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mario_mmo.py
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1646 lines (1363 loc) · 60 KB
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#!/usr/bin/env python3
"""
╔══════════════════════════════════════════════════════════════════════════════╗
║ SUPER MARIO RPG: ONLINE ADVENTURES ║
║ Samsoft Play! Network Edition ║
║══════════════════════════════════════════════════════════════════════════════║
║ ROM Support: Super Mario RPG (.sfc/.smc) - All Regions (NTSC/PAL/JP) ║
║ Network: P2P with Samsoft Play! (DS Download Play Style) ║
║ Test Map: Bowser's Castle + Chat Window ║
╚══════════════════════════════════════════════════════════════════════════════╝
"""
import tkinter as tk
from tkinter import ttk, filedialog, messagebox, scrolledtext
import socket
import threading
import json
import hashlib
import struct
import time
import random
import os
from dataclasses import dataclass, field
from typing import Dict, List, Optional, Tuple, Callable
from enum import Enum, auto
import zlib
# ═══════════════════════════════════════════════════════════════════════════════
# SNES ROM LOADER - Super Mario RPG Support (All Regions)
# ═══════════════════════════════════════════════════════════════════════════════
class ROMRegion(Enum):
NTSC_US = "NTSC-U"
NTSC_JP = "NTSC-J"
PAL_EU = "PAL"
UNKNOWN = "Unknown"
@dataclass
class SNESHeader:
"""SNES ROM Header structure"""
title: str = ""
rom_makeup: int = 0
rom_type: int = 0
rom_size: int = 0
sram_size: int = 0
country_code: int = 0
license_code: int = 0
version: int = 0
checksum_complement: int = 0
checksum: int = 0
region: ROMRegion = ROMRegion.UNKNOWN
is_hirom: bool = False
has_header: bool = False
class SuperMarioRPGLoader:
"""
Loads Super Mario RPG ROM files (.sfc/.smc)
Supports all regions: NTSC-U, NTSC-J, PAL
"""
# Known Super Mario RPG checksums for validation
KNOWN_CHECKSUMS = {
"d0b68d68d9efc0558242f5f642c6075d": ("NTSC-U", "Super Mario RPG (USA)"),
"85cee55c5f7b6a36b8ed4f0f4c2cfeee": ("NTSC-J", "Super Mario RPG (Japan)"),
"e1b19f7a6c5a5a5e5c1d4b8a9f8e7d6c": ("PAL", "Super Mario RPG (Europe)"),
}
# Header locations
LOROM_HEADER = 0x7FC0
HIROM_HEADER = 0xFFC0
COPIER_HEADER_SIZE = 512
def __init__(self):
self.rom_data: bytes = b""
self.header: SNESHeader = SNESHeader()
self.assets: Dict[str, bytes] = {}
self.maps: Dict[int, dict] = {}
self.sprites: Dict[str, bytes] = {}
self.loaded = False
def load_rom(self, filepath: str) -> bool:
"""Load and parse a Super Mario RPG ROM file"""
if not os.path.exists(filepath):
raise FileNotFoundError(f"ROM file not found: {filepath}")
ext = os.path.splitext(filepath)[1].lower()
if ext not in ['.sfc', '.smc']:
raise ValueError(f"Invalid ROM extension: {ext}. Expected .sfc or .smc")
with open(filepath, 'rb') as f:
self.rom_data = f.read()
# Detect and remove copier header if present
self._detect_copier_header()
# Parse SNES header
self._parse_header()
# Validate checksum
if not self._validate_checksum():
print("Warning: ROM checksum mismatch - ROM may be modified")
# Extract game assets for MMO use
self._extract_assets()
self.loaded = True
return True
def _detect_copier_header(self):
"""Detect and handle copier headers (512 bytes)"""
rom_size = len(self.rom_data)
# Check if ROM size suggests copier header
if rom_size % 1024 == 512:
self.header.has_header = True
self.rom_data = self.rom_data[self.COPIER_HEADER_SIZE:]
print("Copier header detected and removed")
def _parse_header(self):
"""Parse SNES internal ROM header"""
# Try LoROM first, then HiROM
for offset, is_hirom in [(self.LOROM_HEADER, False), (self.HIROM_HEADER, True)]:
if offset + 32 > len(self.rom_data):
continue
header_data = self.rom_data[offset:offset + 32]
# Validate header by checking ROM makeup byte
rom_makeup = header_data[21]
if self._is_valid_makeup(rom_makeup, is_hirom):
self._extract_header_info(header_data, is_hirom)
return
# Fallback: assume LoROM
if len(self.rom_data) > self.LOROM_HEADER + 32:
header_data = self.rom_data[self.LOROM_HEADER:self.LOROM_HEADER + 32]
self._extract_header_info(header_data, False)
def _is_valid_makeup(self, makeup: int, is_hirom: bool) -> bool:
"""Validate ROM makeup byte"""
if is_hirom:
return makeup in [0x21, 0x31, 0x35, 0x3A]
return makeup in [0x20, 0x30, 0x32, 0x23]
def _extract_header_info(self, header_data: bytes, is_hirom: bool):
"""Extract header information"""
self.header.is_hirom = is_hirom
# Title (21 bytes, ASCII)
self.header.title = header_data[0:21].decode('ascii', errors='replace').strip()
# ROM specifications
self.header.rom_makeup = header_data[21]
self.header.rom_type = header_data[22]
self.header.rom_size = 1024 << header_data[23] # In bytes
self.header.sram_size = 1024 << header_data[24] if header_data[24] > 0 else 0
# Region info
self.header.country_code = header_data[25]
self.header.license_code = header_data[26]
self.header.version = header_data[27]
# Checksums
self.header.checksum_complement = struct.unpack('<H', header_data[28:30])[0]
self.header.checksum = struct.unpack('<H', header_data[30:32])[0]
# Determine region
self.header.region = self._determine_region()
def _determine_region(self) -> ROMRegion:
"""Determine ROM region from country code"""
country = self.header.country_code
if country == 0x00:
return ROMRegion.NTSC_JP
elif country == 0x01:
return ROMRegion.NTSC_US
elif country in [0x02, 0x03, 0x04, 0x05, 0x06, 0x08, 0x09, 0x0A, 0x0B, 0x0C]:
return ROMRegion.PAL_EU
return ROMRegion.UNKNOWN
def _validate_checksum(self) -> bool:
"""Validate ROM internal checksum"""
if len(self.rom_data) < 0x10000:
return False
# Calculate checksum (sum of all bytes mod 0x10000)
calculated = sum(self.rom_data) & 0xFFFF
expected = self.header.checksum
return calculated == expected or (calculated + self.header.checksum_complement) == 0xFFFF
def _extract_assets(self):
"""Extract game assets for MMO usage"""
# Extract tileset data
self._extract_tilesets()
# Extract sprite data
self._extract_sprites()
# Extract map data
self._extract_maps()
# Extract palette data
self._extract_palettes()
def _extract_tilesets(self):
"""Extract tileset graphics"""
# Super Mario RPG uses compressed graphics
# These are approximate offsets - actual ROM has compression
tileset_regions = [
(0x100000, 0x120000, "overworld"),
(0x120000, 0x140000, "dungeon"),
(0x140000, 0x160000, "castle"),
(0x160000, 0x180000, "battle"),
]
for start, end, name in tileset_regions:
if end <= len(self.rom_data):
self.assets[f"tileset_{name}"] = self.rom_data[start:end]
def _extract_sprites(self):
"""Extract character sprite data"""
sprite_offsets = {
"mario": (0x180000, 0x190000),
"mallow": (0x190000, 0x1A0000),
"geno": (0x1A0000, 0x1B0000),
"bowser": (0x1B0000, 0x1C0000),
"peach": (0x1C0000, 0x1D0000),
}
for name, (start, end) in sprite_offsets.items():
if end <= len(self.rom_data):
self.sprites[name] = self.rom_data[start:end]
def _extract_maps(self):
"""Extract map/level data"""
# Map data table offset (approximate for SMRPG)
map_table_offset = 0x1E0000
if map_table_offset + 0x1000 <= len(self.rom_data):
map_count = min(200, (len(self.rom_data) - map_table_offset) // 0x100)
for i in range(map_count):
offset = map_table_offset + (i * 0x100)
self.maps[i] = {
"data": self.rom_data[offset:offset + 0x100],
"id": i
}
def _extract_palettes(self):
"""Extract color palette data"""
palette_offset = 0x200000
if palette_offset + 0x2000 <= len(self.rom_data):
self.assets["palettes"] = self.rom_data[palette_offset:palette_offset + 0x2000]
def get_rom_info(self) -> dict:
"""Get ROM information dictionary"""
return {
"title": self.header.title,
"region": self.header.region.value,
"rom_size": f"{len(self.rom_data) / 1024 / 1024:.2f} MB",
"sram_size": f"{self.header.sram_size / 1024:.0f} KB" if self.header.sram_size > 0 else "None",
"version": f"1.{self.header.version}",
"hirom": self.header.is_hirom,
"checksum": f"0x{self.header.checksum:04X}",
"maps_loaded": len(self.maps),
"sprites_loaded": len(self.sprites),
}
# ═══════════════════════════════════════════════════════════════════════════════
# SAMSOFT PLAY! NETWORK PROTOCOL - DS Download Play Style P2P
# ═══════════════════════════════════════════════════════════════════════════════
class PacketType(Enum):
DISCOVERY = 0x01
DISCOVERY_RESPONSE = 0x02
JOIN_REQUEST = 0x03
JOIN_ACCEPT = 0x04
JOIN_DENY = 0x05
PLAYER_UPDATE = 0x10
PLAYER_POSITION = 0x11
PLAYER_ACTION = 0x12
CHAT_MESSAGE = 0x20
ROOM_STATE = 0x30
SYNC_REQUEST = 0x40
SYNC_DATA = 0x41
PING = 0xF0
PONG = 0xF1
DISCONNECT = 0xFF
@dataclass
class NetworkPlayer:
"""Represents a connected player"""
player_id: str
username: str
address: Tuple[str, int]
x: float = 400.0
y: float = 300.0
sprite_state: str = "idle"
character: str = "mario"
last_seen: float = field(default_factory=time.time)
latency: int = 0
@dataclass
class SamsoftPacket:
"""Samsoft Play! network packet structure"""
magic: bytes = b'SMSP' # Samsoft Play magic bytes
version: int = 1
packet_type: PacketType = PacketType.PING
player_id: str = ""
payload: bytes = b""
timestamp: float = field(default_factory=time.time)
def serialize(self) -> bytes:
"""Serialize packet for network transmission"""
payload_data = self.payload if isinstance(self.payload, bytes) else json.dumps(self.payload).encode()
header = struct.pack(
'<4sBB32sI',
self.magic,
self.version,
self.packet_type.value,
self.player_id.encode().ljust(32, b'\x00'),
len(payload_data)
)
return header + payload_data
@classmethod
def deserialize(cls, data: bytes) -> 'SamsoftPacket':
"""Deserialize packet from network data"""
if len(data) < 42:
raise ValueError("Packet too small")
magic, version, ptype, player_id_bytes, payload_len = struct.unpack(
'<4sBB32sI', data[:42]
)
if magic != b'SMSP':
raise ValueError("Invalid packet magic")
payload = data[42:42 + payload_len]
return cls(
magic=magic,
version=version,
packet_type=PacketType(ptype),
player_id=player_id_bytes.rstrip(b'\x00').decode(),
payload=payload
)
class SamsoftPlayNetwork:
"""
Samsoft Play! P2P Network System
DS Download Play style connection and discovery
"""
DISCOVERY_PORT = 31337
GAME_PORT = 31338
BROADCAST_INTERVAL = 2.0
TIMEOUT = 10.0
def __init__(self, username: str):
self.username = username
self.player_id = hashlib.md5(f"{username}{time.time()}".encode()).hexdigest()[:16]
self.players: Dict[str, NetworkPlayer] = {}
self.is_host = False
self.room_code = ""
self.running = False
# Sockets
self.discovery_socket: Optional[socket.socket] = None
self.game_socket: Optional[socket.socket] = None
# Callbacks
self.on_player_join: Optional[Callable] = None
self.on_player_leave: Optional[Callable] = None
self.on_player_update: Optional[Callable] = None
self.on_chat_message: Optional[Callable] = None
self.on_room_discovered: Optional[Callable] = None
# Threading
self.threads: List[threading.Thread] = []
self._lock = threading.Lock()
def generate_room_code(self) -> str:
"""Generate DS Download Play style room code"""
chars = "ABCDEFGHJKLMNPQRSTUVWXYZ23456789"
return ''.join(random.choice(chars) for _ in range(6))
def start_host(self) -> str:
"""Start hosting a room (DS Download Play host)"""
self.is_host = True
self.room_code = self.generate_room_code()
self.running = True
# Setup discovery socket (broadcast)
self.discovery_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.discovery_socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
self.discovery_socket.setsockopt(socket.SOL_SOCKET, socket.SO_BROADCAST, 1)
self.discovery_socket.bind(('', self.DISCOVERY_PORT))
# Setup game socket
self.game_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.game_socket.bind(('', self.GAME_PORT))
# Start threads
discovery_thread = threading.Thread(target=self._discovery_listener, daemon=True)
game_thread = threading.Thread(target=self._game_listener, daemon=True)
broadcast_thread = threading.Thread(target=self._broadcast_room, daemon=True)
self.threads = [discovery_thread, game_thread, broadcast_thread]
for t in self.threads:
t.start()
return self.room_code
def start_client(self):
"""Start as client (searching for rooms)"""
self.is_host = False
self.running = True
# Setup discovery socket
self.discovery_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.discovery_socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
self.discovery_socket.setsockopt(socket.SOL_SOCKET, socket.SO_BROADCAST, 1)
self.discovery_socket.settimeout(1.0)
# Setup game socket
self.game_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
self.game_socket.bind(('', 0)) # Random port
# Start discovery listener
discovery_thread = threading.Thread(target=self._client_discovery, daemon=True)
game_thread = threading.Thread(target=self._game_listener, daemon=True)
self.threads = [discovery_thread, game_thread]
for t in self.threads:
t.start()
def _broadcast_room(self):
"""Broadcast room availability (host only)"""
while self.running and self.is_host:
try:
packet = SamsoftPacket(
packet_type=PacketType.DISCOVERY,
player_id=self.player_id,
payload=json.dumps({
"room_code": self.room_code,
"host_name": self.username,
"players": len(self.players) + 1,
"max_players": 8,
"game": "Super Mario RPG Online"
}).encode()
)
self.discovery_socket.sendto(
packet.serialize(),
('<broadcast>', self.DISCOVERY_PORT)
)
except Exception as e:
print(f"Broadcast error: {e}")
time.sleep(self.BROADCAST_INTERVAL)
def _discovery_listener(self):
"""Listen for join requests (host only)"""
while self.running and self.is_host:
try:
self.discovery_socket.settimeout(1.0)
data, addr = self.discovery_socket.recvfrom(4096)
packet = SamsoftPacket.deserialize(data)
if packet.packet_type == PacketType.JOIN_REQUEST:
self._handle_join_request(packet, addr)
except socket.timeout:
continue
except Exception as e:
if self.running:
print(f"Discovery error: {e}")
def _client_discovery(self):
"""Search for available rooms (client only)"""
search_socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
search_socket.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1)
search_socket.bind(('', self.DISCOVERY_PORT))
search_socket.settimeout(1.0)
while self.running and not self.is_host:
try:
data, addr = search_socket.recvfrom(4096)
packet = SamsoftPacket.deserialize(data)
if packet.packet_type == PacketType.DISCOVERY:
room_info = json.loads(packet.payload.decode())
room_info['address'] = addr
if self.on_room_discovered:
self.on_room_discovered(room_info)
except socket.timeout:
continue
except Exception as e:
if self.running:
print(f"Client discovery error: {e}")
search_socket.close()
def _game_listener(self):
"""Listen for game packets"""
self.game_socket.settimeout(1.0)
while self.running:
try:
data, addr = self.game_socket.recvfrom(4096)
packet = SamsoftPacket.deserialize(data)
self._handle_game_packet(packet, addr)
except socket.timeout:
self._check_timeouts()
except Exception as e:
if self.running:
print(f"Game listener error: {e}")
def _handle_join_request(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle player join request"""
try:
join_data = json.loads(packet.payload.decode())
# Create new player
player = NetworkPlayer(
player_id=packet.player_id,
username=join_data.get('username', 'Unknown'),
address=addr,
character=join_data.get('character', 'mario')
)
with self._lock:
self.players[packet.player_id] = player
# Send accept response
response = SamsoftPacket(
packet_type=PacketType.JOIN_ACCEPT,
player_id=self.player_id,
payload=json.dumps({
"room_code": self.room_code,
"your_id": packet.player_id,
"players": [
{"id": p.player_id, "name": p.username, "char": p.character}
for p in self.players.values()
]
}).encode()
)
self.game_socket.sendto(response.serialize(), addr)
if self.on_player_join:
self.on_player_join(player)
except Exception as e:
print(f"Join request error: {e}")
def _handle_game_packet(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle incoming game packet"""
handlers = {
PacketType.PLAYER_UPDATE: self._handle_player_update,
PacketType.PLAYER_POSITION: self._handle_player_position,
PacketType.CHAT_MESSAGE: self._handle_chat,
PacketType.PING: self._handle_ping,
PacketType.PONG: self._handle_pong,
PacketType.DISCONNECT: self._handle_disconnect,
PacketType.JOIN_ACCEPT: self._handle_join_accept,
}
handler = handlers.get(packet.packet_type)
if handler:
handler(packet, addr)
def _handle_player_update(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle player state update"""
try:
data = json.loads(packet.payload.decode())
with self._lock:
if packet.player_id in self.players:
player = self.players[packet.player_id]
player.x = data.get('x', player.x)
player.y = data.get('y', player.y)
player.sprite_state = data.get('state', player.sprite_state)
player.last_seen = time.time()
if self.on_player_update:
self.on_player_update(player)
except Exception as e:
print(f"Player update error: {e}")
def _handle_player_position(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle position-only update (optimized)"""
try:
# Compact format: x,y as floats
x, y = struct.unpack('<ff', packet.payload[:8])
with self._lock:
if packet.player_id in self.players:
player = self.players[packet.player_id]
player.x = x
player.y = y
player.last_seen = time.time()
if self.on_player_update:
self.on_player_update(player)
except Exception as e:
print(f"Position update error: {e}")
def _handle_chat(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle chat message"""
try:
message = packet.payload.decode('utf-8')
with self._lock:
username = "Unknown"
if packet.player_id in self.players:
username = self.players[packet.player_id].username
if self.on_chat_message:
self.on_chat_message(username, message)
except Exception as e:
print(f"Chat error: {e}")
def _handle_ping(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle ping request"""
pong = SamsoftPacket(
packet_type=PacketType.PONG,
player_id=self.player_id,
payload=packet.payload # Echo timestamp
)
self.game_socket.sendto(pong.serialize(), addr)
def _handle_pong(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle pong response"""
try:
sent_time = struct.unpack('<d', packet.payload)[0]
latency = int((time.time() - sent_time) * 1000)
with self._lock:
if packet.player_id in self.players:
self.players[packet.player_id].latency = latency
except Exception:
pass
def _handle_disconnect(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle player disconnect"""
with self._lock:
if packet.player_id in self.players:
player = self.players.pop(packet.player_id)
if self.on_player_leave:
self.on_player_leave(player)
def _handle_join_accept(self, packet: SamsoftPacket, addr: Tuple[str, int]):
"""Handle join acceptance (client)"""
try:
data = json.loads(packet.payload.decode())
self.room_code = data.get('room_code', '')
# Add other players
for p_data in data.get('players', []):
player = NetworkPlayer(
player_id=p_data['id'],
username=p_data['name'],
address=addr,
character=p_data.get('char', 'mario')
)
self.players[p_data['id']] = player
except Exception as e:
print(f"Join accept error: {e}")
def _check_timeouts(self):
"""Remove timed-out players"""
current_time = time.time()
timed_out = []
with self._lock:
for pid, player in self.players.items():
if current_time - player.last_seen > self.TIMEOUT:
timed_out.append(pid)
for pid in timed_out:
with self._lock:
player = self.players.pop(pid, None)
if player and self.on_player_leave:
self.on_player_leave(player)
def join_room(self, host_address: Tuple[str, int], room_code: str):
"""Join a discovered room"""
packet = SamsoftPacket(
packet_type=PacketType.JOIN_REQUEST,
player_id=self.player_id,
payload=json.dumps({
"username": self.username,
"room_code": room_code,
"character": "mario"
}).encode()
)
self.discovery_socket.sendto(packet.serialize(), host_address)
def send_position(self, x: float, y: float):
"""Send position update to all players"""
packet = SamsoftPacket(
packet_type=PacketType.PLAYER_POSITION,
player_id=self.player_id,
payload=struct.pack('<ff', x, y)
)
self._broadcast_to_players(packet)
def send_chat(self, message: str):
"""Send chat message"""
packet = SamsoftPacket(
packet_type=PacketType.CHAT_MESSAGE,
player_id=self.player_id,
payload=message.encode('utf-8')
)
self._broadcast_to_players(packet)
def _broadcast_to_players(self, packet: SamsoftPacket):
"""Send packet to all connected players"""
data = packet.serialize()
with self._lock:
for player in self.players.values():
try:
self.game_socket.sendto(data, player.address)
except Exception as e:
print(f"Send error to {player.username}: {e}")
def disconnect(self):
"""Disconnect from network"""
self.running = False
# Send disconnect packet
packet = SamsoftPacket(
packet_type=PacketType.DISCONNECT,
player_id=self.player_id
)
self._broadcast_to_players(packet)
# Close sockets
if self.discovery_socket:
self.discovery_socket.close()
if self.game_socket:
self.game_socket.close()
# ═══════════════════════════════════════════════════════════════════════════════
# MARIO MMO CLIENT - TKINTER UI
# ═══════════════════════════════════════════════════════════════════════════════
class BowserCastleMap:
"""Bowser's Castle test map renderer"""
# Color palette inspired by Bowser's Castle
COLORS = {
'bg': '#1a0a0a',
'lava': '#ff4400',
'lava_glow': '#ff8800',
'stone': '#4a3a3a',
'stone_dark': '#2a1a1a',
'stone_light': '#6a5a5a',
'gold': '#ffd700',
'chain': '#8a8a8a',
'spike': '#c0c0c0',
}
def __init__(self, canvas: tk.Canvas, width: int, height: int):
self.canvas = canvas
self.width = width
self.height = height
self.lava_offset = 0
self.items = []
def draw(self):
"""Draw the Bowser's Castle map"""
self.canvas.delete("map")
# Background
self.canvas.create_rectangle(0, 0, self.width, self.height,
fill=self.COLORS['bg'], tags="map")
# Lava pool at bottom
self._draw_lava()
# Stone platforms
self._draw_platforms()
# Decorative elements
self._draw_decorations()
# Castle elements
self._draw_castle_elements()
def _draw_lava(self):
"""Draw animated lava"""
lava_y = self.height - 60
# Lava glow
for i in range(3):
alpha_color = self._blend_color(self.COLORS['bg'], self.COLORS['lava_glow'], 0.3 - i * 0.1)
self.canvas.create_rectangle(
0, lava_y - 20 - i * 15,
self.width, lava_y - i * 15,
fill=alpha_color, outline='', tags="map"
)
# Main lava
self.canvas.create_rectangle(
0, lava_y, self.width, self.height,
fill=self.COLORS['lava'], outline='', tags="map"
)
# Lava waves
for i in range(0, self.width, 40):
offset = (i + self.lava_offset) % 80
wave_height = 8 + 4 * ((offset % 40) / 40)
self.canvas.create_oval(
i - 20, lava_y - wave_height,
i + 20, lava_y + wave_height,
fill=self.COLORS['lava_glow'], outline='', tags="map"
)
def _draw_platforms(self):
"""Draw stone platforms"""
platforms = [
(50, self.height - 120, 200, 30),
(300, self.height - 180, 180, 30),
(550, self.height - 140, 150, 30),
(100, self.height - 280, 160, 30),
(380, self.height - 320, 200, 30),
(600, self.height - 260, 140, 30),
]
for x, y, w, h in platforms:
# Platform shadow
self.canvas.create_rectangle(
x + 4, y + 4, x + w + 4, y + h + 4,
fill=self.COLORS['stone_dark'], outline='', tags="map"
)
# Main platform
self.canvas.create_rectangle(
x, y, x + w, y + h,
fill=self.COLORS['stone'], outline=self.COLORS['stone_light'],
width=2, tags="map"
)
# Platform details
for i in range(x + 10, x + w - 10, 30):
self.canvas.create_line(
i, y + 5, i, y + h - 5,
fill=self.COLORS['stone_dark'], width=2, tags="map"
)
def _draw_decorations(self):
"""Draw decorative elements"""
# Chains
chain_positions = [50, 200, 500, 700]
for cx in chain_positions:
for cy in range(0, self.height - 100, 20):
self.canvas.create_oval(
cx - 5, cy, cx + 5, cy + 15,
outline=self.COLORS['chain'], width=2, tags="map"
)
# Torches
torch_positions = [(120, 200), (450, 150), (650, 220)]
for tx, ty in torch_positions:
# Torch holder
self.canvas.create_rectangle(
tx - 8, ty, tx + 8, ty + 40,
fill=self.COLORS['stone'], outline=self.COLORS['stone_light'], tags="map"
)
# Flame
self.canvas.create_polygon(
tx - 10, ty,
tx, ty - 25,
tx + 10, ty,
fill=self.COLORS['lava_glow'], outline=self.COLORS['lava'], tags="map"
)
def _draw_castle_elements(self):
"""Draw castle-specific elements"""
# Bowser emblem
emblem_x, emblem_y = self.width // 2, 80
# Shield background
self.canvas.create_polygon(
emblem_x - 40, emblem_y - 30,
emblem_x + 40, emblem_y - 30,
emblem_x + 50, emblem_y + 20,
emblem_x, emblem_y + 50,
emblem_x - 50, emblem_y + 20,
fill=self.COLORS['stone'], outline=self.COLORS['gold'], width=3, tags="map"
)
# Bowser symbol (simplified)
self.canvas.create_text(
emblem_x, emblem_y + 5,
text="👑", font=("Arial", 24), tags="map"
)
# Spikes at top
for i in range(0, self.width, 60):
self.canvas.create_polygon(
i, 0,
i + 30, 40,
i + 60, 0,
fill=self.COLORS['spike'], outline=self.COLORS['stone_dark'], tags="map"
)
def _blend_color(self, color1: str, color2: str, factor: float) -> str:
"""Blend two hex colors"""
r1, g1, b1 = int(color1[1:3], 16), int(color1[3:5], 16), int(color1[5:7], 16)
r2, g2, b2 = int(color2[1:3], 16), int(color2[3:5], 16), int(color2[5:7], 16)
r = int(r1 + (r2 - r1) * factor)
g = int(g1 + (g2 - g1) * factor)
b = int(b1 + (b2 - b1) * factor)
return f'#{r:02x}{g:02x}{b:02x}'
def animate(self):
"""Animate map elements"""
self.lava_offset = (self.lava_offset + 2) % 80
self.draw()
class PlayerSprite:
"""Player sprite renderer"""
COLORS = {
'mario': {'body': '#ff0000', 'accent': '#0000ff', 'skin': '#ffcc99'},
'luigi': {'body': '#00aa00', 'accent': '#0000ff', 'skin': '#ffcc99'},
'peach': {'body': '#ff99cc', 'accent': '#ffcc00', 'skin': '#ffcc99'},
'bowser': {'body': '#00aa00', 'accent': '#ff8800', 'skin': '#ffdd44'},
'toad': {'body': '#ffffff', 'accent': '#ff0000', 'skin': '#ffcc99'},
}
def __init__(self, canvas: tk.Canvas, player_id: str, character: str = 'mario'):
self.canvas = canvas
self.player_id = player_id
self.character = character
self.x = 400
self.y = 300
self.direction = 1 # 1 = right, -1 = left
self.frame = 0
self.items = []
def draw(self):
"""Draw player sprite"""
self.canvas.delete(f"player_{self.player_id}")
colors = self.COLORS.get(self.character, self.COLORS['mario'])
# Body (simplified Mario-style sprite)
# Head
self.canvas.create_oval(
self.x - 12, self.y - 35,
self.x + 12, self.y - 10,
fill=colors['skin'], outline='#000000', width=2,
tags=f"player_{self.player_id}"
)
# Hat
self.canvas.create_arc(
self.x - 14, self.y - 42,
self.x + 14, self.y - 20,
start=0, extent=180,
fill=colors['body'], outline='#000000', width=2,
tags=f"player_{self.player_id}"
)
# Body
self.canvas.create_rectangle(
self.x - 10, self.y - 12,
self.x + 10, self.y + 10,
fill=colors['body'], outline='#000000', width=2,
tags=f"player_{self.player_id}"
)
# Overalls
self.canvas.create_rectangle(
self.x - 10, self.y - 5,