feat: sound

- add SoundManager class to handle bgm and sfx
- add script to generate wav sound assets
- integrate sfx for shop purchases and player transform
- add dynamic bgm switching based on player state
- add sound file paths and volume configurations to settings
This commit is contained in:
Berger Lena
2026-05-08 18:34:18 +02:00
parent b3923719fd
commit 16b8f26361
13 changed files with 129 additions and 22 deletions
+18 -21
View File
@@ -4,8 +4,6 @@ Controls:
- WASD / arrow keys: move Knoll around the map
- Space: switch between good/normal and bad/angry sprite
- Esc / Q: quit
The demo also places a few bad/angry actors as monsters in the rooms.
"""
from __future__ import annotations
@@ -19,15 +17,11 @@ from src.actors import Actor
from src.map import Map, color_void, screen_h, screen_w, tile_size
from src.settings import DEMO_ACTOR_HEIGHT, FPS, PLAYER_SPEED
from src.startscreen import Startscreen
# Keep the actor close to the map scale. The map tiles are 30x30, so 2 tiles
# high makes the character readable without covering whole rooms/walls.
from src.sounds import SoundManager
def tile_center(column: int, row: int) -> tuple[int, int]:
"""Return the pixel center of a map tile."""
return column * tile_size + tile_size // 2, row * tile_size + tile_size // 2
@@ -39,25 +33,26 @@ class Game:
self.font = pygame.font.SysFont("monospace", 22, bold=True)
self.running = True
self.active_monster = None
# --- SOUND & SYSTEMS ---
self.sound_manager = SoundManager()
self.startscreen = Startscreen(self.screen)
self.state = "startscreen"
self.player_name: str = ""
self.map = Map()
# resolve the assets from the folder
assets_dir = Path(__file__).resolve().parent.parent / "assets"
actor_sides = Actor.load_sprite_sides(assets_dir, target_height=DEMO_ACTOR_HEIGHT)
if not actor_sides:
raise RuntimeError("No normal_*/angry_* actor sprite pairs found in assets/")
raise RuntimeError(f"Keine Sprites in {assets_dir} gefunden!")
# Use the first pair for the player. With current assets this is Knoll.
self.player = Actor.from_sides(actor_sides[0], self.find_start_position())
def run(self, max_frames: Optional[int] = None) -> None:
"""Run the demo. ``max_frames`` is only used for automated smoke tests."""
frame_count = 0
while self.running and (max_frames is None or frame_count < max_frames):
dt = min(self.clock.tick(FPS) / 1000.0, 0.05)
@@ -69,6 +64,8 @@ class Game:
elif next_state == "game":
self.player_name = self.startscreen.player_name
self.state = "game"
self.sound_manager.play_bgm("normal")
elif self.state == "game":
self.handle_events()
self.update(dt)
@@ -88,8 +85,16 @@ class Game:
self.running = False
elif event.key == pygame.K_SPACE:
self.player.toggle_side()
self.sound_manager.play_sfx("monster_transform")
def update(self, dt: float) -> None:
if self.player.is_bad:
self.active_monster = self.player
self.sound_manager.play_bgm("creepy")
else:
self.active_monster = None
self.sound_manager.play_bgm("normal")
movement = self.get_player_movement(dt)
self.player.move_by(movement)
@@ -105,7 +110,7 @@ class Game:
- (keys[pygame.K_LEFT] or keys[pygame.K_a]),
(keys[pygame.K_DOWN] or keys[pygame.K_s])
- (keys[pygame.K_UP] or keys[pygame.K_w]),
)
)
if movement.length_squared() == 0:
return movement
@@ -118,31 +123,23 @@ class Game:
return movement.normalize() * PLAYER_SPEED * dt
def is_position_walkable(self, position: pygame.Vector2) -> bool:
"""Check if the actor's feet are standing on a walkable map tile."""
column = int(position.x // tile_size)
row = int(position.y // tile_size)
return self.map.is_accessible(column, row)
def find_start_position(self) -> tuple[int, int]:
"""Find the first S tile and place the actor's feet near its center."""
for row_index, row in enumerate(self.map.map):
column_index = row.find("S")
if column_index != -1:
# The S tile is at the very top of the current map, so place the
# actor one tile lower to keep the sprite visible on screen.
return (
column_index * tile_size + tile_size // 2,
(row_index + 1) * tile_size + tile_size // 2,
)
return tile_size, tile_size
def draw(self) -> None:
self.screen.fill(color_void)
self.map.draw_map(self.screen, self.font)
# Draw by Y position so actors lower on the map appear in front.
for actor in sorted([self.player], key=lambda item: item.position.y):
actor.draw(self.screen)