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 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. 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If not, see . - -Also add information on how to contact you by electronic and paper mail. - - If the program does terminal interaction, make it output a short -notice like this when it starts in an interactive mode: - - Copyright (C) - This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. - This is free software, and you are welcome to redistribute it - under certain conditions; type `show c' for details. - -The hypothetical commands `show w' and `show c' should show the appropriate -parts of the General Public License. Of course, your program's commands -might be different; for a GUI interface, you would use an "about box". - - You should also get your employer (if you work as a programmer) or school, -if any, to sign a "copyright disclaimer" for the program, if necessary. -For more information on this, and how to apply and follow the GNU GPL, see -. - - 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 -the library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. But first, please read -. 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, + 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"w": 162, + "h": 162 + } + } + }, + "meta": { + "app": "http://www.codeandweb.com/texturepacker", + "version": "1.0", + "image": "spritesheet.png", + "format": "RGBA8888", + "size": { + "w": 1148, + "h": 1148 + }, + "scale": "1" + } +} \ 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