Update maze.m5r

This commit is contained in:
m5rcel { Marcel }
2025-10-05 13:19:43 +02:00
committed by GitHub
parent 569cb28439
commit ccc3348ee9

View File

@@ -1,88 +1,99 @@
<?py <?py
# -*- coding: utf-8 -*- # -*- coding: utf-8 -*-
import tkinter as _tk, math as _m, random as _r, time as _t import tkinter as _tk, math as _m, random as _r
import math
import random
def _gen_maze(_lv): def _gen_backrooms(_lv):
_sz = min(18 + _lv*4, 50) _sz = min(18 + _lv*4, 60)
_mp = [[1]*_sz for _ in range(_sz)] _mp = [[1]*_sz for _ in range(_sz)]
# Create maze paths
def _carve(x, y): def _carve(x, y):
_mp[y][x] = 0 _mp[y][x] = 0
dirs = [(0,2), (2,0), (0,-2), (-2,0)] dirs = [(0,2), (0,-2), (2,0), (-2,0)]
_r.shuffle(dirs) _r.shuffle(dirs)
for dx, dy in dirs: for dx,dy in dirs:
nx, ny = x + dx, y + dy nx,ny=x+dx,y+dy
if 2 <= nx < _sz-2 and 2 <= ny < _sz-2 and _mp[ny][nx] == 1: if 2<=nx<_sz-2 and 2<=ny<_sz-2 and _mp[ny][nx]==1:
_mp[y + dy//2][x + dx//2] = 0 _mp[y+dy//2][x+dx//2]=0
_carve(nx, ny) _carve(nx,ny)
startx = _sz//2
# Start carving from (1,1) starty = _sz//2
_carve(1, 1) _carve(startx, starty)
for _ in range(_sz*_sz//7):
# Ensure start and exit are clear _x = _r.randint(2,_sz-3)
_mp[1][1] = 0 # start _y = _r.randint(2,_sz-3)
_mp[_sz-2][_sz-2] = 2 # exit (blue wall) if _r.random()<0.45: _mp[_y][_x]=0
_mp[_sz-3][_sz-2] = 0 # space before exit _mp[starty][startx]=0
_mp[_sz-2][_sz-3] = 0 # space before exit _mp[_sz-3][_sz-3]=0
_mp[_sz-2][_sz-2]=2
return _mp return _mp
class _MAZE25D: class _BACKROOMS:
def __init__(self): def __init__(self):
self._rt=_tk.Tk() self._rt=_tk.Tk()
self._rt.title("MAZE 2.5D M5RCode") self._rt.title("BACKROOMS MAZE - M5RCode")
self._W,self._H=1200,820 self._W,self._H=1200,820
self._cv=_tk.Canvas(self._rt,bg="#181319",width=self._W,height=self._H) self._cv=_tk.Canvas(self._rt,bg="#12131a",width=self._W,height=self._H)
self._cv.pack(fill="both",expand=True) self._cv.pack(fill="both",expand=True)
self._game_state="main" self._game_state="main"
self._fullscreen = False
self._mouse_locked = False
self._reset_game()
self._keys=set()
self._mouse_x_last = None
self._menu_btn_area = None
self._rt.bind("<Configure>",self._resize) self._rt.bind("<Configure>",self._resize)
self._rt.bind("<KeyPress>",self._kd) self._rt.bind("<KeyPress>",self._kd)
self._rt.bind("<KeyRelease>",self._ku) self._rt.bind("<KeyRelease>",self._ku)
self._rt.bind("<Button-1>", self._mouse_btn) self._cv.bind("<Button-1>", self._mouse_btn) # bind to canvas, not root!
self._rt.bind("<Escape>",self._esc) self._rt.bind("<Escape>",self._esc)
self._rt.bind("<F11>", self._toggle_fullscreen)
self._rt.bind("<Motion>", self._mouse_move) self._rt.bind("<Motion>", self._mouse_move)
self._mouse_locked = False
self._last_mouse_x = None
self._reset_game()
self._keys=set()
self._tick() self._tick()
self._rt.mainloop() self._rt.mainloop()
def _reset_game(self,level=1): def _reset_game(self,level=1):
self._level=level self._level=level
self._map=_gen_maze(level) self._map=_gen_backrooms(level)
self._sz=len(self._map) self._sz=len(self._map)
self._px,self._py=1.5,1.5 # start position self._px,self._py=self._sz//2+0.5,self._sz//2+0.5
self._pa=_m.pi/4 self._pa=_m.pi/4
self._levelup_msg=0 self._levelup_msg=0
def _resize(self,e):self._W,self._H=e.width,e.height def _resize(self,e): self._W,self._H=e.width,e.height
def _mouse_btn(self,e): def _mouse_btn(self,e):
if self._game_state=="main": if self._game_state=="main":
# only start if inside start button area
if self._menu_btn_area:
x0, y0, x1, y1 = self._menu_btn_area
if x0 <= e.x <= x1 and y0 <= e.y <= y1:
self._game_state="play" self._game_state="play"
self._lock_mouse(e) self._lock_mouse()
elif self._game_state=="pause": elif self._game_state=="pause":
self._lock_mouse(e) self._lock_mouse()
self._game_state="play"
def _lock_mouse(self,e=None): def _lock_mouse(self):
if not self._mouse_locked:
self._mouse_locked=True self._mouse_locked=True
self._rt.config(cursor="none") self._rt.config(cursor="none")
self._cv.grab_set() self._cv.grab_set()
if e:self._last_mouse_x=e.x self._mouse_x_last = None
def _unlock_mouse(self,e=None): def _unlock_mouse(self,e=None):
self._mouse_locked=False self._mouse_locked=False
self._rt.config(cursor="") self._rt.config(cursor="")
self._cv.grab_release() self._cv.grab_release()
self._last_mouse_x=None self._mouse_x_last = None
def _mouse_move(self,e): def _mouse_move(self,e):
if self._mouse_locked and self._game_state=="play": if self._mouse_locked and self._game_state=="play":
if self._last_mouse_x: if self._mouse_x_last is not None:
self._pa+=(e.x-self._last_mouse_x)*0.005 dx = e.x - self._mouse_x_last
self._last_mouse_x=e.x self._pa += dx * 0.0067
self._mouse_x_last = e.x
else:
self._mouse_x_last = None
def _esc(self,e): def _esc(self,e):
if self._game_state=="play" and self._mouse_locked: if self._game_state=="play" and self._mouse_locked:
@@ -93,21 +104,23 @@ class _MAZE25D:
elif self._game_state=="main": elif self._game_state=="main":
self._rt.destroy() self._rt.destroy()
def _toggle_fullscreen(self,e=None):
self._fullscreen = not self._fullscreen
self._rt.attributes("-fullscreen", self._fullscreen)
def _brighten(self, col, factor): def _brighten(self, col, factor):
if col.startswith('#') and len(col)==7: if col.startswith('#') and len(col)==7:
r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16) r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16)
r,g,b=min(255,int(r*factor)),min(255,int(g*factor)),min(255,int(b*factor)) r,g,b=min(255,int(r*factor)),min(255,int(g*factor)),min(255,int(b*factor))
return f'#{r:02x}{g:02x}{b:02x}' return f'#{r:02x}{g:02x}{b:02x}'
return col return col
def _darken(self, col, factor): def _darken(self, col, factor):
if col.startswith('#') and len(col)==7: if col.startswith('#') and len(col)==7:
r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16) r,g,b=int(col[1:3],16),int(col[3:5],16),int(col[5:7],16)
r,g,b=int(r*factor),int(g*factor),int(b*factor) r,g,b=int(r*factor),int(g*factor),int(b*factor)
return f'#{r:02x}{g:02x}{b:02x}' return f'#{r:02x}{g:02x}{b:02x}'
return col return col
def _draw_3d_box(self,x,y,w,h,d,col,ol='#a0933c'):
def _draw_3d_box(self,x,y,w,h,d,col,ol='#000000'):
self._cv.create_rectangle(x,y,x+w,y+h,fill=col,outline=ol,width=2) self._cv.create_rectangle(x,y,x+w,y+h,fill=col,outline=ol,width=2)
pts_top=[(x,y),(x+d,y-d),(x+w+d,y-d),(x+w,y)] pts_top=[(x,y),(x+d,y-d),(x+w+d,y-d),(x+w,y)]
self._cv.create_polygon(pts_top,fill=self._brighten(col,1.22),outline=ol,width=1) self._cv.create_polygon(pts_top,fill=self._brighten(col,1.22),outline=ol,width=1)
@@ -116,16 +129,10 @@ class _MAZE25D:
def _draw_hud(self): def _draw_hud(self):
y = self._H-80 y = self._H-80
self._draw_3d_box(0,y,self._W,80,6,"#161b28","#313c32") self._draw_3d_box(0,y,self._W,80,6,"#fef2a0","#d8c944")
self._cv.create_text(120,y+25,text=f"LEVEL: {self._level}",font=("Consolas",24,"bold"),fill="#665100")
# Level display self._cv.create_text(self._W//2,y+25,text="FIND THE BLUE EXIT!",font=("Consolas",20,"bold"),fill="#3e79ff")
self._cv.create_text(120,y+25,text=f"LEVEL: {self._level}",font=("Consolas",24,"bold"),fill="#00ffcc") self._cv.create_text(self._W-150,y+25,text=f"SIZE: {self._sz}x{self._sz}",font=("Consolas",16,"bold"),fill="#d8b144")
# Instructions
self._cv.create_text(self._W//2,y+25,text="FIND THE BLUE EXIT!",font=("Consolas",20,"bold"),fill="#ffff44")
# Size info
self._cv.create_text(self._W-150,y+25,text=f"MAZE SIZE: {self._sz}x{self._sz}",font=("Consolas",16,"bold"),fill="#ff6644")
def _raycast(self,a): def _raycast(self,a):
x,y = self._px,self._py x,y = self._px,self._py
@@ -134,72 +141,54 @@ class _MAZE25D:
x+=dx; y+=dy x+=dx; y+=dy
mx,my=int(x),int(y) mx,my=int(x),int(y)
if mx<0 or my<0 or mx>=self._sz or my>=self._sz: if mx<0 or my<0 or mx>=self._sz or my>=self._sz:
return d/20,1,'#666666' return d/20,1,'#c7bc54'
cell = self._map[my][mx] cell = self._map[my][mx]
if cell==1: if cell==1:
return d/20,1,'#888888' return d/20,1,'#f8ed6c'
elif cell==2: # Blue exit wall elif cell==2:
return d/20,1,'#0066ff' return d/20,1,'#2979ff'
return 18,0,'#000000' return 18,0,'#000000'
def _render_game(self): def _render_game(self):
w,h = self._W,self._H w,h = self._W,self._H
self._cv.delete('all') self._cv.delete('all')
# Sky gradient
for i in range(h//2): for i in range(h//2):
b=45+i//12 b=235-i//7;sh=f"#{b:02x}{b:02x}{(b//2)+85:02x}"
sh=f"#{b:02x}{b:02x}{b//2+20:02x}"
self._cv.create_line(0,i,w,i,fill=sh) self._cv.create_line(0,i,w,i,fill=sh)
# Floor gradient
for i in range(h//2,h): for i in range(h//2,h):
b=70-(i-h//2)//10 b=220-(i-h//2)//7;sh=f"#{b:02x}{b:02x}{(b//3)+55:02x}"
sh=f"#{b:02x}{b//3:02x}{b//4:02x}"
self._cv.create_line(0,i,w,i,fill=sh) self._cv.create_line(0,i,w,i,fill=sh)
rays=270
# Render walls
rays=250
for i in range(rays): for i in range(rays):
a=self._pa-_m.pi/2.3 + (_m.pi/1.15*i)/(rays-1) a=self._pa-_m.pi/2.3 + (_m.pi/1.15*i)/(rays-1)
d,wall,wall_color=self._raycast(a) d,wall,wall_color=self._raycast(a)
d = max(.08, d*_m.cos(a-self._pa)) d = max(.08, d*_m.cos(a-self._pa))
hwall=int(h*0.8/d) hwall=int(h*0.87/d)
if wall_color=="#2979ff":
if wall: r,g,b=41,int(121/max(1,d)),255
# Apply distance shading to wall color cc=f"#{r:02x}{g:02x}{b:02x}"
if wall_color == '#0066ff': # Blue exit wall
shade_factor = max(0.3, min(1.0, 1.0/d))
r,g,b = 0, int(102*shade_factor), int(255*shade_factor)
cc = f"#{r:02x}{g:02x}{b:02x}"
else: # Regular walls
shade=min(255,max(30,int(200/(d+0.8))))
cc=f"#{shade:02x}{shade:02x}{shade:02x}"
else: else:
cc="#000000" if wall_color=="#f8ed6c":
shade=min(255,max(170,int(200/(d+0.8))))
cc=f"#{shade:02x}{shade:02x}{int(shade*0.88):02x}"
else:
cc=wall_color
x=int(i*w/rays) x=int(i*w/rays)
self._cv.create_rectangle(x,h//2-hwall//2-10,x+int(w/rays+1),h//2+hwall//2,fill=cc,outline="") self._cv.create_rectangle(x,h//2-hwall//2-10,x+int(w/rays+1),h//2+hwall//2,fill=cc,outline="")
self._draw_hud() self._draw_hud()
# Compass/minimap indicator
cx,cy=w-80,80 cx,cy=w-80,80
self._cv.create_oval(cx-30,cy-30,cx+30,cy+30,fill="#333333",outline="#ffffff",width=2) self._cv.create_oval(cx-30,cy-30,cx+30,cy+30,fill="#aaa924",outline="#ffffff",width=2)
# Direction arrow
arrow_x = cx + 20*_m.cos(self._pa) arrow_x = cx + 20*_m.cos(self._pa)
arrow_y = cy + 20*_m.sin(self._pa) arrow_y = cy + 20*_m.sin(self._pa)
self._cv.create_line(cx,cy,arrow_x,arrow_y,fill="#00ff00",width=3) self._cv.create_line(cx,cy,arrow_x,arrow_y,fill="#2979ff",width=3)
self._cv.create_text(cx,cy+45,text="N",font=("Consolas",12,"bold"),fill="#ffffff") self._cv.create_text(cx,cy+45,text="N",font=("Consolas",12,"bold"),fill="#665100")
if self._game_state=="pause": if self._game_state=="pause":
self._draw_3d_box(w//2-150,h//2-70,300,69,10,"#333333","#242424") self._draw_3d_box(w//2-150,h//2-70,300,69,10,"#23232a","#343434")
self._cv.create_text(w//2,h//2-37,text="PAUSED",font=("Consolas",28,"bold"),fill="#ffff44") self._cv.create_text(w//2,h//2-37,text="PAUSED",font=("Consolas",28,"bold"),fill="#ffee44")
self._cv.create_text(w//2,h//2+7,text="ESC to resume",font=("Consolas",13,"bold"),fill="#66ccdd") self._cv.create_text(w//2,h//2+7,text="ESC to resume",font=("Consolas",13,"bold"),fill="#2979ff")
if self._levelup_msg>0: if self._levelup_msg>0:
self._draw_3d_box(w//2-180,h//2-60,360,50,12,"#0066ff","#ffffff") self._draw_3d_box(w//2-180,h//2-60,360,50,12,"#2979ff","#ffffff")
self._cv.create_text(w//2,h//2-35,text=f"LEVEL {self._level-1} COMPLETE!",font=("Consolas",18,"bold"),fill="#ffffff") self._cv.create_text(w//2,h//2-35,text=f"LEVEL {self._level-1} ESCAPED!",font=("Consolas",18,"bold"),fill="#665100")
self._levelup_msg-=1 self._levelup_msg-=1
def _tick(self): def _tick(self):
@@ -210,81 +199,52 @@ class _MAZE25D:
self._render_menu() self._render_menu()
elif self._game_state=="pause": elif self._game_state=="pause":
self._render_game() self._render_game()
self._rt.after(30,self._tick) self._rt.after(28,self._tick)
def _render_menu(self): def _render_menu(self):
w,h=self._W,self._H w,h=self._W,self._H
self._cv.delete('all') self._cv.delete('all')
# Checkered background
for y in range(0,h,80): for y in range(0,h,80):
for x in range(0,w,80): for x in range(0,w,80):
cc="#2a3344" if (x//80+y//80)%2==0 else "#1a2233" cc="#16181d" if (x//80+y//80)%2==0 else "#232333"
self._cv.create_rectangle(x,y,x+80,y+80,fill=cc,width=0) self._cv.create_rectangle(x,y,x+80,y+80,fill=cc,width=0)
self._draw_3d_box(w//2-200,h//3-100,400,80,25,"#232333","#111833")
# Title self._cv.create_text(w//2,h//3-60,text="BACKROOMS MAZE",fill="#d8d8ef",font=("Consolas",36,"bold"))
self._draw_3d_box(w//2-200,h//3-100,400,80,25,"#0066ff","#003388") self._draw_3d_box(w//2-180,h//3,360,50,15,"#282848","#45455a")
self._cv.create_text(w//2,h//3-60,text="MAZE ESCAPE",fill="#ffffff",font=("Consolas",36,"bold")) self._cv.create_text(w//2,h//3+25,text="2.5D LIMINAL ADVENTURE",fill="#bcbcd2",font=("Consolas",21,"bold"))
# Start button area, properly recorded for click test
# Subtitle btn_x0,btn_y0=w//2-120,h//2+80
self._draw_3d_box(w//2-180,h//3,360,50,15,"#44aa44","#226622") btn_x1,btn_y1=w//2+120,h//2+135
self._cv.create_text(w//2,h//3+25,text="2.5D ADVENTURE",fill="#ffffff",font=("Consolas",20,"bold")) self._menu_btn_area = (btn_x0,btn_y0,btn_x1,btn_y1)
self._draw_3d_box(btn_x0,btn_y0,240,55,12,"#1199cc","#ffffff")
# Start button self._cv.create_text(w//2,h//2+107,text="START",fill="#ffffff",font=("Consolas",18,"bold"))
self._draw_3d_box(w//2-120,h//2+80,240,55,12,"#ff6644","#ffffff") self._cv.create_text(w//2,h-78,text="Navigate the yellow maze. Find the BLUE EXIT!",font=("Consolas",16),fill="#2979ff")
self._cv.create_text(w//2,h//2+107,text="START MAZE",fill="#ffffff",font=("Consolas",18,"bold")) self._cv.create_text(w//2,h-50,text="WASD: Move | Mouse: Look | Click: Lock Camera | F11: Fullscreen",font=("Consolas",14),fill="#bcbcd2")
# Instructions
self._cv.create_text(w//2,h-80,text="Find the BLUE WALL to escape each level!",font=("Consolas",16),fill="#aaccff")
self._cv.create_text(w//2,h-50,text="WASD: Move | Mouse: Look | Click: Lock Camera",font=("Consolas",14),fill="#88aacc")
def _move_smooth(self,dx,dy): def _move_smooth(self,dx,dy):
def is_blocked(x,y): def is_blocked(x,y):
mx,my=int(x),int(y) mx,my=int(x),int(y)
return mx<0 or my<0 or mx>=self._sz or my>=self._sz or self._map[my][mx]==1 return mx<0 or my<0 or mx>=self._sz or my>=self._sz or self._map[my][mx]==1
nx,ny = self._px+dx, self._py+dy nx,ny = self._px+dx, self._py+dy
if not is_blocked(nx,ny): if not is_blocked(nx,ny): self._px,self._py=nx,ny
self._px, self._py = nx,ny
else: else:
# Try sliding along walls if not is_blocked(self._px,ny): self._py=ny
if not is_blocked(self._px,ny): elif not is_blocked(nx,self._py): self._px=nx
self._py=ny
elif not is_blocked(nx,self._py):
self._px=nx
def _step(self): def _step(self):
# Movement
spd,dx,dy=0.12,0,0 spd,dx,dy=0.12,0,0
if 'w' in self._keys: if 'w' in self._keys: dx+=_m.cos(self._pa)*spd; dy+=_m.sin(self._pa)*spd
dx+=_m.cos(self._pa)*spd if 's' in self._keys: dx-=_m.cos(self._pa)*spd*.8; dy-=_m.sin(self._pa)*spd*.8
dy+=_m.sin(self._pa)*spd if 'a' in self._keys: dx+=_m.cos(self._pa-_m.pi/2)*spd*.7; dy+=_m.sin(self._pa-_m.pi/2)*spd*.7
if 's' in self._keys: if 'd' in self._keys: dx+=_m.cos(self._pa+_m.pi/2)*spd*.7; dy+=_m.sin(self._pa+_m.pi/2)*spd*.7
dx-=_m.cos(self._pa)*spd*.8
dy-=_m.sin(self._pa)*spd*.8
if 'a' in self._keys:
dx+=_m.cos(self._pa-_m.pi/2)*spd*.7
dy+=_m.sin(self._pa-_m.pi/2)*spd*.7
if 'd' in self._keys:
dx+=_m.cos(self._pa+_m.pi/2)*spd*.7
dy+=_m.sin(self._pa+_m.pi/2)*spd*.7
self._move_smooth(dx,dy) self._move_smooth(dx,dy)
mx,my=int(self._px),int(self._py)
# Check if player reached the blue exit wall
mx, my = int(self._px), int(self._py)
# Check surrounding cells for the exit (blue wall)
for check_x in range(max(0, mx-1), min(self._sz, mx+2)): for check_x in range(max(0, mx-1), min(self._sz, mx+2)):
for check_y in range(max(0, my-1), min(self._sz, my+2)): for check_y in range(max(0, my-1), min(self._sz, my+2)):
if self._map[check_y][check_x] == 2: if self._map[check_y][check_x] == 2:
# Close enough to exit distance = math.sqrt((self._px - (check_x+0.5))**2 + (self._py - (check_y+0.5))**2)
distance = _m.sqrt((self._px - (check_x+0.5))**2 + (self._py - (check_y+0.5))**2)
if distance < 1.2: if distance < 1.2:
self._reset_game(self._level + 1) self._reset_game(self._level + 1)
self._levelup_msg = 60 self._levelup_msg = 80
return return
def _kd(self,e): def _kd(self,e):
if self._game_state=="play" and self._mouse_locked: if self._game_state=="play" and self._mouse_locked:
self._keys.add(e.keysym.lower()) self._keys.add(e.keysym.lower())
@@ -292,36 +252,37 @@ class _MAZE25D:
self._pa-=_m.pi/20 self._pa-=_m.pi/20
if e.keysym.lower()=='right': if e.keysym.lower()=='right':
self._pa+=_m.pi/20 self._pa+=_m.pi/20
if e.keysym.lower()=="f11":
self._toggle_fullscreen()
def _ku(self,e): def _ku(self,e):
self._keys.discard(e.keysym.lower()) self._keys.discard(e.keysym.lower())
_MAZE25D() _BACKROOMS()
?> ?>
<?js <?js
console.log("MAZE ESCAPE 2.5D M5RCode"); console.log("BACKROOMS MAZE 2.5D M5RCode");
?> ?>
<?php <?php
echo "MAZE ESCAPE 2.5D M5RCode\n"; echo "BACKROOMS MAZE 2.5D M5RCode\n";
?> ?>
<?cs <?cs
using System; using System;
class _M{ class _M{
static void Main(){ Console.WriteLine("MAZE ESCAPE 2.5D M5RCode"); } static void Main(){ Console.WriteLine("BACKROOMS MAZE 2.5D M5RCode"); }
} }
?> ?>
<?cpp <?cpp
#include <iostream> #include <iostream>
int main(){ std::cout<<"MAZE ESCAPE 2.5D M5RCode"<<std::endl; return 0;} int main(){ std::cout<<"BACKROOMS MAZE 2.5D M5RCode"<<std::endl; return 0;}
?> ?>
<?css <?css
body{background:#1a2233;color:#fff;font-family:'Courier New',monospace;overflow:hidden;} body{background:#16181d;color:#d8d8ef;font-family:'Courier New',monospace;overflow:hidden;}
canvas{cursor:crosshair;image-rendering:pixelated;} canvas{cursor:crosshair;image-rendering:pixelated;}
.maze-wall{filter:contrast(1.1);} .maze-wall{filter:contrast(1.1);}
.maze-exit{filter:brightness(1.3) saturate(1.5);} .maze-exit{filter:brightness(1.4) saturate(1.7);}
?> ?>