self.rect.top += self.vy
+ if self.health <= 0:
+ self.health = 0
+ self.alive = False
+
+ # handle: landing /stop jumping
+ if self.jump and self.rect.top > Y_COORD_GROUND:
+ self.rect.top = Y_COORD_GROUND
+ self.jump = False
+ self.vy = 0
+
+ # check what action the player is performing
+ # if self.health <= 0:
+ # self.health = 0
+ # self.alive = False
+ # self.update_action(6) # 6:death
+ # elif self.hit:
+ # self.update_action(5) # 5:hit
+ #
+ #
+ # elif self.jump:
+ # self.update_action(2) # 2:jump
+
+ # -----------
+ # animating char.
+ # -----------
+ if self.attack_type == 0:
+ self.update_action(3, t) # code 3 => attack primary
+ elif self.attack_type == 1:
+ self.update_action(4, t) # code4 => attack secondary
+ elif self.running:
+ self.update_action(1, t) # code1 => just run
+ elif not self.alive:
+ self.update_action(6, t) # death
+ else:
+ self.update_action(0, t) # code0 => idle char.
+
+ # update the image
+ self.image = self.animation_list[self.action][self.frame_index]
+ curr_t = t # time.time()
+ # check if enough time has passed since the last update
+ if (self.update_time is None) or (curr_t - self.update_time) > self.ANIM_FREQ:
+ self.frame_index += 1
+ self.update_time = curr_t
+ # check if the animation has finished
+ if self.frame_index >= len(self.animation_list[self.action]):
+
+ if not self.alive:
+ self.frame_index = len(self.animation_list[self.action]) - 1 # if the player is dead then end the animation
+
+ else:
+ self.frame_index = 0
+ # check if an attack was executed
+ if self.action == 3 or self.action == 4:
+ self.attacking = False
+ self.attack_type = None
+ # logic:
+ # self.attack_cooldown = 20 / 100
+
+ # anim of damage-taken finishes
+ elif self.action == 5:
+ self.hit = False
+ # if the player was in the middle of an attack, then the attack is stopped
+ self.attacking = False
+ self.attack_cooldown = 20 / 100
+
+ def attack(self, target):
+ if self.attack_cooldown <= 0:
+ # execute attack
+ self.attacking = True
+ self.attack_sound.play()
+ attacking_rect = pygame.Rect(self.rect.centerx - (2 * self.rect.width * self.flip), self.rect.y,
+ 2 * self.rect.width, self.rect.height)
+ if attacking_rect.colliderect(target.rect):
+ target.health -= 10
+ target.hit = True
+
+ def update_action(self, new_action, infot):
+ # check if the new action is different to the previous one
+ if new_action != self.action:
+ self.action = new_action
+ # update the animation settings
+ self.frame_index = 0
+ self.update_time = infot # time.time()
+
+ def draw(self, surface):
+ img = pygame.transform.flip(self.image, self.flip, False)
+ surface.blit(
+ img,
+ (self.rect.x - (self.offset[0] * self.image_scale), self.rect.y - (self.offset[1] * self.image_scale))
+ )
+
+
+# -GLOBAL VARIABLES-
+clock = None
+fighter_1 = fighter_2 = None
+
+last_count_update = None
+magic_fx = sword_fx = None
+round_over = False
+round_over_time = None
+drawing_counter = True
+intro_count = 0
+score = [0, 0] # player scores. [P1, P2]
+score_font = count_fount = None
+victory_img = defeat_img = None
+lastupdate = None
+screen = None
+
+
+# ---------------------------------------
+# Code pour le jeu de combat (non-O.O.P.)
+# ---------------------------------------
+def draw_health_bar(health, x, y):
+ ratio = health / 100
+ pygame.draw.rect(screen, WHITE, (x - 2, y - 2, 404, 34))
+ pygame.draw.rect(screen, RED, (x, y, 400, 30))
+ pygame.draw.rect(screen, YELLOW, (x, y, 400 * ratio, 30))
+
+
+def draw_text(text, font, text_col, x, y): # function for drawing text
+ img = font.render(text, True, text_col)
+ screen.blit(img, (x, y))
+
+
+def reset_fighters():
+ global fighter_1, fighter_2
+ fighter_1 = Fighter(
+ 1, 200, Y_COORD_GROUND, False, WARRIOR_DATA, (None, 'warrior-spritesheet'), WARRIOR_ANIMATION_STEPS, sword_fx,
+ pyv.get_surface().get_size()
+ )
+ fighter_1.attack_sound = sword_fx
+ fighter_2 = Fighter(
+ 2, 700, Y_COORD_GROUND, True, WIZARD_DATA, (None, 'sorc-spritesheet'), WIZARD_ANIMATION_STEPS, magic_fx,
+ pyv.get_surface().get_size()
+ )
+ fighter_2.attack_sound = magic_fx
+ fighter_2.ai_control = True
+
+
+@pyv.declare_begin
+def initgame(vms=None):
+ global fighter_1, fighter_2, intro_count, magic_fx, sword_fx
+ global clock, screen
+ global victory_img, defeat_img, count_font, score_font
+
+ pyv.init()
+ screen = pyv.get_surface()
+ # screen = pyv.get_surface()
+
+ # pyv.preload_assets({
+ # "assets": ["bg.png", "victory.png", "defeat.png"],
+ # "sounds": ["immortal-sword.wav", "immortal-magic.wav"]
+ # }, prefix_asset_folder='cartridge/')
+
+ # +++ load music and sounds +++
+ # pygame.mixer.music.load(assetprefix("music.mp3"))
+ # pygame.mixer.music.play(-1)
+ sword_fx = pyv.vars.sounds["immortal-sword"]
+ magic_fx = pyv.vars.sounds["immortal-magic"]
+
+ # completion fighter objects
+ wh_pair = pyv.get_surface().get_size()
+
+ # verif fighters sont bien construits
+ reset_fighters()
+ fighter_1.attack_sound = sword_fx
+ fighter_1.scr_size = fighter_2.scr_size = wh_pair
+ fighter_2.attack_sound = magic_fx
+ fighter_2.ai_control = True
+
+ # last_count_update = None
+
+ clock = pyv.vars.clock
+
+ # load background image
+ bg_image = pyv.vars.images['bg'].convert_alpha()
+
+ # load spritesheets
+ # warrior_sheet = pygame.image.load(assetprefix("warrior.png")).convert_alpha()
+ # wizard_sheet = pygame.image.load(assetprefix("wizard.png")).convert_alpha()
+
+ # load vicory image
+ victory_img = pyv.vars.images["victory"].convert_alpha()
+ defeat_img = pyv.vars.images["defeat"].convert_alpha()
+
+ # define font
+ # TODO pb a resourdre avant de passer vers le Web ctx: comment les fonts sont importées?
+ count_font = pyv.vars.fonts['bigFont']
+ score_font = pyv.vars.fonts['smaFont']
+
+ # init. logic
+ intro_count = NB_SEC_INTRO_COMBAT
+
+
+@pyv.declare_update
+def updategame(infot):
+ global lastupdate
+ global score_font, fighter_1, fighter_2, last_count_update, round_over
+ global intro_count, round_over_time, magic_fx, sword_fx, drawing_counter
+
+ if lastupdate is None:
+ dt = 0
+ else:
+ dt = lastupdate - infot
+ lastupdate = infot
+ if last_count_update is None:
+ last_count_update = infot
+
+ # event handler
+ for ev in pyv.fetch_events():
+ if ev.type == pygame.QUIT:
+ pyv.vars.gameover = True
+ elif ev.type == pygame.KEYDOWN:
+ if ev.key == pygame.K_ESCAPE:
+ pyv.vars.gameover = True
+ elif ev.key == pygame.K_BACKSPACE:
+ fighter_2.ai_control = False
+
+ # ---------------
+ # LOGIC
+ # ---------------
+ scr_w, scr_h = screen.get_size()
+
+ # update countdown
+ if drawing_counter and (infot - last_count_update) > 1.0:
+ intro_count -= 1
+ last_count_update = infot
+ if drawing_counter and intro_count < 1:
+ drawing_counter = False
+
+ if not drawing_counter:
+ fighter_1.move(scr_w, scr_h, screen, fighter_2, not round_over)
+
+ if fighter_2.ai_control:
+ fighter_2.play_ai()
+ else:
+ fighter_2.move(scr_w, scr_h, screen, fighter_1, not round_over)
+
+ # update fighters
+ fighter_1.update(infot)
+ fighter_2.update(infot)
+
+ # check for player defeat
+ if not round_over:
+ if not fighter_1.alive:
+ score[1] += 1
+ round_over_time = infot
+ round_over = True
+ elif not fighter_2.alive:
+ score[0] += 1
+ round_over_time = infot
+ round_over = True
+
+ else: # we have to reset match
+ if (infot - round_over_time) > ROUND_OVER_COOLDOWN:
+ round_over = False
+ intro_count = NB_SEC_INTRO_COMBAT
+ reset_fighters()
+ # fighter_1 = Fighter(1, 200, SPAWN_Y, False, WARRIOR_DATA, warrior_sheet, WARRIOR_ANIMATION_STEPS, sword_fx)
+ # fighter_2 = Fighter(2, 700, SPAWN_Y, True, WIZARD_DATA, wizard_sheet, WIZARD_ANIMATION_STEPS, magic_fx)
+
+ # draw background
+ screen.blit(pyv.vars.images['bg'], (0, 0))
+
+ if round_over:
+ if fighter_1.alive:
+ # display victory simage
+ screen.blit(victory_img, (360, 150))
+ else:
+ screen.blit(defeat_img, (360, 150))
+
+ elif drawing_counter:
+ # display count timer
+ scr_w, scr_h = screen.get_size()
+ draw_text(str(intro_count), count_font, RED, scr_w / 2, scr_h / 3)
+
+ # show player stats
+ draw_health_bar(fighter_1.health, 20, 20)
+ draw_health_bar(fighter_2.health, X_HB2, 20)
+ draw_text("P1: " + str(score[0]), score_font, RED, 20, 60)
+ draw_text("P2: " + str(score[1]), score_font, RED, X_HB2, 60)
+
+ # draw fighters
+ fighter_1.draw(screen)
+ fighter_2.draw(screen)
+
+ # update display
+ pyv.flip()
+ clock.tick(FPS)
+
+
+@pyv.declare_end
+def exitgame(vms=None):
+ # exit pygame
+ pyv.quit()
diff --git a/examples/immortalBundle/cartridge/immortal-magic.wav b/examples/immortalBundle/cartridge/immortal-magic.wav
new file mode 100644
index 0000000..1e55ba4
Binary files /dev/null and b/examples/immortalBundle/cartridge/immortal-magic.wav differ
diff --git a/examples/immortalBundle/cartridge/immortal-music.mp3 b/examples/immortalBundle/cartridge/immortal-music.mp3
new file mode 100644
index 0000000..7b90d41
Binary files /dev/null and b/examples/immortalBundle/cartridge/immortal-music.mp3 differ
diff --git a/examples/immortalBundle/cartridge/immortal-sword.wav b/examples/immortalBundle/cartridge/immortal-sword.wav
new file mode 100644
index 0000000..960457f
Binary files /dev/null and b/examples/immortalBundle/cartridge/immortal-sword.wav differ
diff --git a/examples/immortalBundle/cartridge/immortal-turok.ttf b/examples/immortalBundle/cartridge/immortal-turok.ttf
new file mode 100644
index 0000000..374aa56
Binary files /dev/null and b/examples/immortalBundle/cartridge/immortal-turok.ttf differ
diff --git a/examples/immortalBundle/cartridge/metadat.json b/examples/immortalBundle/cartridge/metadat.json
new file mode 100644
index 0000000..87106be
--- /dev/null
+++ b/examples/immortalBundle/cartridge/metadat.json
@@ -0,0 +1,23 @@
+{
+ "vmlib_ver": "23_8a5",
+ "dependencies": {
+ "pyved_engine": "23.4a4"
+ },
+ "description": "this is a placeholder for the name of your game",
+ "author": "moonbak",
+ "assets": [
+ "warrior-spritesheet.json",
+ "sorc-spritesheet.json",
+ "bg.png",
+ "victory.png",
+ "defeat.png",
+ ["bigFont", "immortal-turok.ttf", 80],
+ ["smaFont", "immortal-turok.ttf", 33]
+ ],
+ "sounds": [
+ "immortal-sword.wav", "immortal-magic.wav"
+ ],
+ "cartridge": "immortalBundle",
+ "game_name": "Immortal",
+ "build_date": "Fri Aug 25 17:22:49 2023"
+}
\ No newline at end of file
diff --git a/examples/immortalBundle/cartridge/pimodules.py b/examples/immortalBundle/cartridge/pimodules.py
new file mode 100644
index 0000000..14b3b0c
--- /dev/null
+++ b/examples/immortalBundle/cartridge/pimodules.py
@@ -0,0 +1,10 @@
+
+
+upward_link = None
+
+
+def __getattr__(name):
+ global upward_link
+ # debug
+ # print('pimodules is tryin to provide...', name)
+ return upward_link[name]
diff --git a/examples/immortalBundle/cartridge/sorc-spritesheet.json b/examples/immortalBundle/cartridge/sorc-spritesheet.json
new file mode 100644
index 0000000..0b44655
--- /dev/null
+++ b/examples/immortalBundle/cartridge/sorc-spritesheet.json
@@ -0,0 +1,895 @@
+{
+ "frames": {
+ "a00.png": {
+ "frame": {
+ "x": 1,
+ "y": 1,
+ "w": 250,
+ "h": 250
+ },
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {
+ "x": 0,
+ "y": 0,
+ "w": 250,
+ "h": 250
+ },
+ "sourceSize": {
+ "w": 250,
+ "h": 250
+ }
+ },
+ "a01.png": {
+ "frame": {
+ "x": 253,
+ "y": 1,
+ "w": 250,
+ "h": 250
+ },
+ "rotated": false,
+ "trimmed": false,
+ "spriteSourceSize": {
+ "x": 0,
+ "y": 0,
+ "w": 250,
+ "h": 250
+ },
+ "sourceSize": {
+ "w": 250,
+ "h": 250
+ }
+ },
+ "a02.png": {
+ "frame": {
+ "x": 505,
+ "y": 1,
+ "w": 250,
+ "h": 250
+ },
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+ "trimmed": false,
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+ "x": 0,
+ "y": 0,
+ "w": 250,
+ "h": 250
+ },
+ "sourceSize": {
+ "w": 250,
+ "h": 250
+ }
+ },
+ "a03.png": {
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+ "x": 757,
+ "y": 1,
+ "w": 250,
+ "h": 250
+ },
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+ "sourceSize": {
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+ }
+ },
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+ "y": 1,
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+ "h": 250
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+ "sourceSize": {
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+ "h": 250
+ }
+ },
+ "a05.png": {
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+}
\ No newline at end of file
diff --git a/examples/immortalBundle/cartridge/sorc-spritesheet.png b/examples/immortalBundle/cartridge/sorc-spritesheet.png
new file mode 100644
index 0000000..9be0cb9
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diff --git a/examples/immortalBundle/cartridge/victory.png b/examples/immortalBundle/cartridge/victory.png
new file mode 100644
index 0000000..e0c0635
Binary files /dev/null and b/examples/immortalBundle/cartridge/victory.png differ
diff --git a/examples/immortalBundle/cartridge/warrior-spritesheet.json b/examples/immortalBundle/cartridge/warrior-spritesheet.json
new file mode 100644
index 0000000..113c823
--- /dev/null
+++ b/examples/immortalBundle/cartridge/warrior-spritesheet.json
@@ -0,0 +1,875 @@
+{
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+}
\ No newline at end of file
diff --git a/examples/immortalBundle/cartridge/warrior-spritesheet.png b/examples/immortalBundle/cartridge/warrior-spritesheet.png
new file mode 100644
index 0000000..a553aa9
Binary files /dev/null and b/examples/immortalBundle/cartridge/warrior-spritesheet.png differ
diff --git a/examples/immortalBundle/vm.py b/examples/immortalBundle/vm.py
new file mode 100644
index 0000000..57542c6
--- /dev/null
+++ b/examples/immortalBundle/vm.py
@@ -0,0 +1,105 @@
+import importlib.util
+from pprint import pprint
+import os
+
+
+class _PyModulePromise:
+ verbose = 1
+ JIT_MSG_LOADING = ' On-the-fly module loading started... {} now ready to use!'
+
+ def __init__(self, module_name: str, python_path: str, package_arg: str):
+ self._ref_module = None
+ self._module_name = module_name
+ self._py_path = python_path
+ self.package_arg = package_arg
+
+ def is_ready(self):
+ return self._ref_module is not None
+
+ @property
+ def name(self):
+ return self._module_name
+
+ @property
+ def result(self):
+ if not self.is_ready():
+ self._jit_load_module_op(self.package_arg)
+ return self._ref_module
+
+ def _jit_load_module_op(self, package_arg):
+ cls = self.__class__
+ if cls.verbose:
+ print(cls.JIT_MSG_LOADING.format(self.name))
+ if package_arg and self._py_path[0] == '.':
+ self._ref_module = importlib.import_module(self._py_path, package_arg)
+ else:
+ self._ref_module = importlib.import_module(self._py_path)
+
+class Injector:
+ def __init__(self, package_arg):
+ self.package_arg = package_arg
+ self.registered_modules = {}
+ self.lazy_loading = {}
+
+ def hack_package_arg(self, new_val):
+ for promise_obj in self.lazy_loading.values():
+ promise_obj.package_arg = new_val
+
+ def __contains__(self, item):
+ return item in self.registered_modules or item in self.lazy_loading
+
+ def set_preloaded_module(self, module_name, python_module):
+ self.registered_modules[module_name] = python_module
+
+ def set_lazy_loaded_module(self, sub_module_name, python_path):
+ self.lazy_loading[sub_module_name] = _PyModulePromise(sub_module_name, python_path, self.package_arg)
+
+ def __getitem__(self, item):
+ return self.registered_modules.get(item, self.lazy_loading[item].result)
+
+ def is_loaded(self, package_name):
+ return package_name in self.registered_modules or self.lazy_loading[package_name].is_ready()
+
+
+def upward_link(link_to_pimodules):
+ globals()['pimodules'] = link_to_pimodules
+
+
+def find_spc_folder(givenfolder, start_path):
+ for root, dirs, files in os.walk(start_path):
+ if givenfolder in dirs:
+ return True
+ return False
+
+
+def game_execution(metadata, game_definition_module):
+ print(f'~~Vm Pyv~~ LAUNCHING {metadata["game_name"]}...')
+ print('-'*8 + 'metadata' + '-'*8)
+ pprint(metadata)
+ print()
+
+ pyv = globals()['pimodules']['pyved_engine']
+ # <> Here we have to handle a special case
+ # ->to detect: if @pyv.declare_begin etc were not set.
+ # If so, and if gamedef has an object named "game" therefore we link all by ourselves
+ if pyv.vars.beginfunc_ref is None:
+ if hasattr(game_definition_module, 'game'):
+ game = getattr(game_definition_module, 'game')
+ # this manually connects existing codebase with the pyved 23.8a1+ philosophy (tags)
+ pyv.vars.beginfunc_ref, \
+ pyv.vars.updatefunc_ref, \
+ pyv.vars.endfunc_ref = game.enter, game.update, game.exit
+
+ # Strat= we preload all assets ->best solution considering the wanted code portability
+ # ... And no need to filter out the metadata here, pyv can handle the whole thing
+ current_folder = os.getcwd()
+ if find_spc_folder(metadata['cartridge'], current_folder):
+ adhoc_folder = os.path.join('.', metadata['cartridge'], 'cartridge')
+ elif find_spc_folder('cartridge', current_folder):
+ adhoc_folder = os.path.join('.', 'cartridge')
+ else:
+ raise FileNotFoundError("ERR: Asset dir for pre-loading assets cannot be found!")
+ pyv.preload_assets(metadata, prefix_asset_folder=adhoc_folder+os.sep)
+
+ # lets rock!
+ pyv.run_game()
diff --git a/examples/immortalBundle/vmslateL.py b/examples/immortalBundle/vmslateL.py
new file mode 100644
index 0000000..354bfdf
--- /dev/null
+++ b/examples/immortalBundle/vmslateL.py
@@ -0,0 +1,45 @@
+"""
+**Never edit that file!**
+
+Its part of the pyved_engine.
+
+The code below is standardized code (required to defined any GameBundleL),
+it helps in booting up the internal game cartridge (aka the PyvGC format)
+
+ {{N.B. Tom }}
+In general its not recommanded to run that script directly,
+ its way better to use `pyv-cli play GameBundleName` ...
+ THAT BEING SAID, see the comment at the end of the file
+"""
+
+
+def bootgame(metadata):
+ try:
+ import vm
+ rel_imports = False
+ except ModuleNotFoundError:
+ from . import vm
+ rel_imports = True
+
+ mon_inj = vm.Injector(None)
+ mon_inj.set_lazy_loaded_module('pyved_engine', 'pyved_engine')
+ mon_inj.set_lazy_loaded_module('math', 'math')
+ vm.upward_link(mon_inj)
+
+ if rel_imports:
+ from .cartridge import pimodules
+ pimodules.upward_link = mon_inj
+ from .cartridge import gamedef
+ vm.game_execution(metadata, gamedef)
+ else:
+ from cartridge import pimodules
+ pimodules.upward_link = mon_inj
+ from cartridge import gamedef
+ vm.game_execution(metadata, gamedef)
+
+
+# I still keep the code below as its handy to allow the script direct execution in rare situations
+if __name__ == '__main__':
+ import json
+ with open('cartridge/metadat.json', 'r') as fp:
+ bootgame(json.load(fp))
diff --git a/src/pyved_engine/api.py b/src/pyved_engine/api.py
index 72cc3f3..40c8c0f 100644
--- a/src/pyved_engine/api.py
+++ b/src/pyved_engine/api.py
@@ -181,11 +181,38 @@ def preload_assets(adhoc_dict: dict, prefix_asset_folder=None, webhack=None):
:param adhoc_dict:
:return:
"""
- for gfx_elt in adhoc_dict['assets']:
- filepath = gfx_elt if (prefix_asset_folder is None) else prefix_asset_folder + gfx_elt
- k = gfx_elt.split('.')[0]
- print('fetching image:', k, filepath)
- vars.images[k] = _hub.pygame.image.load(filepath)
+ print('*'*50)
+ print(' CALL to preload assets')
+ print('*'*50)
+ print()
+ for asset_desc in adhoc_dict['assets']:
+
+ if isinstance(asset_desc, str): # either sprsheet or image
+ kk = asset_desc.split('.')
+ if kk[1] == 'json':
+ print('fetching spritesheet:', kk[0])
+ if webhack:
+ y = webhack
+ else:
+ y = prefix_asset_folder
+ vars.spritesheets[kk[0]] = gfx.JsonBasedSprSheet(kk[0], pathinfo=y)
+ else:
+ filepath = prefix_asset_folder + asset_desc if prefix_asset_folder else asset_desc
+ print('fetching image:', kk[0], filepath)
+ vars.images[kk[0]] = _hub.pygame.image.load(filepath)
+
+ else: # necessarily a TTF font
+ key, ft_filename, ft_size = asset_desc
+
+ if webhack:
+ y = webhack + ft_filename
+ else:
+ y = prefix_asset_folder + ft_filename if prefix_asset_folder else ft_filename
+ print('fetching font:', key, ft_filename, f'[{y}]')
+ vars.fonts[key] = _hub.pygame.font.Font(
+ y,
+ ft_size
+ )
if 'sounds' not in adhoc_dict:
return
diff --git a/src/pyved_engine/compo/gfx.py b/src/pyved_engine/compo/gfx.py
index f0751cc..a48060c 100644
--- a/src/pyved_engine/compo/gfx.py
+++ b/src/pyved_engine/compo/gfx.py
@@ -9,15 +9,11 @@
class JsonBasedSprSheet:
- def __init__(self, required_infos, ck=None):
+ def __init__(self, filename_noext_nopath, pathinfo=None, ck=None):
- if isinstance(required_infos, str):
- filename_no_ext = required_infos
- self.sheet_surf = _hub.pygame.image.load(filename_no_ext + '.png')
- json_def_file = open(required_infos + '.json', 'r')
- else:
- fptr, json_def_file = required_infos
- self.sheet_surf = _hub.pygame.image.load(fptr) # namehint="capello-ft.png"
+ p = pathinfo if pathinfo else ''
+ self.sheet_surf = _hub.pygame.image.load(f'{p}{filename_noext_nopath}.png')
+ json_def_file = open(f'{p}{filename_noext_nopath}.json', 'r')
if ck:
self.sheet_surf.set_colorkey(ck)
diff --git a/src/pyved_engine/vars.py b/src/pyved_engine/vars.py
index 4e7d57d..5df5d15 100644
--- a/src/pyved_engine/vars.py
+++ b/src/pyved_engine/vars.py
@@ -23,8 +23,12 @@
screen = None
# - game related (universal behavior)
-# 3 vars in order to handle the game loop conveniently, even without using OOP
+# 4 vars in order to handle all game assets
images = dict()
+fonts = dict()
+spritesheets = dict()
sounds = dict()
+
+# 4 vars to handle the game loop conveniently
gameover = False
beginfunc_ref = updatefunc_ref = endfunc_ref = None