|
|
|
""" |
|
██████╗ ███████╗███████╗███████╗██████╗ █████╗ ██████╗ ███████╗ |
|
██╔══██╗██╔════╝██╔════╝██╔════╝██╔══██╗██╔══██╗██╔══██╗██╔════╝ |
|
██████╔╝█████╗ █████╗ █████╗ ██████╔╝███████║██████╔╝█████╗ |
|
██╔══██╗██╔══╝ ██╔══╝ ██╔══╝ ██╔══██╗██╔══██║██╔══██╗██╔══╝ |
|
██║ ██║███████╗██║ ███████╗██║ ██║██║ ██║██║ ██║███████╗ |
|
╚═╝ ╚═╝╚══════╝╚═╝ ╚══════╝╚═╝ ╚═╝╚═╝ ╚═╝╚═╝ ╚═╝╚══════╝ |
|
|
|
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""" |
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start_time = time.time() |
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try: |
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with open(SAVE_FILE, 'rb') as f: |
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data = f.read() |
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|
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serialized = data[:-32] |
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signature = data[-32:] |
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if not hmac.compare_digest(hmac.new(SECRET_KEY, serialized, hashlib.sha256).digest(), signature): |
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raise SaveFileCorruptedError("Signature mismatch") |
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|
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state = json.loads(serialized) |
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|
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self.player.position = Vector2D( |
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state['player']['position'][0], |
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state['player']['position'][1] |
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) |
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self.player.get_component("combat").hp = state['player']['health'] |
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self.player.level = state['player']['level'] |
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|
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logger.info(f"Game loaded in {time.time() - start_time:.4f}s") |
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except Exception as e: |
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logger.error(f"Failed to load game: {str(e)}") |
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raise |
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|
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class Game: |
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"""Main game controller with state machine architecture""" |
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def __init__(self): |
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self.context = GameContext() |
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self.running = True |
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self.frame_count = 0 |
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self.last_fps_update = time.time() |
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|
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def start(self) -> None: |
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"""Initialize and start the game loop""" |
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logger.info("Starting game engine...") |
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self.context.dungeon.generate() |
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self.context.player.position = self.context.dungeon.player_start |
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|
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for room in self.context.dungeon.rooms: |
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for enemy in room.enemies: |
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self.context.enemies.append(enemy) |
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|
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self.context.state = GameState.PLAYING |
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self._main_loop() |
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|
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def _main_loop(self) -> None: |
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"""Primary game loop with fixed timestep""" |
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TARGET_FPS = 60 |
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TIME_PER_FRAME = 1.0 / TARGET_FPS |
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last_time = time.time() |
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|
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while self.running: |
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current_time = time.time() |
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elapsed = current_time - last_time |
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|
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if elapsed >= TIME_PER_FRAME: |
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last_time = current_time |
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|
|
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self._handle_input() |
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|
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self._update(elapsed) |
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|
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self._render() |
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|
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self.frame_count += 1 |
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if current_time - self.last_fps_update > 1.0: |
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self.context.fps = self.frame_count |
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self.frame_count = 0 |
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self.last_fps_update = current_time |
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|
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def _handle_input(self) -> None: |
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"""Process player input (simulated here)""" |
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if self.context.state != GameState.PLAYING: |
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return |
|
|
|
|
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direction = random.choice([ |
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Vector2D(0, -1), |
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Vector2D(1, 0), |
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Vector2D(0, 1), |
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Vector2D(-1, 0) |
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]) |
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new_pos = self.context.player.position + direction |
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|
|
|
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if ( |
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0 <= new_pos.x < self.context.dungeon.width and |
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0 <= new_pos.y < self.context.dungeon.height and |
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self.context.dungeon.tiles[new_pos.x][new_pos.y] |
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): |
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self.context.player.position = new_pos |
|
|
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def _update(self, delta_time: float) -> None: |
|
"""Update all game systems""" |
|
|
|
for enemy in self.context.enemies[:]: |
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enemy.update_ai(self.context.player.position, self.context.dungeon) |
|
|
|
|
|
if enemy.position == self.context.player.position: |
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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() |
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|