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main.py
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1633 lines (1439 loc) · 75.1 KB
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"""
弹幕游戏主入口 - 负责初始化和游戏主循环
"""
import sys
import os
import json
import time
import moderngl
# 添加src目录到Python路径
sys.path.insert(0, os.path.join(os.path.dirname(__file__), 'src'))
from src.core.window import GameWindow, FrameClock, EVENT_QUIT, EVENT_KEYDOWN
from src.core.input_manager import KeyboardState, KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_z, KEY_ESCAPE, KEY_c
from src.core.audio_backend import init_audio_backend
from src.render import Renderer
from src.game.bullet import BulletPool
from src.game.bullet.optimized_pool import OptimizedBulletPool
from src.game.bomb import trigger_player_bomb
from src.game.player import Player, check_collisions, load_player
from src.game.stage import StageManager
from src.game.boss import BossManager
from src.game.laser import LaserPool, get_laser_texture_data
from src.game.item import ItemPool, ItemConfig
from src.game.audio import GameAudioBank, AudioManager
from src.game.userdata import (
get_settings,
get_progress,
ReplayRecorder,
ReplayPlayback,
list_replays,
load_replay,
)
from src.resource.sprite import SpriteManager
from src.core import (
GameConfig, get_config, init_config,
CollisionManager, get_collision_manager, init_sprite_registry
)
from src.resource.texture_asset import (
TextureAssetManager,
get_texture_asset_manager,
init_texture_asset_manager
)
from src.render.item_renderer import ItemRenderer
from src.ui import HUD, UIRenderer
from src.ui.dialog_gl_renderer import DialogGLRenderer
from src.ui.loading_renderer import LoadingScreenRenderer
from src.ui.main_menu_renderer import MainMenuRenderer
from src.ui.pause_menu_renderer import PauseMenuRenderer
from src.ui.staff_roll_renderer import StaffRollRenderer
from src.ui.continue_menu_renderer import ContinueMenuRenderer
from src.ui.main_menu_layout import load_layout as load_main_menu_layout
from src.ui.hud import load_hud_layout
from src.ui.bitmap_font import get_font_manager
from game_content.stages.stage1.stage_script import Stage1
from game_content.stages.stage1.stage_asset_preview import Stage1AssetPreview
from game_content.stages.stage2.stage_script import Stage2
from game_content.stages.stage3.stage_script import Stage3
from game_content.stages.stage_test.stage_script import StageTest
# 所有正式关卡(按通关顺序),debug 菜单和关卡选择器用此列表
ALL_STAGES = [Stage1, Stage2, Stage3]
def _stage_class_by_id(stage_id: str):
"""根据 stage.id(或类名)查找对应的关卡类,回退 Stage1。"""
sid = (stage_id or "").lower()
for cls in ALL_STAGES + [StageTest]:
if getattr(cls, "id", "").lower() == sid:
return cls
if cls.__name__.lower() == sid:
return cls
return Stage1
# ===== Debug 模式 =====
DEBUG_MODE = "--debug" in sys.argv
PROFILE_MODE = "--profile" in sys.argv
PROFILE_REPORT_FRAMES = 120
def _get_cli_option(prefix: str):
"""读取形如 --key=value 的命令行参数。"""
for arg in sys.argv[1:]:
if arg.startswith(prefix):
return arg.split("=", 1)[1].strip()
return None
def resolve_stage_class():
"""根据 --stage 参数解析要加载的关卡类。"""
stage_arg = (_get_cli_option("--stage=") or "stage1").strip().lower()
stage_map = {
"stage1": Stage1,
"stage2": Stage2,
"stage3": Stage3,
"asset_preview": Stage1AssetPreview,
"preview": Stage1AssetPreview,
"assets": Stage1AssetPreview,
}
stage_class = stage_map.get(stage_arg)
if stage_class is None:
print(f"[main] 未识别的 --stage={stage_arg},回退到 stage1")
return Stage1
print(f"[main] 当前关卡: {stage_class.__name__} (--stage={stage_arg})")
return stage_class
def _scan_wave_bookmarks(stage_class):
"""扫描 stage 包目录下 waves/ 子目录,收集 DEBUG_BOOKMARK=True 的 Wave 类。"""
import importlib
import pkgutil
from src.game.stage.wave_base import Wave
results = []
module_name = getattr(stage_class, '__module__', '')
# e.g. "game_content.stages.stage1.stage_script" -> "game_content.stages.stage1"
package_name = '.'.join(module_name.split('.')[:-1])
waves_package = f"{package_name}.waves"
try:
waves_mod = importlib.import_module(waves_package)
except ImportError:
return results
waves_path = getattr(waves_mod, '__path__', [])
for finder, mod_name, _ in pkgutil.iter_modules(waves_path):
full_name = f"{waves_package}.{mod_name}"
try:
mod = importlib.import_module(full_name)
except Exception:
continue
for attr_name in dir(mod):
obj = getattr(mod, attr_name, None)
if (
isinstance(obj, type)
and issubclass(obj, Wave)
and obj is not Wave
and getattr(obj, 'DEBUG_BOOKMARK', False)
):
results.append(obj)
# 去重,保持发现顺序
seen = set()
unique = []
for cls in results:
if id(cls) not in seen:
seen.add(id(cls))
unique.append(cls)
return unique
def build_debug_menu(stage_class):
"""从 StageScript 子类构建 Debug 跳转菜单"""
from src.game.stage.stage_base import BossDef
from src.game.stage.boss_base import BossPhaseType
entries = [{"label": "从头开始", "target": None, "is_bookmark": False}]
# ---- Bookmark 区域:Wave 类 + BossPhase ----
bookmark_entries = []
# Wave bookmarks
for wave_cls in _scan_wave_bookmarks(stage_class):
bookmark_entries.append({
"label": f"[Bookmark] Wave: {wave_cls.__name__}",
"target": {"type": "wave", "wave_class": wave_cls},
"is_bookmark": True,
})
# Boss phase bookmarks
for attr_name in vars(stage_class):
if attr_name.startswith('_'):
continue
attr = getattr(stage_class, attr_name, None)
if not isinstance(attr, BossDef):
continue
is_midboss = "mid" in attr_name.lower()
effective_type = "midboss" if is_midboss else "boss"
for i, phase in enumerate(attr.phases):
sc = phase.script_class
if sc and getattr(sc, 'DEBUG_BOOKMARK', False):
if phase.phase_type == BossPhaseType.SPELLCARD:
phase_label = phase.name or f"符卡 {i}"
else:
phase_label = f"通常攻撃 {i + 1}"
bookmark_entries.append({
"label": f"[Bookmark] {attr.name} / {phase_label}",
"target": {"type": effective_type, "phase": i},
"is_bookmark": True,
})
if bookmark_entries:
entries.append({"label": "───── Bookmarks ─────", "target": None, "is_bookmark": False, "separator": True})
entries.extend(bookmark_entries)
# ---- Boss 入口区域 ----
for attr_name in vars(stage_class):
if attr_name.startswith('_'):
continue
attr = getattr(stage_class, attr_name, None)
if not isinstance(attr, BossDef):
continue
is_midboss = "mid" in attr_name.lower()
effective_type = "midboss" if is_midboss else "boss"
type_label = "道中 Boss" if is_midboss else "Boss"
# Boss 入口(从第 0 阶段开始)
entries.append({
"label": f"{type_label}: {attr.name} ({attr.id})",
"target": {"type": effective_type, "phase": 0},
"is_bookmark": False,
})
# 每个阶段
for i, phase in enumerate(attr.phases):
if phase.phase_type == BossPhaseType.SPELLCARD:
phase_label = phase.name or f"符卡 {i}"
else:
phase_label = f"通常攻撃 {i + 1}"
entries.append({
"label": f" └ Phase {i}: {phase_label}",
"target": {"type": effective_type, "phase": i},
"is_bookmark": False,
})
return entries
def run_replay_select_menu(window, ctx, screen_size):
"""列出 userdata/replays/ 中的重放文件,让玩家选一个。返回 path 或 None。"""
from src.ui.main_menu_renderer import MainMenuRenderer
from src.core.window import FrameClock, EVENT_QUIT, EVENT_KEYDOWN
from src.core.input_manager import KEY_UP, KEY_DOWN, KEY_z, KEY_ESCAPE
replays = list_replays()
if not replays:
# 没有重放:弹一个空菜单提示
labels = ["(暂无重放,按 ESC 返回)"]
entries = [None]
else:
labels = [
f"{r['stage']:<8} | {r['character']:<6} | {r['frame_count']:>5}帧 | {r['created_at']}"
for r in replays
]
entries = [r["path"] for r in replays]
layout = {
"bg_gradient": {"top": [10, 25, 25], "bottom": [20, 40, 50]},
"title": {
"text": "选择重放",
"font_size": 36,
"color": [180, 220, 255],
"y_ratio": 0.08,
},
"options": [{"text": lbl} for lbl in labels],
"option_spacing": 28,
"option_font_size": 20,
"option_colors": {"normal": [180, 200, 200], "selected": [255, 255, 120]},
"hint": {
"text": "↑↓ 选择 Z 播放 ESC 返回",
"font_size": 18,
"color": [140, 140, 140],
"y_offset": -30,
},
}
selected_index = 0
renderer = MainMenuRenderer(ctx, screen_size[0], screen_size[1])
clock = FrameClock()
n = len(entries)
while True:
clock.tick(60)
for event in window.poll_events():
if event['type'] == EVENT_QUIT:
renderer.cleanup()
return None
if event['type'] == EVENT_KEYDOWN:
if event['key'] == KEY_UP:
selected_index = (selected_index - 1) % n
elif event['key'] == KEY_DOWN:
selected_index = (selected_index + 1) % n
elif event['key'] == KEY_z:
renderer.cleanup()
return entries[selected_index]
elif event['key'] == KEY_ESCAPE:
renderer.cleanup()
return None
ctx.viewport = window.viewport
ctx.clear(0.0, 0.0, 0.0)
renderer.render(selected_index, layout=layout)
window.swap_buffers()
def run_settings_menu(window, ctx, screen_size, audio_manager):
"""
设置菜单:分类卡片 + 滑块/开关/循环 + 实时预览。
控制:↑↓ 选项;←→ 调节(滑块/循环);Z 触发动作或切换;ESC 保存返回。
"""
from src.ui.settings_menu_renderer import SettingsMenuRenderer
from src.core.window import FrameClock, EVENT_QUIT, EVENT_KEYDOWN
from src.core.input_manager import (
KEY_UP, KEY_DOWN, KEY_LEFT, KEY_RIGHT, KEY_z, KEY_ESCAPE,
)
settings = get_settings()
# 缓冲区:在菜单中编辑,统一 commit
state = {
"se_volume": settings.se_volume,
"bgm_volume": settings.bgm_volume,
"fullscreen": settings.fullscreen,
"last_character": settings.last_character,
}
char_options = ["tao", "orin", "tenshi"]
char_display = {"tao": "桃 (Tao)", "orin": "燐 (Orin)", "tenshi": "天子 (Tenshi)"}
# 项目列表:每项指向 state 的某个键 + 控件类型
# idx -> dict
def build_items() -> list:
return [
{"section": "音频", "key": "se_volume", "label": "SE 音量", "type": "slider",
"value": state["se_volume"]},
{"section": "音频", "key": "bgm_volume", "label": "BGM 音量", "type": "slider",
"value": state["bgm_volume"]},
{"section": "显示", "key": "fullscreen", "label": "全屏 (重启生效)", "type": "toggle",
"value": state["fullscreen"]},
{"section": "游戏", "key": "last_character","label": "默认自机", "type": "cycle",
"value": state["last_character"],
"display": char_display.get(state["last_character"], state["last_character"]),
"options": char_options},
{"section": "其它", "label": "重置为默认值", "type": "action", "key": "_reset"},
{"label": "返回(自动保存)", "type": "action", "key": "_back"},
]
def apply_audio_live():
settings.se_volume = state["se_volume"]
settings.bgm_volume = state["bgm_volume"]
settings.apply_audio(audio_manager)
def commit_and_save():
settings.se_volume = state["se_volume"]
settings.bgm_volume = state["bgm_volume"]
settings.fullscreen = state["fullscreen"]
settings.last_character = state["last_character"]
settings.apply_audio(audio_manager)
settings.save()
def reset_defaults():
state["se_volume"] = 0.7
state["bgm_volume"] = 0.6
state["fullscreen"] = False
state["last_character"] = "tao"
apply_audio_live()
selected = 0
renderer = SettingsMenuRenderer(ctx, screen_size[0], screen_size[1])
clock = FrameClock()
while True:
clock.tick(60)
items = build_items()
n = len(items)
for event in window.poll_events():
if event['type'] == EVENT_QUIT:
commit_and_save()
renderer.cleanup()
return
if event['type'] != EVENT_KEYDOWN:
continue
key = event['key']
cur = items[selected]
kind = cur["type"]
ckey = cur.get("key")
if key == KEY_UP:
selected = (selected - 1) % n
elif key == KEY_DOWN:
selected = (selected + 1) % n
elif key in (KEY_LEFT, KEY_RIGHT):
delta = 1 if key == KEY_RIGHT else -1
if kind == "slider" and ckey:
step = 0.05
state[ckey] = max(0.0, min(1.0, state[ckey] + delta * step))
apply_audio_live()
elif kind == "toggle" and ckey:
state[ckey] = not state[ckey]
elif kind == "cycle" and ckey:
options = cur.get("options", [])
if options:
try:
idx = options.index(state[ckey])
except ValueError:
idx = 0
state[ckey] = options[(idx + delta) % len(options)]
elif key == KEY_z:
if kind == "toggle" and ckey:
state[ckey] = not state[ckey]
elif kind == "cycle" and ckey:
options = cur.get("options", [])
if options:
try:
idx = options.index(state[ckey])
except ValueError:
idx = 0
state[ckey] = options[(idx + 1) % len(options)]
elif kind == "action":
if ckey == "_back":
commit_and_save()
renderer.cleanup()
return
elif ckey == "_reset":
reset_defaults()
elif key == KEY_ESCAPE:
commit_and_save()
renderer.cleanup()
return
# 重新构建以反映 state 变化
items = build_items()
model = {
"title": "设置",
"items": items,
"selected": selected,
"hint": "↑↓ 选项 ←→ 调节 Z 切换/确认 ESC 保存返回",
}
ctx.viewport = window.viewport
ctx.clear(0.0, 0.0, 0.0)
renderer.render(model)
window.swap_buffers()
def run_stage_select_menu(window, ctx, screen_size, stage_classes, current_class):
"""Debug: 在进入书签菜单之前让用户选择关卡。
按 Z 确认选择,ESC 跳过(保持 current_class)。
"""
from src.ui.main_menu_renderer import MainMenuRenderer
from src.core.window import FrameClock, EVENT_QUIT, EVENT_KEYDOWN
from src.core.input_manager import KEY_UP, KEY_DOWN, KEY_z, KEY_ESCAPE
entries = list(stage_classes)
labels = [f"{cls.name} ({cls.id})" for cls in entries]
layout = {
"bg_gradient": {"top": [10, 10, 25], "bottom": [25, 25, 50]},
"title": {
"text": "Debug: 选择关卡",
"font_size": 36,
"color": [180, 220, 255],
"y_ratio": 0.08,
},
"options": [{"text": lbl} for lbl in labels],
"option_spacing": 36,
"option_font_size": 26,
"option_colors": {"normal": [160, 160, 200], "selected": [255, 255, 120]},
"hint": {
"text": "↑↓ 选择关卡 Z 确认 ESC 跳过",
"font_size": 18,
"color": [140, 140, 140],
"y_offset": -30,
},
}
# 默认选中当前关卡
try:
selected_index = entries.index(current_class)
except ValueError:
selected_index = 0
renderer = MainMenuRenderer(ctx, screen_size[0], screen_size[1])
clock = FrameClock()
while True:
clock.tick(60)
for event in window.poll_events():
if event['type'] == EVENT_QUIT:
renderer.cleanup()
return current_class
if event['type'] == EVENT_KEYDOWN:
if event['key'] == KEY_UP:
selected_index = (selected_index - 1) % len(entries)
elif event['key'] == KEY_DOWN:
selected_index = (selected_index + 1) % len(entries)
elif event['key'] == KEY_z:
renderer.cleanup()
return entries[selected_index]
elif event['key'] == KEY_ESCAPE:
renderer.cleanup()
return current_class
ctx.viewport = window.viewport
ctx.clear(0.0, 0.0, 0.0)
renderer.render(selected_index, layout=layout)
window.swap_buffers()
def run_debug_menu(window, ctx, screen_size, stage_class):
"""在 GUI 中显示 Debug 跳转菜单,处理用户输入并返回选择的 target 或 None"""
from src.ui.main_menu_renderer import MainMenuRenderer
from src.core.window import FrameClock, EVENT_QUIT, EVENT_KEYDOWN
from src.core.input_manager import KEY_UP, KEY_DOWN, KEY_z, KEY_ESCAPE, KEY_b
stage_name = getattr(stage_class, 'name', stage_class.__name__)
entries = build_debug_menu(stage_class)
# 构建适合 Debug 菜单的布局
# 为了容纳更多选项,缩小字体,减小间距,并将整体上移
layout = {
"bg_gradient": {"top": [20, 10, 10], "bottom": [40, 20, 20]}, # 偏红背景区别于主菜单
"title": {
"text": f"Debug: {stage_name}",
"font_size": 36,
"color": [255, 200, 200],
"y_ratio": 0.05
},
"options": [{"text": entry["label"]} for entry in entries],
"option_spacing": 26, # 间距更紧凑
"option_font_size": 22, # 字体更小
"option_colors": {"normal": [180, 180, 180], "selected": [255, 255, 100]},
"hint": {
"text": "↑↓ 选择 Z 确认 ESC 从头 [B] 书签",
"font_size": 18,
"color": [150, 150, 150],
"y_offset": -30
}
}
renderer = MainMenuRenderer(ctx, screen_size[0], screen_size[1])
num_options = len(entries)
selected_index = 0
clock = FrameClock()
while True:
clock.tick(60)
for event in window.poll_events():
if event['type'] == EVENT_QUIT:
renderer.cleanup()
return None
if event['type'] == EVENT_KEYDOWN:
if event['key'] == KEY_UP:
selected_index = (selected_index - 1) % num_options
elif event['key'] == KEY_DOWN:
selected_index = (selected_index + 1) % num_options
elif event['key'] == KEY_z:
renderer.cleanup()
return entries[selected_index]["target"]
elif event['key'] == KEY_ESCAPE:
renderer.cleanup()
return None # 默认不跳过
elif event['key'] == KEY_b:
# 清除当前选中的 Bookmark 标记(仅对书签项生效)
if entries[selected_index].get("is_bookmark") and entries[selected_index].get("target"):
sc_class = None
# 找到对应的 script_class 以清除标记
for attr_name in vars(stage_class):
if attr_name.startswith('_'):
continue
attr = getattr(stage_class, attr_name, None)
from src.game.stage.stage_base import BossDef
if not isinstance(attr, BossDef):
continue
for phase in attr.phases:
if getattr(phase.script_class, 'DEBUG_BOOKMARK', False):
phase.script_class.DEBUG_BOOKMARK = False
# 重建菜单
entries = build_debug_menu(stage_class)
layout["options"] = [{"text": e["label"]} for e in entries]
num_options = len(entries)
selected_index = min(selected_index, num_options - 1)
ctx.viewport = window.viewport
ctx.clear(0.0, 0.0, 0.0)
renderer.render(selected_index, layout=layout)
window.swap_buffers()
def initialize_window_and_context():
"""初始化GLFW窗口和ModernGL上下文"""
init_audio_backend()
config = init_config()
base_size = (config.base_width, config.base_height)
screen_size = (config.window_width, config.window_height)
game_viewport = config.game_viewport
# 读取持久化的 fullscreen 偏好(设置菜单里的 "全屏 (重启生效)")
settings = get_settings()
fullscreen = bool(settings.fullscreen)
window = GameWindow(
screen_size[0], screen_size[1],
"东方做题狙特别版",
fullscreen=fullscreen,
)
if fullscreen:
print(f"[main] Fullscreen ON: framebuffer={window.framebuffer_size}, "
f"viewport={window.viewport}")
ctx = moderngl.create_context()
ctx.enable(moderngl.BLEND)
ctx.blend_func = moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA
# game_viewport 是 logical 坐标 (UI/对话/emoji 的着色器需要)。
# 但 renderer.render_frame 通过 ctx.viewport 设置 GL viewport,
# 必须用 framebuffer 像素坐标,否则全屏时游戏只渲染到左下角小块。
fb_w, fb_h = window.framebuffer_size
scale_x = fb_w / screen_size[0]
scale_y = fb_h / screen_size[1]
game_viewport_fb = (
int(round(game_viewport[0] * scale_x)),
int(round(game_viewport[1] * scale_y)),
int(round(game_viewport[2] * scale_x)),
int(round(game_viewport[3] * scale_y)),
)
return window, ctx, base_size, screen_size, game_viewport, game_viewport_fb
def load_resources(ctx, texture_asset_manager: TextureAssetManager):
"""
加载游戏资源(使用新的统一纹理资产管理系统)
Args:
ctx: ModernGL上下文
texture_asset_manager: 纹理资产管理器
Returns:
tuple: (textures, sprite_uv_map)
"""
sprite_config_folder = "assets/images"
if not texture_asset_manager.load_sprite_config_folder(sprite_config_folder):
print("Failed to load sprite configurations!")
sys.exit()
all_sprite_ids = texture_asset_manager.get_all_sprite_ids()
default_sprite_id = 'star_small1' if 'star_small1' in all_sprite_ids else next(iter(all_sprite_ids), None)
textures = texture_asset_manager.create_all_gl_textures(ctx, flip_y=True)
sprite_uv_map = texture_asset_manager.compute_all_sprite_uvs(flip_y=True)
stats = texture_asset_manager.get_stats()
print(f"资源加载完成: {stats['atlases']} 图集, {stats['sprites']} 精灵, {stats['animations']} 动画")
print(f"Loaded {len(textures)} texture(s) successfully")
return textures, sprite_uv_map
def initialize_sprite_registry_from_assets(sprite_manager: SpriteManager, textures: dict):
"""
用当前已加载资产重建 SpriteRegistry,确保 OptimizedBulletPool 的 sprite_idx/UV/纹理映射正确。
"""
texture_sizes = {}
for path, tex in textures.items():
texture_sizes[path] = tex.size
texture_sizes[path.replace('\\', '/')] = tex.size
texture_sizes[path.lower()] = tex.size
texture_sizes[path.replace('\\', '/').lower()] = tex.size
registry = init_sprite_registry(max_sprites=8192)
registry.register_from_sprite_manager(sprite_manager, texture_sizes)
print(f"SpriteRegistry 已重建: {registry.count} sprites")
def initialize_game_objects(stage_class, audio_manager=None, background_renderer=None,
character: str = "tao"):
"""初始化游戏对象(玩家、子弹池、关卡管理器等)"""
try:
player = load_player(character)
except Exception:
print(f"[main] 加载玩家 '{character}' 失败,回退 tao")
player = load_player("tao")
print(f"已加载玩家: {player.name}")
# 使用优化版子弹池(整数 sprite 索引 + 向量化渲染数据准备)
bullet_pool = OptimizedBulletPool(max_bullets=50000)
laser_pool = LaserPool(max_lasers=100)
item_pool = ItemPool(max_items=1000)
boss_manager = BossManager()
stage_manager = StageManager()
stage_manager.set_boss_manager(boss_manager)
stage_manager.bind_engine(
bullet_pool=bullet_pool,
laser_pool=laser_pool,
player=player,
audio_manager=audio_manager,
item_pool=item_pool,
background_renderer=background_renderer,
)
stage_manager.load_stage(stage_class)
return player, bullet_pool, laser_pool, item_pool, stage_manager
def run_main_menu(window, ctx, screen_size, audio_manager) -> int:
"""
显示主菜单,处理用户输入。
Returns:
选中的菜单项索引(Z 确认);-1 表示退出(ESC 或关窗口)。
约定:选项顺序由 main_menu_layout.json 决定:
0 = 开始游戏
1 = 测试关卡
2 = 退出
"""
main_menu_renderer = MainMenuRenderer(ctx, screen_size[0], screen_size[1])
main_menu_layout = load_main_menu_layout("assets/ui/main_menu_layout.json")
options = main_menu_layout.get("options", [])
num_options = max(1, len(options))
# 找到"退出"选项的索引,用于 Z 确认时判断
quit_index = next(
(i for i, o in enumerate(options)
if (o.get("text", "") if isinstance(o, dict) else str(o)) in ("退出", "Quit", "Exit")),
num_options - 1,
)
selected_index = 0
clock = FrameClock()
audio_manager.play_bgm("00", announce=False)
while True:
dt = clock.tick(60)
for event in window.poll_events():
if event['type'] == EVENT_QUIT:
audio_manager.stop_bgm(fade_ms=300)
main_menu_renderer.cleanup()
return -1
if event['type'] == EVENT_KEYDOWN:
if event['key'] == KEY_UP:
selected_index = (selected_index - 1) % num_options
elif event['key'] == KEY_DOWN:
selected_index = (selected_index + 1) % num_options
elif event['key'] == KEY_z:
audio_manager.stop_bgm(fade_ms=300)
main_menu_renderer.cleanup()
if selected_index == quit_index:
return -1
return selected_index
elif event['key'] == KEY_ESCAPE:
audio_manager.stop_bgm(fade_ms=300)
main_menu_renderer.cleanup()
return -1
ctx.viewport = window.viewport
ctx.clear(0.0, 0.0, 0.0)
main_menu_renderer.render(selected_index, layout=main_menu_layout)
window.swap_buffers()
def main():
"""游戏主函数"""
window, ctx, base_size, screen_size, game_viewport, game_viewport_fb = initialize_window_and_context()
selected_stage_class = resolve_stage_class()
game_audio = GameAudioBank()
game_audio.load_defaults()
audio_manager = AudioManager(game_audio)
# ===== 加载玩家设置并应用音量 =====
settings = get_settings()
settings.apply_audio(audio_manager)
progress = get_progress() # 触发加载
# ===== CLI: --replay=path 直接进入回放 =====
cli_replay_path = _get_cli_option("--replay=")
pending_replay_playback = None
if cli_replay_path:
rep = load_replay(cli_replay_path)
if rep is None:
print(f"[main] 重放文件加载失败: {cli_replay_path}")
else:
pending_replay_playback = ReplayPlayback(rep)
print(f"[main] 准备回放: {rep}")
while True:
# 选定模式:正常 / 回放
replay_playback = pending_replay_playback
pending_replay_playback = None # 只触发一次
if replay_playback is None:
menu_choice = run_main_menu(window, ctx, screen_size, audio_manager)
if menu_choice < 0:
# 退出
settings.save()
audio_manager.stop_bgm(fade_ms=0)
audio_manager.set_stage_bank(None)
audio_manager.cleanup()
window.destroy()
sys.exit(0)
# 根据菜单选项决定起始关卡
# 0=开始游戏 1=测试关卡 2=查看重放 3=设置 4=退出
if menu_choice == 0:
active_stage_class = selected_stage_class
elif menu_choice == 1:
active_stage_class = StageTest
elif menu_choice == 2:
# 查看重放
path = run_replay_select_menu(window, ctx, screen_size)
if path:
rep = load_replay(path)
if rep is not None:
replay_playback = ReplayPlayback(rep)
if replay_playback is None:
continue # 返回主菜单
active_stage_class = _stage_class_by_id(replay_playback.stage_id)
elif menu_choice == 3:
# 设置
run_settings_menu(window, ctx, screen_size, audio_manager)
continue
else:
active_stage_class = selected_stage_class
else:
# 来自 CLI --replay
active_stage_class = _stage_class_by_id(replay_playback.stage_id)
while True:
# ===== 先创建加载画面渲染器(不依赖任何纹理资源) =====
loading_renderer = LoadingScreenRenderer(ctx, screen_size[0], screen_size[1])
def _show_loading(hint: str, progress: float | None = None):
"""立即渲染一帧加载画面,避免 UI 卡死感。"""
info = {"stage_name": "Loading", "hint": hint}
if progress is not None:
info["progress"] = progress
window.poll_events()
ctx.viewport = window.viewport
ctx.clear(0.0, 0.0, 0.0)
loading_renderer.render(info)
window.swap_buffers()
_show_loading("Loading textures...", 0.05)
texture_asset_manager = init_texture_asset_manager(asset_root="assets")
_show_loading("Loading laser config...", 0.15)
laser_tex_data = get_laser_texture_data()
laser_tex_data.load_config("assets/images/laser/laser_config.json")
sprite_manager = SpriteManager()
_show_loading("Uploading GPU textures...", 0.25)
textures, sprite_uv_map = load_resources(ctx, texture_asset_manager)
_show_loading("Registering sprites...", 0.50)
sprite_manager._sync_from_asset_manager()
initialize_sprite_registry_from_assets(sprite_manager, textures)
renderer = Renderer(ctx, base_size, sprite_manager, textures, sprite_uv_map)
_show_loading("Loading fonts...", 0.60)
font_manager = get_font_manager()
font_manager.load_font('score', 'assets/images/ui/font/score.fnt')
hud_layout_cfg = load_hud_layout('assets/ui/hud_layout.json')
panel_cfg = hud_layout_cfg.get('panel', {}) if hud_layout_cfg else {}
gap_to_game = panel_cfg.get('gap_to_game', 16)
margin_right = panel_cfg.get('margin_right', 32)
bg_color = tuple(panel_cfg.get('bg_color', [16, 16, 32]))
bg_alpha = panel_cfg.get('bg_alpha', 0.6)
layout_override = hud_layout_cfg.get('layout') if hud_layout_cfg else None
panel_origin_x = game_viewport[0] + game_viewport[2] + gap_to_game
panel_origin_y = game_viewport[1]
available_width = screen_size[0] - panel_origin_x - margin_right
default_panel_size = [max(200, available_width), game_viewport[3]]
panel_size_cfg = panel_cfg.get('size', default_panel_size)
panel_width = panel_size_cfg[0]
panel_height = panel_size_cfg[1] if len(panel_size_cfg) > 1 else default_panel_size[1]
hud = HUD(screen_width=screen_size[0], screen_height=screen_size[1],
panel_origin=(panel_origin_x, panel_origin_y),
panel_size=(panel_width, panel_height),
game_origin=(game_viewport[0], game_viewport[1]),
game_size=(game_viewport[2], game_viewport[3]),
bg_color=bg_color, bg_alpha=bg_alpha,
layout_override=layout_override)
ui_renderer = UIRenderer(ctx, screen_width=screen_size[0], screen_height=screen_size[1])
# ── QQ 群弹幕 emoji 子系统 ────────────────────────────────────────
from src.game.emoji_danmaku import EmojiDanmakuSystem
emoji_sys = EmojiDanmakuSystem(
ctx=ctx,
screen_size=screen_size,
game_viewport=game_viewport,
panel_origin=(panel_origin_x, panel_origin_y),
)
emoji_sys.start()
_show_loading("Initializing UI...", 0.68)
dialog_gl_renderer = DialogGLRenderer(ctx, screen_size[0], screen_size[1], game_viewport)
pause_menu_renderer = PauseMenuRenderer(ctx, screen_size[0], screen_size[1])
staff_roll_renderer = StaffRollRenderer(ctx, screen_size[0], screen_size[1])
continue_menu_renderer = ContinueMenuRenderer(ctx, screen_size[0], screen_size[1])
# 符卡宣言渲染器(共享资源,服务所有 Boss 符卡)
# 需要窗口坐标下的游戏视口(y 从上),game_viewport 是 OpenGL 坐标(y 从下),
# 这里将 y 翻转一次
_gv_x, _gv_y_bot, _gv_w, _gv_h = game_viewport
_gv_y_top = screen_size[1] - (_gv_y_bot + _gv_h)
from src.game.stage.spell_declaration import SpellDeclarationRenderer
spell_declaration_renderer = SpellDeclarationRenderer(
ctx,
window_size=(screen_size[0], screen_size[1]),
game_viewport_win=(_gv_x, _gv_y_top, _gv_w, _gv_h),
)
item_renderer = ItemRenderer(ctx, base_size)
item_renderer.load_texture("assets/images/item/item.png")
_show_loading("Loading backgrounds...", 0.75)
background_renderer = None
try:
from src.game.background_render import BackgroundRenderer
background_renderer = BackgroundRenderer(ctx, base_size)
background_renderer.load_background('lake')
renderer.set_background_renderer(background_renderer)
print("背景系统初始化成功")
except Exception as e:
print(f"背景系统初始化失败(可选功能): {e}")
import traceback
traceback.print_exc()
# 加载全窗口UI背景图(显示在游戏内容下层、UI面板区域)
renderer.set_window_bg_texture('assets/ui/ui_bg.png')
_show_loading("Loading audio...", 0.88)
# ===== Debug: 关卡选择 + 书签菜单(在初始化关卡之前) =====
debug_target = None
if DEBUG_MODE:
selected_stage_class = run_stage_select_menu(
window, ctx, screen_size, ALL_STAGES, selected_stage_class)
active_stage_class = selected_stage_class
debug_target = run_debug_menu(window, ctx, screen_size, active_stage_class)
_show_loading("Initializing stage...", 0.95)
# ===== 决定本局自机与 RNG 种子 =====
if replay_playback is not None:
run_character = replay_playback.character or settings.last_character
run_seed = int(replay_playback.rng_seed)
else:
run_character = settings.last_character
run_seed = int(time.time() * 1000) & 0x7FFFFFFF
# 全局 RNG 播种,保证录制/回放确定性
import random as _rnd
try:
import numpy as _np
_np.random.seed(run_seed & 0xFFFFFFFF)
except Exception:
pass
_rnd.seed(run_seed)
player, bullet_pool, laser_pool, item_pool, stage_manager = initialize_game_objects(
stage_class=active_stage_class,
audio_manager=audio_manager,
background_renderer=background_renderer,
character=run_character,
)
# ===== 录制器 =====
replay_recorder = None
if replay_playback is None:
replay_recorder = ReplayRecorder(
stage_id=getattr(active_stage_class, "id", active_stage_class.__name__),
character=run_character,
rng_seed=run_seed,
)
_show_loading("Ready.", 1.0)
if debug_target:
stage_manager.debug_skip_to = debug_target
# 加载高分记录
item_pool.stats.load_hiscore()
player.bombs = item_pool.stats.bombs
# 连接 bomb 回调:统一清弹、转点、收点和 Boss 积分事件
def _on_player_bomb():
item_pool.stats.bombs = max(0, item_pool.stats.bombs - 1)
trigger_player_bomb(player, bullet_pool, item_pool, stage_manager)
player.on_bomb_callback = _on_player_bomb
# 连接 death 回调:触发 Continue 流程
# 用 list 装可变 flag 是因为闭包内不能直接 reassign 外层变量;
# 真正的状态切换由主循环每帧检查 player.is_dead 完成。
def _on_player_death():
# 仅打印日志,状态切换交给主循环(避免在 update 里同步 mutate UI 状态)
print(f"[main] player died (continues_left={continues_left})")
player.on_death = _on_player_death