Final day of changes for 7DRL 2025 - Crypt of Sokoban game code
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4 changed files with 378 additions and 92 deletions
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@ -1,4 +1,6 @@
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import mcrfpy
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import code
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#t = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16) # 12, 11)
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t = mcrfpy.Texture("assets/kenney_TD_MR_IP.png", 16, 16) # 12, 11)
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btn_tex = mcrfpy.Texture("assets/48px_ui_icons-KenneyNL.png", 48, 48)
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@ -9,6 +11,7 @@ frame_color = (64, 64, 128)
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import random
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import cos_entities as ce
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import cos_level as cl
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from cos_itemdata import itemdata
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#import cos_tiles as ct
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class Resources:
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@ -53,7 +56,8 @@ class Crypt:
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self.level_plan = {
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1: [("spawn", "button", "boulder"), ("exit")],
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2: [("spawn", "button", "boulder"), ("rat"), ("exit")],
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2: [("spawn", "button", "treasure", "treasure", "treasure", "rat", "rat", "boulder"), ("exit")],
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#2: [("spawn", "button", "boulder"), ("rat"), ("exit")],
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3: [("spawn", "button", "boulder"), ("rat"), ("exit")],
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4: [("spawn", "button", "rat"), ("boulder", "rat", "treasure"), ("exit")],
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5: [("spawn", "button", "rat"), ("boulder", "rat"), ("exit")],
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@ -99,6 +103,7 @@ class Crypt:
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mcrfpy.Caption((25, 130 + 95 * i), "x", font, fill_color=(255, 255, 255)) for i in range(5)
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]
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for i in self.inv_captions:
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i.size = 16
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self.sidebar.children.append(i)
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liminal_void = mcrfpy.Grid(1, 1, t, (0, 0), (16, 16))
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@ -177,7 +182,11 @@ class Crypt:
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self.inv_sprites[i].sprite_number = item.sprite
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if i > 1:
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self.key_captions[i - 2].sprite_number = 384 + (i - 2)
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self.inv_captions[i].text = "Blah"
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if item.zap_cooldown_remaining:
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self.inv_captions[i].text = f"[{item.zap_cooldown_remaining}] {item.text})"
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else:
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self.inv_captions[i].text = item.text
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self.inv_captions[i].fill_color = item.text_color
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def lv_planner(self, target_level):
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"""Plan room sequence in levels > 9"""
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@ -210,47 +219,27 @@ class Crypt:
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def treasure_planner(self, treasure_level):
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"""Plan treasure contents at all levels"""
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item_minlv = {
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"buckler": 1,
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"shield": 2,
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"sword": 1,
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"sword2": 2,
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"sword3": 5,
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"axe": 1,
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"axe2": 2,
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"axe3": 5,
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"wand": 1,
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"staff": 2,
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"staff2": 5,
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"red_pot": 3,
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"blue_pot": 6,
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"green_pot": 6,
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"grey_pot": 6,
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"sm_grey_pot": 1
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}
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base_wts = {
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("buckler", "shield"): 0.25, # defensive items
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("sword", "sword2", "axe", "axe2"): 0.4, #1h weapons
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("sword3", "axe3"): 0.25, #2h weapons
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("wand", "staff", "staff2"): 0.15, #magic weapons
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("red_pot",): 0.25, #health
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("blue_pot", "green_pot", "grey_pot", "sm_grey_pot"): 0.2 #stat upgrade potions
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}
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# find item name in base_wts key (base weight of the category)
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base_weight = lambda s: base_wts[list([t for t in base_wts.keys() if s in t])[0]]
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weights = {d[0]: base_weight(d[0]) for d in item_minlv.items() if treasure_level > d[1]}
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if self.player.archetype is None:
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prefs = []
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elif self.player.archetype == "viking":
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prefs = ["axe2", "axe3", "green_pot"]
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elif self.player.archetype == "knight":
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prefs = ["sword2", "shield", "grey_pot"]
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elif self.player.archetype == "wizard":
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prefs = ["staff", "staff2", "blue_pot"]
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for i in prefs:
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if i in weights: weights[i] *= 3
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#base_weight = lambda s: base_wts[list([t for t in base_wts.keys() if s in t])[0]]
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#weights = {d[0]: base_weight(d[0]) for d in item_minlv.items() if treasure_level > d[1]}
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#if self.player.archetype is None:
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# prefs = []
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#elif self.player.archetype == "viking":
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# prefs = ["axe2", "axe3", "green_pot"]
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#elif self.player.archetype == "knight":
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# prefs = ["sword2", "shield", "grey_pot"]
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#elif self.player.archetype == "wizard":
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# prefs = ["staff", "staff2", "blue_pot"]
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#for i in prefs:
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# if i in weights: weights[i] *= 3
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weights = {}
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for item in itemdata:
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data = itemdata[item]
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if data.min_lv > treasure_level or treasure_level > data.max_lv: continue
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weights[item] = data.base_wt
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if self.player.archetype is not None and data.affinity == self.player.archetype:
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weights[item] *= 3
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return weights
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def start(self):
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@ -317,10 +306,37 @@ class Crypt:
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def cos_keys(self, key, state):
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d = None
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if state == "end": return
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elif key == "Grave":
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code.InteractiveConsole(locals=globals()).interact()
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return
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elif key == "Z":
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self.player.do_zap()
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self.enemy_turn()
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return
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elif key == "W": d = (0, -1)
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elif key == "A": d = (-1, 0)
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elif key == "S": d = (0, 1)
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elif key == "D": d = (1, 0)
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elif key == "Num1":
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if len(self.player.inventory) > 0:
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self.player.inventory[0].consume(self.player)
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self.player.inventory[0] = None
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self.enemy_turn()
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else:
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print("No item")
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elif key == "Num2":
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if len(self.player.inventory) > 1:
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self.player.inventory[1].consume(self.player)
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self.player.inventory[1] = None
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else:
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print("No item")
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elif key == "Num3":
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if len(self.player.inventory) > 2:
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self.player.inventory[2].consume(self.player)
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self.player.inventory[2] = None
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else:
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print("No item")
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#elif key == "M": self.level.generate()
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#elif key == "R":
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# self.level.reset()
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@ -345,8 +361,8 @@ class Crypt:
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self.enemy_turn()
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elif key == "X":
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self.pull_boulder_search()
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#else:
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# print(key)
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else:
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print(key)
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if d:
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self.entities.sort(key = lambda e: e.draw_order, reverse=False)
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self.player.try_move(*d)
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@ -356,8 +372,13 @@ class Crypt:
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self.entities.sort(key = lambda e: e.draw_order, reverse=False)
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for e in self.entities:
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e.act()
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# end of enemy turn = player turn
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for i in self.player.equipped:
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i.tick()
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self.gui_update()
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def pull_boulder_search(self):
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for dx, dy in ( (0, -1), (-1, 0), (1, 0), (0, 1) ):
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for e in self.entities:
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@ -405,9 +426,9 @@ class SweetButton:
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pos:"Tuple[int, int]",
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caption:str, font=font, font_size=24, font_color=(255,255,255), font_outline_color=(0, 0, 0), font_outline_width=2,
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shadow_offset = 8, box_width=200, box_height = 80, shadow_color=(64, 64, 86), box_color=(96, 96, 160),
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icon=4, icon_scale=1.75, click=lambda *args: None):
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icon=4, icon_scale=1.75, shadow=True, click=lambda *args: None):
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self.ui = ui
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self.shadow_box = mcrfpy.Frame
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#self.shadow_box = mcrfpy.Frame
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x, y = pos
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# box w/ drop shadow
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@ -416,7 +437,8 @@ class SweetButton:
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self.base_frame.click = self.do_click
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# drop shadow won't need configured, append directly
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self.base_frame.children.append(mcrfpy.Frame(0, 0, box_width, box_height, fill_color = shadow_color))
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if shadow:
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self.base_frame.children.append(mcrfpy.Frame(0, 0, box_width, box_height, fill_color = shadow_color))
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# main button is where the content lives
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self.main_button = mcrfpy.Frame(shadow_offset, shadow_offset, box_width, box_height, fill_color = box_color)
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@ -472,8 +494,56 @@ class MainMenu:
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components = []
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# demo grid
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#components.append(
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# )
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self.demo = cl.Level(20, 20)
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self.grid = self.demo.grid
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self.grid.zoom = 1.75
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coords = self.demo.generate(
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[("boulder", "boulder", "rat", "cyclops", "boulder"), ("spawn"), ("rat", "big rat"), ("button", "boulder", "exit")]
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)
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self.entities = []
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self.add_entity = lambda e: self.entities.append(e)
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#self.create_level = lambda *args: None
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buttons = []
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#self.depth = 20
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for k, v in sorted(coords, key=lambda i: i[0]): # "button" before "exit"; "button", "button", "door", "exit" -> alphabetical is correct sequence
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if k == "spawn":
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self.player = ce.PlayerEntity(game=self)
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self.player.draw_pos = v
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#if self.player:
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# self.add_entity(self.player)
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# #self.player.draw_pos = v
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# self.spawn_point = v
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elif k == "boulder":
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ce.BoulderEntity(v[0], v[1], game=self)
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elif k == "treasure":
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ce.TreasureEntity(v[0], v[1], treasure_table = {}, game=self)
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elif k == "button":
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buttons.append(v)
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elif k == "exit":
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btn = buttons.pop(0)
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ce.ExitEntity(v[0], v[1], btn[0], btn[1], game=self)
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elif k == "rat":
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ce.EnemyEntity(*v, game=self)
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elif k == "big rat":
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ce.EnemyEntity(*v, game=self, base_damage=2, hp=4, sprite=124)
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elif k == "cyclops":
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ce.EnemyEntity(*v, game=self, base_damage=3, hp=8, sprite=109, base_defense=2, can_push=True, move_cooldown=0)
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#self.demo = cl.Level(20, 20)
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#self.create_level(self.depth)
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for e in self.entities:
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self.grid.entities.append(e._entity)
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def just_wiggle(*args):
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try:
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self.player.try_move(*random.choice(((1, 0),(-1, 0),(0, 1),(0, -1))))
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for e in self.entities:
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e.act()
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except:
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pass
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mcrfpy.setTimer("demo_motion", just_wiggle, 100)
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components.append(
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self.demo.grid
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)
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# title text
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drop_shadow = mcrfpy.Caption((150, 10), "Crypt Of Sokoban", font, fill_color=(96, 96, 96), outline_color=(192, 0, 0))
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@ -499,7 +569,7 @@ class MainMenu:
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# button - PLAY
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#playbtn = mcrfpy.Frame(284, 548, 456, 120, fill_color =
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play_btn = SweetButton(self.ui, (284, 548), "PLAY", box_width=456, box_height=110, icon=1, icon_scale=2.0, click=self.play)
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play_btn = SweetButton(self.ui, (20, 248), "PLAY", box_width=200, box_height=110, icon=1, icon_scale=2.0, click=self.play)
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components.append(play_btn.base_frame)
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# button - config menu pane
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@ -514,16 +584,17 @@ class MainMenu:
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# button - music toggle
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music_btn = SweetButton(self.ui, (10+256*2, 678), "Music\nON", icon=12, click=self.music_toggle)
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self.music_enabled = True
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self.music_volume = 40
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resources.music_enabled = True
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resources.music_volume = 40
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components.append(music_btn.base_frame)
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# button - sfx toggle
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sfx_btn = SweetButton(self.ui, (10+256*3, 678), "SFX\nON", icon=0, click=self.sfx_toggle)
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self.sfx_enabled = True
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self.sfx_volume = 40
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resources.sfx_enabled = True
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resources.sfx_volume = 40
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components.append(sfx_btn.base_frame)
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[self.ui.append(e) for e in components]
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def toast_say(self, txt, delay=10):
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@ -577,9 +648,9 @@ class MainMenu:
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def music_toggle(self, sweet_btn, args):
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if args[3] == "end": return
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self.music_enabled = not self.music_enabled
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print(f"music: {self.music_enabled}")
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if self.music_enabled:
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resources.music_enabled = not resources.music_enabled
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print(f"music: {resources.music_enabled}")
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if resources.music_enabled:
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mcrfpy.setMusicVolume(self.music_volume)
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sweet_btn.text = "Music is ON"
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sweet_btn.sprite_number = 12
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@ -591,9 +662,9 @@ class MainMenu:
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def sfx_toggle(self, sweet_btn, args):
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if args[3] == "end": return
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self.sfx_enabled = not self.sfx_enabled
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print(f"sfx: {self.sfx_enabled}")
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if self.sfx_enabled:
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resources.sfx_enabled = not resources.sfx_enabled
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#print(f"sfx: {resources.sfx_enabled}")
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if resources.sfx_enabled:
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mcrfpy.setSoundVolume(self.sfx_volume)
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sweet_btn.text = "SFX are ON"
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sweet_btn.sprite_number = 0
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