v1.1: Stufen Easy/Normal/Hard mit Auswahlmenü (Hard = altes Tempo). Koffer behalten beim Drehen ihre Textur. Name/Punkteliste entfernt, nur Stufe + Prozent. Endlos: Ergebnis -> "Nochmals?" -> Stufenauswahl, Ende nur per Esc. storage.py und net.py gelöscht, 48 Tests.

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Project Bridge committed 2026-11-01 10:48:52 +00:00
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@@ -1,30 +1,43 @@
#!/usr/bin/env python3
"""Einstiegspunkt des Habegger Loader Games.
Ablauf: Tutorialbild (nur beim Programmstart) → Stufenauswahl → Ampel-Start →
Runde → Ergebnis ("Nochmals?") → Stufenauswahl → …
Beendet wird ausschliesslich mit ``Esc`` (bzw. Controller-Taste B).
Beispiele::
./run.sh # Fenster, letzter Spielername
./run.sh # Fenster
./run.sh --fullscreen # Vollbild (Messe-/Eventbetrieb)
./run.sh --name "Anna" # Name direkt setzen
./run.sh --smoke 10 # Selbsttest ohne Eingabegeräte
"""
from __future__ import annotations
import argparse
import enum
import random
import sys
import pygame
from loader_game import config, storage
from loader_game import config
from loader_game.assets import Assets
from loader_game.game import Game, State
from loader_game.difficulty import DEFAULT_DIFFICULTY, Difficulty
from loader_game.game import Game, HandleResult, State
from loader_game.input_map import Action, actions_from_event, controller_hint_lines
from loader_game.intro import Intro
from loader_game.menu import DifficultyMenu
from loader_game.sequences import load_sequences
class Phase(enum.Enum):
INTRO = "intro" # Tutorial und/oder Ampel-Start
MENU = "menu" # Stufenauswahl
PLAY = "play" # laufende Runde
def parse_args(argv: list[str] | None = None) -> argparse.Namespace:
parser = argparse.ArgumentParser(description="Habegger Loader Game")
parser.add_argument(
@@ -32,11 +45,6 @@ def parse_args(argv: list[str] | None = None) -> argparse.Namespace:
action="store_true",
help="Vollbild starten (Standard: Fenster; F11 schaltet jederzeit um)",
)
parser.add_argument(
"--name",
default=None,
help="Spielername (sonst der zuletzt gespeicherte aus runtime/)",
)
parser.add_argument(
"--seed",
type=int,
@@ -48,8 +56,7 @@ def parse_args(argv: list[str] | None = None) -> argparse.Namespace:
type=float,
default=None,
metavar="SEKUNDEN",
help="Selbsttest: bestätigt das Intro automatisch, spielt ohne Eingaben "
"und beendet sich nach N Sekunden",
help="Selbsttest: spielt ohne Eingaben und beendet sich nach N Sekunden",
)
return parser.parse_args(argv)
@@ -98,15 +105,72 @@ def main(argv: list[str] | None = None) -> int:
for warning in warnings:
print("Sequenz-Warnung:", warning, file=sys.stderr)
name = (args.name or storage.load_last_player() or config.DEFAULT_PLAYER_NAME).strip()
name = name[: config.MAX_PLAYER_NAME_LENGTH] or config.DEFAULT_PLAYER_NAME
storage.save_last_player(name)
rng = random.Random(args.seed)
intro: Intro | None = Intro(assets)
game: Game | None = None
clock = pygame.time.Clock()
difficulty: Difficulty = DEFAULT_DIFFICULTY
phase = Phase.INTRO
after_intro = Phase.MENU # nach dem Tutorial kommt die Stufenauswahl
intro: Intro | None = Intro(assets, show_instruction=True)
menu: DifficultyMenu | None = None
game: Game | None = None
def apply_action(action: Action) -> bool:
"""Verarbeitet eine Aktion in der aktuellen Phase.
Rückgabe ``False`` = Programm beenden.
"""
nonlocal phase, intro, menu, game, difficulty, after_intro
if action is Action.BACK:
return False
if phase is Phase.INTRO and intro is not None:
intro.handle(action)
return True
if phase is Phase.MENU and menu is not None:
selected = menu.handle(action)
if selected is not None:
difficulty = selected
intro = Intro(assets, show_instruction=False)
after_intro = Phase.PLAY
phase = Phase.INTRO
return True
if phase is Phase.PLAY and game is not None:
result = game.handle(action)
if result is HandleResult.QUIT:
return False
if result is HandleResult.NEW_ROUND:
menu = DifficultyMenu(assets, selected=difficulty)
phase = Phase.MENU
return True
def advance(dt: float) -> None:
"""Weiterrechnen und Phasenwechsel ohne Eingabe."""
nonlocal phase, intro, menu, game
if phase is Phase.INTRO and intro is not None:
if intro.update(dt):
intro = None
if after_intro is Phase.PLAY:
game = Game(assets, sequences, difficulty=difficulty, rng=rng)
else:
menu = DifficultyMenu(assets, selected=difficulty)
phase = after_intro
elif phase is Phase.PLAY and game is not None:
game.update(dt)
def draw() -> None:
if phase is Phase.INTRO and intro is not None:
intro.draw(screen)
elif phase is Phase.MENU and menu is not None:
menu.draw(screen)
elif phase is Phase.PLAY and game is not None:
game.draw(screen)
pygame.display.flip()
clock = pygame.time.Clock()
running = True
smoke_remaining = args.smoke
smoke_timer = 0.0
@@ -114,6 +178,7 @@ def main(argv: list[str] | None = None) -> int:
while running:
dt = min(clock.tick(config.FPS) / 1000.0, 0.1)
# ---------------------------------------------------------- Eingabe
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
@@ -122,47 +187,39 @@ def main(argv: list[str] | None = None) -> int:
pygame.display.toggle_fullscreen()
continue
for action in actions_from_event(event):
if intro is not None:
intro.handle(action)
if action is Action.BACK:
running = False
elif game is not None:
running = game.handle(action)
if not apply_action(action):
running = False
break
if not running:
break
if intro is not None:
if intro.update(dt):
intro = None
game = Game(assets, sequences, name=name, rng=rng)
elif smoke_remaining is not None and intro.phase == "instruction":
intro.handle(Action.PRIMARY)
elif game is not None:
game.update(dt)
advance(dt)
# Selbsttest: ohne Eingabegeräte mitspielen
if smoke_remaining is not None:
smoke_remaining -= dt
if smoke_remaining <= 0:
running = False
elif game is not None and intro is None:
else:
smoke_timer -= dt
if smoke_timer <= 0:
smoke_timer = 0.25
action = _demo_action(game, rng)
if action is not None:
running = game.handle(action)
smoke_timer = 0.3
if phase is Phase.PLAY and game is not None:
demo = _demo_action(game, rng)
if demo is not None and not apply_action(demo):
running = False
elif not apply_action(Action.PRIMARY):
running = False
if intro is not None:
intro.draw(screen)
elif game is not None:
game.draw(screen)
pygame.display.flip()
draw()
if game is not None:
percent = game.percent if game.state is State.GAME_OVER else game.trailer.load_percent()
percent = (
game.percent if game.state is State.FINISHED else game.trailer.load_percent()
)
print(
f"Spiel beendet: Zustand={game.state.value}, "
f"Beladung={percent:.0f}%, Koffer im Auflieger={len(game.trailer.stack)}"
f"Spiel beendet: Stufe={difficulty.label}, Beladung={percent:.0f}%, "
f"Koffer im Auflieger={len(game.trailer.stack)}"
)
pygame.quit()