| | |
| | """ |
| | ██████╗ ███████╗███████╗███████╗██████╗ █████╗ ██████╗ ███████╗ |
| | ██╔══██╗██╔════╝██╔════╝██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝ |
| | ██████╔╝█████╗ █████╗ █████╗ ██████╔╝███████║██████╔╝█████╗ |
| | ██╔══██╗██╔══╝ ██╔══╝ ██╔══╝ ██╔══██╗██╔══██║██╔══██╗██╔══╝ |
| | ██║ ██║███████╗██║ ███████╗██║ ██║██║ ██║██║ ██║███████╗ |
| | ╚═╝ ╚═╝╚══════╝╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ |
| | |
| | A hyper-structured, enterprise-grade dungeon crawler simulation with: |
| | - Procedural dungeon generation (Recursive Division Algorithm) |
| | - A* Pathfinding for enemy AI |
| | - Component-Based Entity System |
| | - JSON Save/Load with cryptographic signing |
| | - Multithreaded event handling |
| | - Comprehensive error logging |
| | - State machine architecture |
| | - Type hints and docstring documentation |
| | ---------------------------------------------- |
| | |
| | Developer: YSNRFD |
| | Telegram: @ysnrfd |
| | """ |
| |
|
| | import json |
| | import time |
| | import threading |
| | import logging |
| | import hashlib |
| | import hmac |
| | import secrets |
| | from enum import Enum, auto |
| | from heapq import heappop, heappush |
| | from typing import ( |
| | Dict, |
| | List, |
| | Tuple, |
| | Optional, |
| | Set, |
| | Any, |
| | Callable, |
| | TypeVar, |
| | Generic, |
| | cast |
| | ) |
| |
|
| | |
| | |
| | |
| | SECRET_KEY = secrets.token_bytes(32) |
| | LOG_FILE = "dungeon_crawler.log" |
| | SAVE_FILE = "game_state.encrypted" |
| | MAX_ROOMS = 15 |
| | ROOM_MIN_SIZE = 4 |
| | ROOM_MAX_SIZE = 8 |
| | ENEMY_SPAWN_RATE = 0.3 |
| | ITEM_SPAWN_RATE = 0.25 |
| |
|
| | |
| | |
| | |
| | logging.basicConfig( |
| | level=logging.INFO, |
| | format='%(asctime)s - %(name)s - %(levelname)s - %(message)s', |
| | handlers=[ |
| | logging.FileHandler(LOG_FILE), |
| | logging.StreamHandler() |
| | ] |
| | ) |
| | logger = logging.getLogger("DungeonCrawler") |
| |
|
| | |
| | |
| | |
| | class DungeonGenerationError(Exception): |
| | """Raised when dungeon generation fails""" |
| | pass |
| |
|
| | class SaveFileCorruptedError(Exception): |
| | """Raised when save file integrity check fails""" |
| | pass |
| |
|
| | class InvalidGameStateError(Exception): |
| | """Raised when game state violates business rules""" |
| | pass |
| |
|
| | |
| | |
| | |
| | class Direction(Enum): |
| | NORTH = auto() |
| | EAST = auto() |
| | SOUTH = auto() |
| | WEST = auto() |
| |
|
| | class ItemType(Enum): |
| | WEAPON = auto() |
| | ARMOR = auto() |
| | POTION = auto() |
| | QUEST = auto() |
| |
|
| | class EntityState(Enum): |
| | IDLE = auto() |
| | PATROLLING = auto() |
| | CHASING = auto() |
| | COMBAT = auto() |
| | DEAD = auto() |
| |
|
| | |
| | |
| | |
| | T = TypeVar('T') |
| | class BoundedQueue(Generic[T]): |
| | """Thread-safe bounded queue with priority support""" |
| | def __init__(self, max_size: int = 10): |
| | self.max_size = max_size |
| | self._queue: List[Tuple[int, T]] = [] |
| | self._lock = threading.RLock() |
| | |
| | def push(self, priority: int, item: T) -> None: |
| | with self._lock: |
| | heappush(self._queue, (priority, item)) |
| | if len(self._queue) > self.max_size: |
| | self._queue.pop() |
| | |
| | def pop(self) -> T: |
| | with self._lock: |
| | return heappop(self._queue)[1] |
| | |
| | def clear(self) -> None: |
| | with self._lock: |
| | self._queue.clear() |
| |
|
| | class Vector2D: |
| | """Immutable 2D coordinate system""" |
| | __slots__ = ('x', 'y') |
| | |
| | def __init__(self, x: int, y: int): |
| | self.x = x |
| | self.y = y |
| | |
| | def __add__(self, other: 'Vector2D') -> 'Vector2D': |
| | return Vector2D(self.x + other.x, self.y + other.y) |
| | |
| | def __sub__(self, other: 'Vector2D') -> 'Vector2D': |
| | return Vector2D(self.x - other.x, self.y - other.y) |
| | |
| | def __eq__(self, other: object) -> bool: |
| | if not isinstance(other, Vector2D): |
| | return False |
| | return self.x == other.x and self.y == other.y |
| | |
| | def __hash__(self) -> int: |
| | return hash((self.x, self.y)) |
| | |
| | def __repr__(self) -> str: |
| | return f"Vector2D({self.x}, {self.y})" |
| |
|
| | |
| | |
| | |
| | class Room: |
| | """Represents a dungeon room with spatial properties""" |
| | def __init__(self, origin: Vector2D, width: int, height: int): |
| | self.origin = origin |
| | self.width = width |
| | self.height = height |
| | self.connections: Dict[Direction, 'Room'] = {} |
| | self.items: List['Item'] = [] |
| | self.enemies: List['Enemy'] = [] |
| | self.explored = False |
| | |
| | @property |
| | def center(self) -> Vector2D: |
| | return Vector2D( |
| | self.origin.x + self.width // 2, |
| | self.origin.y + self.height // 2 |
| | ) |
| | |
| | def intersects(self, other: 'Room') -> bool: |
| | """Check if this room intersects with another room""" |
| | return ( |
| | self.origin.x <= other.origin.x + other.width and |
| | self.origin.x + self.width >= other.origin.x and |
| | self.origin.y <= other.origin.y + other.height and |
| | self.origin.y + self.height >= other.origin.y |
| | ) |
| |
|
| | class Dungeon: |
| | """Procedurally generated dungeon using recursive division""" |
| | def __init__(self, width: int, height: int): |
| | self.width = width |
| | self.height = height |
| | self.rooms: List[Room] = [] |
| | self.tiles: List[List[bool]] = [ |
| | [False for _ in range(height)] |
| | for _ in range(width) |
| | ] |
| | self.player_start = Vector2D(0, 0) |
| | self.exit = Vector2D(0, 0) |
| | |
| | def generate(self) -> None: |
| | """Generate dungeon using recursive division algorithm""" |
| | start_time = time.time() |
| | self._recursive_division(0, 0, self.width, self.height) |
| | |
| | |
| | self._connect_rooms() |
| | |
| | |
| | if not self.rooms: |
| | raise DungeonGenerationError("No rooms generated") |
| | |
| | self.player_start = self.rooms[0].center |
| | self.exit = self.rooms[-1].center |
| | |
| | |
| | self._populate_dungeon() |
| | |
| | logger.info(f"Dungeon generated in {time.time() - start_time:.4f}s") |
| | |
| | def _recursive_division(self, x: int, y: int, w: int, h: int) -> None: |
| | """Recursive division algorithm for room generation""" |
| | if w <= ROOM_MIN_SIZE * 2 or h <= ROOM_MIN_SIZE * 2: |
| | return |
| | |
| | |
| | split_x = x + ROOM_MIN_SIZE + random.randint(0, w - ROOM_MIN_SIZE * 2) |
| | split_y = y + ROOM_MIN_SIZE + random.randint(0, h - ROOM_MIN_SIZE * 2) |
| | |
| | |
| | room_w = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, w // 2)) |
| | room_h = random.randint(ROOM_MIN_SIZE, min(ROOM_MAX_SIZE, h // 2)) |
| | new_room = Room(Vector2D(split_x, split_y), room_w, room_h) |
| | |
| | |
| | if not any(new_room.intersects(r) for r in self.rooms): |
| | self.rooms.append(new_room) |
| | |
| | |
| | for i in range(new_room.origin.x, new_room.origin.x + new_room.width): |
| | for j in range(new_room.origin.y, new_room.origin.y + new_room.height): |
| | if 0 <= i < self.width and 0 <= j < self.height: |
| | self.tiles[i][j] = True |
| | |
| | |
| | self._recursive_division(x, y, split_x - x, split_y - y) |
| | self._recursive_division(split_x, y, w - (split_x - x), split_y - y) |
| | self._recursive_division(x, split_y, split_x - x, h - (split_y - y)) |
| | self._recursive_division(split_x, split_y, w - (split_x - x), h - (split_y - y)) |
| | |
| | def _connect_rooms(self) -> None: |
| | """Connect all rooms with corridors""" |
| | for i in range(len(self.rooms) - 1): |
| | room_a = self.rooms[i] |
| | room_b = self.rooms[i + 1] |
| | |
| | |
| | x1, y1 = room_a.center.x, room_a.center.y |
| | x2, y2 = room_b.center.x, room_b.center.y |
| | |
| | |
| | for x in range(min(x1, x2), max(x1, x2) + 1): |
| | self.tiles[x][y1] = True |
| | for y in range(min(y1, y2), max(y1, y2) + 1): |
| | self.tiles[x2][y] = True |
| | |
| | |
| | room_a.connections[Direction.EAST] = room_b |
| | room_b.connections[Direction.WEST] = room_a |
| | |
| | def _populate_dungeon(self) -> None: |
| | """Populate dungeon with items and enemies""" |
| | for room in self.rooms: |
| | |
| | if random.random() < ENEMY_SPAWN_RATE: |
| | enemy = Enemy( |
| | position=room.center, |
| | enemy_type=random.choice(list(EnemyType)) |
| | ) |
| | room.enemies.append(enemy) |
| | |
| | |
| | if random.random() < ITEM_SPAWN_RATE: |
| | item = Item.create_random(room.center) |
| | room.items.append(item) |
| |
|
| | class Item: |
| | """Base class for all in-game items""" |
| | def __init__(self, position: Vector2D, item_type: ItemType, name: str, value: int): |
| | self.position = position |
| | self.item_type = item_type |
| | self.name = name |
| | self.value = value |
| | self.equipped = False |
| | |
| | @classmethod |
| | def create_random(cls, position: Vector2D) -> 'Item': |
| | """Factory method for random item generation""" |
| | item_type = random.choice(list(ItemType)) |
| | if item_type == ItemType.WEAPON: |
| | return Weapon( |
| | position, |
| | f"{random.choice(['Iron', 'Steel', 'Mithril'])} {random.choice(['Sword', 'Axe', 'Dagger'])}", |
| | random.randint(5, 15) |
| | ) |
| | elif item_type == ItemType.ARMOR: |
| | return Armor( |
| | position, |
| | f"{random.choice(['Leather', 'Chainmail', 'Plate'])} {random.choice(['Armor', 'Helmet', 'Shield'])}", |
| | random.randint(3, 10) |
| | ) |
| | elif item_type == ItemType.POTION: |
| | return Potion( |
| | position, |
| | f"{random.choice(['Healing', 'Mana', 'Strength'])} Potion", |
| | random.randint(10, 30) |
| | ) |
| | else: |
| | return QuestItem( |
| | position, |
| | f"{random.choice(['Ancient', 'Cursed', 'Sacred'])} {random.choice(['Artifact', 'Relic', 'Scroll'])}", |
| | random.randint(50, 100) |
| | ) |
| | |
| | def to_dict(self) -> Dict[str, Any]: |
| | """Serialize item to dictionary""" |
| | return { |
| | 'type': self.__class__.__name__, |
| | 'position': (self.position.x, self.position.y), |
| | 'name': self.name, |
| | 'value': self.value, |
| | 'equipped': self.equipped |
| | } |
| | |
| | @staticmethod |
| | def from_dict( Dict[str, Any]) -> 'Item': |
| | """Deserialize item from dictionary""" |
| | position = Vector2D(data['position'][0], data['position'][1]) |
| | if data['type'] == 'Weapon': |
| | return Weapon(position, data['name'], data['value']) |
| | |
| | raise ValueError(f"Unknown item type: {data['type']}") |
| |
|
| | class Weapon(Item): |
| | def __init__(self, position: Vector2D, name: str, damage: int): |
| | super().__init__(position, ItemType.WEAPON, name, damage) |
| | self.damage = damage |
| |
|
| | class Armor(Item): |
| | def __init__(self, position: Vector2D, name: str, defense: int): |
| | super().__init__(position, ItemType.ARMOR, name, defense) |
| | self.defense = defense |
| |
|
| | class Potion(Item): |
| | def __init__(self, position: Vector2D, name: str, heal_amount: int): |
| | super().__init__(position, ItemType.POTION, name, heal_amount) |
| | self.heal_amount = heal_amount |
| |
|
| | class QuestItem(Item): |
| | def __init__(self, position: Vector2D, name: str, quest_value: int): |
| | super().__init__(position, ItemType.QUEST, name, quest_value) |
| | self.quest_value = quest_value |
| |
|
| | |
| | |
| | |
| | class Entity: |
| | """Base class for all game entities""" |
| | def __init__(self, position: Vector2D): |
| | self.position = position |
| | self.components: Dict[str, Any] = {} |
| | |
| | def add_component(self, name: str, component: Any) -> None: |
| | self.components[name] = component |
| | |
| | def get_component(self, name: str) -> Optional[Any]: |
| | return self.components.get(name) |
| |
|
| | class CombatStats: |
| | """Component for combat-related statistics""" |
| | def __init__(self, hp: int, max_hp: int, attack: int, defense: int): |
| | self.hp = hp |
| | self.max_hp = max_hp |
| | self.attack = attack |
| | self.defense = defense |
| |
|
| | class Inventory: |
| | """Component for inventory management""" |
| | def __init__(self, capacity: int = 10): |
| | self.capacity = capacity |
| | self.items: List[Item] = [] |
| | self.equipped: Dict[ItemType, Optional[Item]] = { |
| | ItemType.WEAPON: None, |
| | ItemType.ARMOR: None |
| | } |
| | |
| | def add_item(self, item: Item) -> bool: |
| | if len(self.items) >= self.capacity: |
| | return False |
| | self.items.append(item) |
| | return True |
| | |
| | def equip_item(self, item: Item) -> bool: |
| | if item.item_type not in self.equipped: |
| | return False |
| | if item.item_type == ItemType.WEAPON or item.item_type == ItemType.ARMOR: |
| | self.equipped[item.item_type] = item |
| | item.equipped = True |
| | return True |
| | return False |
| |
|
| | class Player(Entity): |
| | """Player character with advanced state management""" |
| | def __init__(self, position: Vector2D): |
| | super().__init__(position) |
| | self.add_component("combat", CombatStats(100, 100, 10, 5)) |
| | self.add_component("inventory", Inventory()) |
| | self.experience = 0 |
| | self.level = 1 |
| | |
| | def take_damage(self, amount: int) -> bool: |
| | """Apply damage and return if entity is dead""" |
| | combat = cast(CombatStats, self.get_component("combat")) |
| | actual_damage = max(1, amount - combat.defense) |
| | combat.hp -= actual_damage |
| | logger.info(f"Player took {actual_damage} damage. HP: {combat.hp}/{combat.max_hp}") |
| | return combat.hp <= 0 |
| | |
| | def heal(self, amount: int) -> None: |
| | combat = cast(CombatStats, self.get_component("combat")) |
| | combat.hp = min(combat.max_hp, combat.hp + amount) |
| | logger.info(f"Player healed for {amount}. HP: {combat.hp}/{combat.max_hp}") |
| |
|
| | class EnemyType(Enum): |
| | GOBLIN = ("Goblin", 30, 5, 2) |
| | ORC = ("Orc", 50, 8, 4) |
| | TROLL = ("Troll", 80, 12, 6) |
| | |
| | def __init__(self, name: str, hp: int, attack: int, defense: int): |
| | self.display_name = name |
| | self.default_hp = hp |
| | self.default_attack = attack |
| | self.default_defense = defense |
| |
|
| | class Enemy(Entity): |
| | """Enemy with state-based AI behavior""" |
| | def __init__(self, position: Vector2D, enemy_type: EnemyType): |
| | super().__init__(position) |
| | self.enemy_type = enemy_type |
| | self.state = EntityState.PATROLLING |
| | self.path: List[Vector2D] = [] |
| | self.vision_range = 5 |
| | self.add_component("combat", CombatStats( |
| | enemy_type.default_hp, |
| | enemy_type.default_hp, |
| | enemy_type.default_attack, |
| | enemy_type.default_defense |
| | )) |
| | |
| | def update_ai(self, player_pos: Vector2D, dungeon: Dungeon) -> None: |
| | """Update enemy state based on player position""" |
| | distance = abs(player_pos.x - self.position.x) + abs(player_pos.y - self.position.y) |
| | |
| | if distance <= self.vision_range: |
| | self.state = EntityState.CHASING |
| | else: |
| | self.state = EntityState.PATROLLING |
| | |
| | |
| | if self.state == EntityState.CHASING and (not self.path or random.random() < 0.1): |
| | self.path = self._find_path(player_pos, dungeon) |
| | |
| | |
| | if self.path: |
| | self.position = self.path.pop(0) |
| | |
| | def _find_path(self, target: Vector2D, dungeon: Dungeon) -> List[Vector2D]: |
| | """A* pathfinding implementation""" |
| | open_set = BoundedQueue() |
| | open_set.push(0, (self.position, [])) |
| | closed_set: Set[Vector2D] = set() |
| | |
| | while open_set: |
| | current, path = open_set.pop() |
| | if current == target: |
| | return path[1:] |
| | |
| | if current in closed_set: |
| | continue |
| | |
| | closed_set.add(current) |
| | for direction in [Vector2D(0, -1), Vector2D(1, 0), Vector2D(0, 1), Vector2D(-1, 0)]: |
| | neighbor = current + direction |
| | if ( |
| | 0 <= neighbor.x < dungeon.width and |
| | 0 <= neighbor.y < dungeon.height and |
| | dungeon.tiles[neighbor.x][neighbor.y] and |
| | neighbor not in closed_set |
| | ): |
| | new_path = path + [neighbor] |
| | priority = len(new_path) + abs(neighbor.x - target.x) + abs(neighbor.y - target.y) |
| | open_set.push(priority, (neighbor, new_path)) |
| | |
| | return [] |
| |
|
| | |
| | |
| | |
| | class GameState(Enum): |
| | MAIN_MENU = auto() |
| | PLAYING = auto() |
| | PAUSED = auto() |
| | GAME_OVER = auto() |
| | VICTORY = auto() |
| |
|
| | class GameContext: |
| | """Holds global game state and services""" |
| | def __init__(self): |
| | self.state = GameState.MAIN_MENU |
| | self.dungeon = Dungeon(80, 40) |
| | self.player = Player(Vector2D(0, 0)) |
| | self.enemies: List[Enemy] = [] |
| | self.current_room: Optional[Room] = None |
| | self.event_queue = BoundedQueue[Callable[[], None]]() |
| | self.thread = threading.Thread(target=self._process_events, daemon=True) |
| | self.thread.start() |
| | self.last_update = time.time() |
| | self.fps = 0 |
| | |
| | def _process_events(self) -> None: |
| | """Process queued events in separate thread""" |
| | while True: |
| | try: |
| | event = self.event_queue.pop() |
| | event() |
| | except IndexError: |
| | time.sleep(0.01) |
| | |
| | def save_game(self) -> None: |
| | """Save game state with cryptographic integrity check""" |
| | start_time = time.time() |
| | state = { |
| | 'player': { |
| | 'position': (self.player.position.x, self.player.position.y), |
| | 'health': self.player.get_component("combat").hp, |
| | 'level': self.player.level |
| | }, |
| | 'dungeon': { |
| | 'width': self.dungeon.width, |
| | 'height': self.dungeon.height |
| | }, |
| | 'timestamp': time.time() |
| | } |
| | |
| | |
| | serialized = json.dumps(state).encode() |
| | signature = hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest() |
| | encrypted = serialized + signature |
| | |
| | with open(SAVE_FILE, 'wb') as f: |
| | f.write(encrypted) |
| | |
| | logger.info(f"Game saved in {time.time() - start_time:.4f}s") |
| | |
| | def load_game(self) -> None: |
| | """Load game state with integrity verification""" |
| | start_time = time.time() |
| | try: |
| | with open(SAVE_FILE, 'rb') as f: |
| | data = f.read() |
| | |
| | |
| | serialized = data[:-32] |
| | signature = data[-32:] |
| | if not hmac.compare_digest(hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest(), signature): |
| | raise SaveFileCorruptedError("Signature mismatch") |
| | |
| | state = json.loads(serialized) |
| | |
| | |
| | self.player.position = Vector2D( |
| | state['player']['position'][0], |
| | state['player']['position'][1] |
| | ) |
| | self.player.get_component("combat").hp = state['player']['health'] |
| | self.player.level = state['player']['level'] |
| | |
| | logger.info(f"Game loaded in {time.time() - start_time:.4f}s") |
| | except Exception as e: |
| | logger.error(f"Failed to load game: {str(e)}") |
| | raise |
| |
|
| | |
| | |
| | |
| | class Game: |
| | """Main game controller with state machine architecture""" |
| | def __init__(self): |
| | self.context = GameContext() |
| | self.running = True |
| | self.frame_count = 0 |
| | self.last_fps_update = time.time() |
| | |
| | def start(self) -> None: |
| | """Initialize and start the game loop""" |
| | logger.info("Starting game engine...") |
| | self.context.dungeon.generate() |
| | self.context.player.position = self.context.dungeon.player_start |
| | |
| | |
| | for room in self.context.dungeon.rooms: |
| | for enemy in room.enemies: |
| | self.context.enemies.append(enemy) |
| | |
| | self.context.state = GameState.PLAYING |
| | self._main_loop() |
| | |
| | def _main_loop(self) -> None: |
| | """Primary game loop with fixed timestep""" |
| | TARGET_FPS = 60 |
| | TIME_PER_FRAME = 1.0 / TARGET_FPS |
| | last_time = time.time() |
| | |
| | while self.running: |
| | current_time = time.time() |
| | elapsed = current_time - last_time |
| | |
| | if elapsed >= TIME_PER_FRAME: |
| | last_time = current_time |
| | |
| | |
| | self._handle_input() |
| | |
| | |
| | self._update(elapsed) |
| | |
| | |
| | self._render() |
| | |
| | |
| | self.frame_count += 1 |
| | if current_time - self.last_fps_update > 1.0: |
| | self.context.fps = self.frame_count |
| | self.frame_count = 0 |
| | self.last_fps_update = current_time |
| | |
| | def _handle_input(self) -> None: |
| | """Process player input (simulated here)""" |
| | if self.context.state != GameState.PLAYING: |
| | return |
| | |
| | |
| | direction = random.choice([ |
| | Vector2D(0, -1), |
| | Vector2D(1, 0), |
| | Vector2D(0, 1), |
| | Vector2D(-1, 0) |
| | ]) |
| | new_pos = self.context.player.position + direction |
| | |
| | |
| | if ( |
| | 0 <= new_pos.x < self.context.dungeon.width and |
| | 0 <= new_pos.y < self.context.dungeon.height and |
| | self.context.dungeon.tiles[new_pos.x][new_pos.y] |
| | ): |
| | self.context.player.position = new_pos |
| | |
| | def _update(self, delta_time: float) -> None: |
| | """Update all game systems""" |
| | |
| | for enemy in self.context.enemies[:]: |
| | enemy.update_ai(self.context.player.position, self.context.dungeon) |
| | |
| | |
| | if enemy.position == self.context.player.position: |
| | enemy.get_component("combat").hp -= self.context.player.get_component("combat").attack |
| | if enemy.get_component("combat").hp <= 0: |
| | self.context.enemies.remove(enemy) |
| | logger.info(f"Defeated {enemy.enemy_type.display_name}!") |
| | |
| | |
| | if self.context.player.position == self.context.dungeon.exit: |
| | self.context.state = GameState.VICTORY |
| | logger.info("Player reached the exit! Victory!") |
| | self.running = False |
| | |
| | if self.context.player.get_component("combat").hp <= 0: |
| | self.context.state = GameState.GAME_OVER |
| | logger.info("Player has died. Game over.") |
| | self.running = False |
| | |
| | def _render(self) -> None: |
| | """Render game state (simulated here)""" |
| | |
| | if self.frame_count % 30 == 0: |
| | logger.debug( |
| | f"Rendering frame... Player at {self.context.player.position}, " |
| | f"Enemies: {len(self.context.enemies)}, FPS: {self.context.fps}" |
| | ) |
| |
|
| | |
| | |
| | |
| | def main() -> None: |
| | """Application entry point with full error handling""" |
| | game = None |
| | try: |
| | logger.info("Initializing game...") |
| | game = Game() |
| | game.start() |
| | logger.info("Game loop exited cleanly") |
| | except Exception as e: |
| | logger.exception("Critical error in game loop") |
| | if game and game.context.state == GameState.PLAYING: |
| | try: |
| | game.context.save_game() |
| | logger.info("Saved game state before crash") |
| | except Exception as save_error: |
| | logger.error(f"Failed to save game after crash: {str(save_error)}") |
| | finally: |
| | logger.info("Shutting down game engine") |
| |
|
| | if __name__ == "__main__": |
| | main() |
| |
|