Merge branch 'feat/sound' into 'main'
feat: sound See merge request swd25-bootcamp/silent-fh!27
This commit is contained in:
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -0,0 +1,38 @@
|
||||
import wave, struct, math, os, random
|
||||
|
||||
"""
|
||||
run once to get sounds generated - KI helped here to do this!
|
||||
"""
|
||||
|
||||
SOUND_DIR = "../assets/sounds"
|
||||
|
||||
def save_wav(filename, data):
|
||||
if not os.path.exists(SOUND_DIR):
|
||||
os.makedirs(SOUND_DIR)
|
||||
|
||||
path = os.path.join(SOUND_DIR, filename)
|
||||
|
||||
with wave.open(path, 'w') as f:
|
||||
f.setnchannels(1)
|
||||
f.setsampwidth(2)
|
||||
f.setframerate(44100)
|
||||
for s in data:
|
||||
# Den Soundwert in das richtige Format (16-bit PCM) umwandeln
|
||||
f.writeframesraw(struct.pack('<h', int(s * 32767)))
|
||||
|
||||
def gen(dur, func, vol=0.4):
|
||||
num_samples = int(dur * 44100)
|
||||
return [func(i/44100, i) * vol * min(1.0, (num_samples-i)/(4410*dur)) for i in range(num_samples)]
|
||||
|
||||
print(f"Das Skript liegt in 'src', speichert aber nach: {os.path.abspath(SOUND_DIR)}")
|
||||
|
||||
save_wav("bgm_normal.wav", gen(10.0, lambda t, i: (math.sin(2*math.pi*110*t) + math.sin(2*math.pi*440*t)*0.2)/2, 0.2))
|
||||
save_wav("bgm_creepy.wav", gen(10.0, lambda t, i: math.sin(2*math.pi*(60+5*math.sin(t))*t), 0.2))
|
||||
save_wav("tower_shoot.wav", gen(0.15, lambda t, i: 1.0 if math.sin(2*math.pi*1200*(1-t*5)*t) > 0 else -1.0, 0.1))
|
||||
save_wav("monster_hit.wav", gen(0.1, lambda t, i: random.uniform(-1, 1), 0.3))
|
||||
save_wav("buy_success.wav", gen(0.3, lambda t, i: math.sin(2*math.pi*(660 if t<0.1 else 880)*t)))
|
||||
save_wav("buy_fail.wav", gen(0.4, lambda t, i: math.sin(2*math.pi*120*t) * (1+math.sin(40*t))))
|
||||
save_wav("monster_healed.wav", gen(0.8, lambda t, i: math.sin(2*math.pi*(440+800*t**2)*t)))
|
||||
save_wav("monster_transform.wav", gen(1.2, lambda t, i: math.sin(2*math.pi*(200-150*t)*t) * random.uniform(0.5, 1.0)))
|
||||
|
||||
print("Fertig! Schau jetzt in deinem Hauptverzeichnis unter assets/sounds nach.")
|
||||
+18
-21
@@ -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)
|
||||
|
||||
@@ -124,3 +124,20 @@ HUD_Y_ECTS = 85
|
||||
# --- HIGHSCORE ---
|
||||
HIGHSCORE_COLOR_FONT = (0, 0, 0)
|
||||
HIGHSCORE_COLOR_TABLE = (150, 255, 0)
|
||||
|
||||
|
||||
# --- SOUND ---
|
||||
SOUND_DIR = "assets/sounds"
|
||||
|
||||
SFX_TOWER_SHOOT = f"{SOUND_DIR}/tower_shoot.wav"
|
||||
SFX_MONSTER_HIT = f"{SOUND_DIR}/monster_hit.wav"
|
||||
SFX_BUY_SUCCESS = f"{SOUND_DIR}/buy_success.wav"
|
||||
SFX_BUY_FAIL = f"{SOUND_DIR}/buy_fail.wav"
|
||||
SFX_MONSTER_HEALED = f"{SOUND_DIR}/monster_healed.wav"
|
||||
SFX_MONSTER_TRANSFORM = f"{SOUND_DIR}/monster_transform.wav"
|
||||
|
||||
BGM_NORMAL = f"{SOUND_DIR}/bgm_normal.wav"
|
||||
BGM_CREEPY = f"{SOUND_DIR}/bgm_creepy.wav"
|
||||
|
||||
VOLUME_SFX = 0.5
|
||||
VOLUME_BGM = 0.3
|
||||
|
||||
+5
-1
@@ -2,9 +2,11 @@ from src.item import Item
|
||||
|
||||
|
||||
class Shop:
|
||||
def __init__(self, ects, buyable_items):
|
||||
def __init__(self, ects, buyable_items, sound_manager):
|
||||
self.ects = ects # give the ects object to the shop
|
||||
self.buyable_items: list[Item] = buyable_items
|
||||
# save soundManager to use it in buy()
|
||||
self.sound_manager = sound_manager
|
||||
|
||||
def buy(self, item_name):
|
||||
item_to_buy = self.get_item(item_name)
|
||||
@@ -15,9 +17,11 @@ class Shop:
|
||||
|
||||
# is_over_balance() means "has enough balance"
|
||||
if not self.ects.is_over_balance(cost):
|
||||
self.sound_manager.play_sfx("buy_fail")
|
||||
return False
|
||||
|
||||
self.ects.decrease_balance(cost)
|
||||
self.sound_manager.play_sfx("buy_success")
|
||||
return True
|
||||
|
||||
def get_item(self, item_name):
|
||||
|
||||
@@ -0,0 +1,51 @@
|
||||
import pygame
|
||||
from src.settings import (
|
||||
SFX_TOWER_SHOOT, SFX_MONSTER_HIT, SFX_BUY_SUCCESS,
|
||||
SFX_BUY_FAIL, SFX_MONSTER_HEALED, SFX_MONSTER_TRANSFORM,
|
||||
BGM_NORMAL, BGM_CREEPY, VOLUME_SFX, VOLUME_BGM
|
||||
)
|
||||
|
||||
class SoundManager:
|
||||
def __init__(self):
|
||||
pygame.mixer.init()
|
||||
self.effects = {}
|
||||
self.current_bgm = None
|
||||
|
||||
self._load_sfx("tower_shoot", SFX_TOWER_SHOOT)
|
||||
self._load_sfx("monster_hit", SFX_MONSTER_HIT)
|
||||
self._load_sfx("buy_success", SFX_BUY_SUCCESS)
|
||||
self._load_sfx("buy_fail", SFX_BUY_FAIL)
|
||||
self._load_sfx("monster_healed", SFX_MONSTER_HEALED)
|
||||
self._load_sfx("monster_transform", SFX_MONSTER_TRANSFORM)
|
||||
|
||||
# set volume via settings param
|
||||
for sound in self.effects.values():
|
||||
if sound:
|
||||
sound.set_volume(VOLUME_SFX)
|
||||
|
||||
def _load_sfx(self, name, path):
|
||||
try:
|
||||
self.effects[name] = pygame.mixer.Sound(path)
|
||||
except pygame.error:
|
||||
print(f"Could not find sound: {path}")
|
||||
self.effects[name] = None
|
||||
|
||||
def play_sfx(self, name):
|
||||
sound = self.effects.get(name)
|
||||
if isinstance(sound, pygame.mixer.Sound):
|
||||
sound.play()
|
||||
|
||||
# set BackGroundMusic dependent if monster is active or tutor is active
|
||||
def play_bgm(self, mode):
|
||||
if self.current_bgm == mode:
|
||||
return
|
||||
|
||||
path = BGM_NORMAL if mode == "normal" else BGM_CREEPY
|
||||
|
||||
try:
|
||||
pygame.mixer.music.load(path)
|
||||
pygame.mixer.music.set_volume(VOLUME_BGM)
|
||||
pygame.mixer.music.play(-1)
|
||||
self.current_bgm = mode
|
||||
except pygame.error:
|
||||
print(f"Could not find sound: {path}")
|
||||
+10
-25
@@ -1,5 +1,3 @@
|
||||
from turtledemo.lindenmayer import draw
|
||||
|
||||
import pygame
|
||||
import random
|
||||
import math
|
||||
@@ -13,7 +11,9 @@ respawn_delay = 10000 # ms bis neues Feld spawnt
|
||||
|
||||
|
||||
class Tower:
|
||||
def __init__(self) -> None:
|
||||
def __init__(self, sound_manager) -> None:
|
||||
self.sound_manager = sound_manager
|
||||
|
||||
# Feld und Tower -> None wenn nicht aktiv
|
||||
# Position interagierbares Feld
|
||||
self.field_rect: pygame.Rect = None
|
||||
@@ -24,7 +24,7 @@ class Tower:
|
||||
# Zeitpunkt, wann der Tower gebaut wurde
|
||||
self.tower_start: int = None
|
||||
# Zeitpunkt, wann Tower despawnt ist
|
||||
self.despawn_timer: int = None
|
||||
self.despawn_time: int = None
|
||||
# Zeitpunkt des letzten Schusses
|
||||
self.last_shot: int = 0
|
||||
|
||||
@@ -65,9 +65,11 @@ class Tower:
|
||||
return False
|
||||
# prüft alle Bedingungen gleichzeitig
|
||||
if not (self.field_rect.colliderect(player_rect) and keys[pygame.K_e] and ects.balance >= TOWER_COST):
|
||||
self.sound_manager.play_sfx("buy_fail")
|
||||
return False
|
||||
|
||||
# ECTS abziehen und Tower bauen
|
||||
self.sound_manager.play_sfx("buy_success")
|
||||
ects.balance -= TOWER_COST
|
||||
self.tower_rect = self.field_rect
|
||||
self.field_rect = None
|
||||
@@ -100,6 +102,7 @@ class Tower:
|
||||
"vel_y": (dy / distance) * PROJECTILE_SPEED,
|
||||
})
|
||||
|
||||
self.sound_manager.play_sfx("tower_shoot")
|
||||
self.last_shot = now
|
||||
|
||||
# Bewegung der Projektile und Kollision mit Monster prüfen
|
||||
@@ -110,6 +113,7 @@ class Tower:
|
||||
# Projektil trifft auf Monster -> Schaden wird addiert und Projektil entfernt
|
||||
if monster_rect and pygame.Rect(int(p["x"]), int(p["y"]), projectile_size, projectile_size).colliderect(monster_rect):
|
||||
total_damage += PROJECTILE_DMG
|
||||
self.sound_manager.play_sfx("monster_hit")
|
||||
self.projectiles.remove(p)
|
||||
|
||||
# wenn der Tower abgelaufen ist, soll er despawnen und ein Timer starten
|
||||
@@ -165,8 +169,7 @@ class Tower:
|
||||
else:
|
||||
# Fallback - gelbes Rechteck
|
||||
pygame.draw.rect(surface, COLOR_PROJECTILE,
|
||||
pygame.Rect(int(p["x"]) - cam_x, int(p["y"]) - cam_y, projectile_size, projectile_size))
|
||||
|
||||
pygame.Rect(draw_x, draw_y, projectile_size, projectile_size))
|
||||
|
||||
|
||||
|
||||
@@ -175,22 +178,4 @@ class Tower:
|
||||
self.field_rect = None
|
||||
self.tower_rect = None
|
||||
self.projectiles = []
|
||||
self.despawn_timer = None
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
self.despawn_time = None
|
||||
Reference in New Issue
Block a user