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battle.py
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battle.py
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import random
import pygame
import settingsManager
import spriteManager
import sys
import os
import musicManager
import engine.hitbox as hitbox
import menu.debugConsole as debugConsole
import engine.optimize_dirty_rects
import colorsys
import pdb
import io
import string
import menu
import inspect
import bdb
import engine.network as network
from collections import namedtuple
from cgi import log
from PIL.SpiderImagePlugin import isInt
"""
The battle object actually creates the fight and plays it out on screen.
It calls the update function of all of the fighters and the stage, and draws them.
It takes a Rules object (see below), a list of players, and a stage.
"""
class Battle():
def __init__(self,_rules,_players,_stage,_randomSeed=None):
self.settings = settingsManager.getSetting().setting
if _rules is None: _rules = Rules()
self.rules = _rules
self.players = _players
self.controllers = []
for player in _players:
player.game_state = _stage
player.initialize()
player.key_bindings.linkObject(player)
self.controllers.append(player.key_bindings)
self.stage = _stage
self.input_buffer = None
self.data_logs = []
random.seed(_randomSeed)
self.active_hitboxes = pygame.sprite.Group()
self.active_hurtboxes = pygame.sprite.Group()
self.track_stocks = True
self.track_time = True
if self.rules.stocks == 0:
self.track_stocks = False
if self.rules.time == 0:
self.track_time = False
def startBattle(self,_screen):
self.screen = _screen
self.debug_console = debugConsole.debugConsole(self.screen, self)
# Try block to catch any and every error
try:
self.clock = pygame.time.Clock()
self.clock_speed = 60
self.clock_time = self.rules.time * 60
self.screen.fill(self.stage.background_color)
#game_objects
self.current_fighters = self.players[:] #We have to slice this list so it passes by value instead of reference
self.game_objects = []
self.game_objects.extend(self.current_fighters)
self.gui_objects = []
if self.track_time:
pygame.time.set_timer(pygame.USEREVENT+2, 1000)
countdown_sprite = spriteManager.TextSprite('5','full Pack 2025',128,[0,0,0])
countdown_sprite.rect.center = self.screen.get_rect().center
self.count_alpha = 0
countdown_sprite.alpha(self.count_alpha)
self.gui_objects.append(countdown_sprite)
self.clock_sprite = spriteManager.TextSprite('8:00','Orbitron Medium',32,[0,0,0])
self.clock_sprite.rect.topright = self.screen.get_rect().topright
self.clock_sprite.changeText(str(self.clock_time / 60)+':'+str(self.clock_time % 60).zfill(2))
self.gui_objects.append(self.clock_sprite)
gui_offset = self.screen.get_rect().width / (len(self.players) + 1)
for fighter in self.current_fighters:
fighter.loadSpriteLibrary()
fighter.posx = self.stage.spawn_locations[fighter.player_num][0]
fighter.posy = self.stage.spawn_locations[fighter.player_num][1]-200
fighter.updatePosition()
fighter.ecb.normalize()
fighter.ecb.store()
fighter.posy += fighter.ecb.current_ecb.rect.height/2.0
fighter.players = self.players
self.stage.follows.append(fighter.ecb.tracking_rect)
log = DataLog()
self.data_logs.append(log)
fighter.data_log = log
if self.track_stocks: fighter.stocks = self.rules.stocks
percent_sprite = HealthTracker(fighter)
percent_sprite.rect.bottom = self.screen.get_rect().bottom
percent_sprite.rect.centerx = gui_offset
gui_offset += self.screen.get_rect().width / (len(self.players) + 1)
self.gui_objects.append(percent_sprite)
center_stage_rect = pygame.rect.Rect((0,0),(16,16))
center_stage_rect.center = self.stage.size.center
self.stage.follows.append(center_stage_rect)
self.stage.initializeCamera()
self.debug_mode = False
"""
ExitStatus breaks us out of the loop. The battle loop can end in many ways, which is reflected here.
In general, ExitStatus positive means that the game was supposed to end, while a negative value indicates an error.
ExitStatus == 1: Battle ended early by submission. Declare the other players winners, show victory screen.
ExitStatus == 2: Battle ended by time or stock. Declare winner from stocks and percentage, show victory screen.
ExitStatus == 3: Battle ended early by mutual agreement. Declare draw by agreement, return to menu.
ExitStatus == -1: Battle ended in error. Print stack trace, return to menu.
"""
self.exit_status = 0
data_log = DataLog()
data_log.addSection('test', 1)
data_log.setData('test', 3, (lambda x,y: x + y))
self.dirty_rects = [pygame.Rect(0,0,self.settings['windowWidth'],self.settings['windowHeight'])]
#initialises network
self.network = network.Network()
while self.exit_status == 0:
self.gameEventLoop()
except:
try:
import traceback
traceback.print_exc()
finally:
self.exit_status = -1
for fighter in self.current_fighters:
print('Fighter '+fighter.name+' Player '+str(fighter.player_num))
print(fighter.input_buffer.buffer)
if self.exit_status == 1:
musicManager.getMusicManager().stopMusic(1000)
print("SUBMISSION")
elif self.exit_status == 2:
musicManager.getMusicManager().stopMusic()
frame_hold = 0
game_sprite = spriteManager.TextSprite('GAME!','full Pack 2025',128,[0,0,0])
game_sprite.rect.center = self.screen.get_rect().center
while frame_hold < 150:
game_sprite.draw(self.screen, game_sprite.rect.topleft, 1)
self.clock.tick(60)
pygame.display.flip()
frame_hold += 1
print("GAME SET")
elif self.exit_status == -1:
musicManager.getMusicManager().stopMusic()
frame_hold = 0
game_sprite = spriteManager.TextSprite('NO CONTEST','full Pack 2025',64,[0,0,0])
game_sprite.rect.center = self.screen.get_rect().center
while frame_hold < 150:
game_sprite.draw(self.screen, game_sprite.rect.topleft, 1)
self.clock.tick(60)
pygame.display.flip()
frame_hold += 1
print("NO CONTEST")
self.endBattle(self.exit_status)
return self.exit_status # This'll pop us back to the character select screen.
def gameEventLoop(self):
for cont in self.controllers:
cont.passInputs()
rawEvents = pygame.event.get()
#process events through network.
events = self.network.processEvents(rawEvents)
for event in events:
if event.type == pygame.QUIT:
os._exit(1)
return -1
for cont in self.controllers:
cont.getInputs(event)
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_F2:
print("saving screenshot")
pygame.image.save(self.screen,settingsManager.createPath('screenshot.jpg'))
elif (event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT):
self.debug_mode = not self.debug_mode
if event.type == pygame.KEYUP:
if event.key == pygame.K_ESCAPE:
self.exit_status = 1
if event.type == pygame.USEREVENT+2:
pygame.time.set_timer(pygame.USEREVENT+2, 1000)
self.clock_sprite.changeText(str(self.clock_time / 60)+':'+str(self.clock_time % 60).zfill(2))
self.clock_time -= 1
if self.clock_time <= 5 and self.clock_time > 0:
self.countdown_sprite.changeText(str(self.clock_time))
self.count_alpha = 255
if self.clock_time == 0:
self.exit_status = 2
# End pygame event loop
self.stage.update()
self.stage.cameraUpdate()
self.active_hitboxes.add(self.stage.active_hitboxes)
self.active_hurtboxes.add(self.stage.active_hurtboxes)
for obj in self.game_objects:
obj.update()
if hasattr(obj,'active_hitboxes'):
self.active_hitboxes.add(obj.active_hitboxes)
if hasattr(obj, 'active_hurtboxes'):
self.active_hurtboxes.add(obj.active_hurtboxes)
self.checkHitboxClanks()
self.checkHitboxHits()
self.network.processFighters(self.current_fighters)
for fight in self.current_fighters:
if fight.ecb.current_ecb.rect.right < self.stage.blast_line.left or fight.ecb.current_ecb.rect.left > self.stage.blast_line.right or fight.ecb.current_ecb.rect.top > self.stage.blast_line.bottom or fight.ecb.current_ecb.rect.bottom < self.stage.blast_line.top:
if not self.track_stocks:
# Get score
fight.die()
else:
fight.stocks -= 1
self.stage.follows.remove(fight.ecb.tracking_rect)
print(fight.stocks)
if fight.stocks == 0:
fight.die(False)
self.current_fighters.remove(fight)
#If someone's eliminated and there's 1 or fewer people left
if len(self.current_fighters) < 2:
self.exit_status = 2 #Game set
else:
fight.die()
self.stage.follows.append(fight.ecb.tracking_rect)
# End object updates
self.draw()
pygame.display.update()
if self.debug_mode:
print("Paused, press shift key again to continue, press tab to drop into the debugger console")
self.cameraX = 0
self.cameraY = 0
self.zoomVal = 0
while self.debug_mode:
self.debugLoop()
def checkHitboxClanks(self):
hitbox_hits = pygame.sprite.groupcollide(self.active_hitboxes, self.active_hitboxes, False, False)
for hbox in hitbox_hits:
#first, check for clanks
hitbox_clank = hitbox_hits[hbox]
hitbox_clank = [x for x in hitbox_clank if (x is not hbox) and (x.owner is not hbox.owner)]
for other in hitbox_clank:
hbox_clank = hbox.compareTo(other)
other_clank = other.compareTo(hbox)
if hbox_clank == -1:
if hbox.article == None: hbox.owner.current_action.onClank(hbox.owner, hbox, other)
else: hbox.article.onClank(hbox.owner, hbox, other)
elif hbox_clank == 1:
if hbox.article == None: hbox.owner.current_action.onPrevail(hbox.owner, hbox, other)
else: hbox.article.onPrevail(hbox.owner, hbox, other)
if other_clank == -1:
if other.article == None: other.owner.current_action.onClank(other.owner, other, hbox)
else: other.article.onClank(other.owner, other, hbox)
elif other_clank == 1:
if other.article == None: other.owner.current_action.onPrevail(other.owner, other, hbox)
else: other.article.onPrevail(other.owner, other, hbox)
if hbox_clank == -1: other.owner.lockHitbox(hbox)
if other_clank == -1: hbox.owner.lockHitbox(other)
def checkHitboxHits(self):
hurtbox_hits = pygame.sprite.groupcollide(self.active_hitboxes, self.active_hurtboxes, False, False)
for hbox in hurtbox_hits:
#then, hurtbox collisions
hitbox_collisions = hurtbox_hits[hbox]
for hurtbox in hitbox_collisions:
if hbox.owner != hurtbox.owner:
hbox.onCollision(hurtbox)
def draw(self):
self.screen.fill(self.stage.background_color)
draw_rects = self.stage.drawBG(self.screen)
self.dirty_rects.extend(draw_rects)
for obj in self.game_objects:
foreground_articles = []
if hasattr(obj, 'articles'):
for art in obj.articles:
if art.draw_depth == -1:
offset = self.stage.stageToScreen(art.sprite.rect)
scale = self.stage.getScale()
draw_rect = art.draw(self.screen,offset,scale)
if draw_rect: self.dirty_rects.append(draw_rect)
else: foreground_articles.append(art)
offset = self.stage.stageToScreen(obj.sprite.rect)
scale = self.stage.getScale()
draw_rect = obj.draw(self.screen,offset,scale)
if draw_rect: self.dirty_rects.append(draw_rect)
for art in foreground_articles:
offset = self.stage.stageToScreen(art.sprite.rect)
scale = self.stage.getScale()
draw_rect = art.draw(self.screen,offset,scale)
if draw_rect: self.dirty_rects.append(draw_rect)
if (self.settings['showHurtboxes']):
for hbox in self.active_hurtboxes:
draw_rect = hbox.draw(self.screen,self.stage.stageToScreen(hbox.rect),scale)
if draw_rect: self.dirty_rects.append(draw_rect)
if (self.settings['showHitboxes']):
for hbox in self.active_hitboxes:
draw_rect = hbox.draw(self.screen,self.stage.stageToScreen(hbox.rect),scale)
if draw_rect: self.dirty_rects.append(draw_rect)
draw_rects = self.stage.drawFG(self.screen)
self.dirty_rects.extend(draw_rects)
for obj in self.gui_objects:
draw_rect = obj.draw(self.screen, obj.rect.topleft,1)
if draw_rect: self.dirty_rects.append(draw_rect)
if self.track_time and self.clock_time <= 5:
self.count_alpha = max(0,self.count_alpha - 5)
self.countdown_sprite.alpha(self.count_alpha)
self.clock.tick(self.clock_speed)
optimized_rects = engine.optimize_dirty_rects.optimize_dirty_rects(self.dirty_rects)
#pygame.display.update(optimized_rects)
self.dirty_rects = []
def debugLoop(self):
self.draw()
pygame.display.update()
try:
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.exit_status = 1
self.debug_mode = False
if event.type == pygame.KEYDOWN:
if (event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT):
self.debug_mode = False
elif event.key == pygame.K_TAB:
self.debug_console.set_trace() #Drop into the console
elif event.key == pygame.K_LEFT:
self.cameraX = -5
elif event.key == pygame.K_RIGHT:
self.cameraX = 5
elif event.key == pygame.K_UP:
self.cameraY = -5
elif event.key == pygame.K_DOWN:
self.cameraY = 5
elif event.key == pygame.K_z:
self.zoomVal = 0.01
elif event.key == pygame.K_x:
self.zoomVal = -0.01
elif event.type == pygame.KEYUP:
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT:
self.cameraX = 0
elif event.key == pygame.K_UP or event.key == pygame.K_DOWN:
self.cameraY = 0
elif event.key == pygame.K_z or event.key == pygame.K_x:
self.zoomVal = 0
for cont in self.controllers:
cont.getInputs(event)
self.stage.moveCamera(self.cameraX,self.cameraY)
self.stage.zoomCamera(self.zoomVal)
except bdb.BdbQuit:
pass
"""
In a normal game, the frame input won't matter.
It will matter in replays and (eventually) online.
"""
def getInputsforFrame(self,_frame):
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
pass
if event.type == pygame.KEYUP:
pass
def saveReplay(self,_path):
pass
"""
Ends the battle and goes to a relevant menu or error page depending on how the
battle ended.
"""
def endBattle(self,_exitStatus):
if not (_exitStatus == 1 or _exitStatus == 2 or _exitStatus == 3):
print("An error occured that caused TUSSLE to stop working. If you can replicate this error, please file a bug report so the relevant developers can fix it. Post-mortem debugging coming soon. ")
result_sprites = []
width = settingsManager.getSetting('windowWidth')
height = settingsManager.getSetting('windowHeight')
for i in range(0,len(self.players)):
print(self.players)
print("player"+str(i))
fighter = self.players[i]
result_sprite = spriteManager.RectSprite(pygame.Rect((width / 4) * i,0,(width / 4),height), pygame.Color(settingsManager.getSetting('playerColor'+str(i))))
result_sprite.image.set_alpha(255)
name_sprite = spriteManager.TextSprite(fighter.name,_size=24)
name_sprite.rect.midtop = (result_sprite.rect.width / 2,0)
result_sprite.image.blit(name_sprite.image,name_sprite.rect.topleft)
score = fighter.data_log.getData('KOs') - fighter.data_log.getData('Falls')
text = spriteManager.TextSprite('Score: ' + str(score))
result_sprite.image.blit(text.image,(0,32))
dist = 48
print(fighter.data_log.data)
for item,val in fighter.data_log.data.items():
text = spriteManager.TextSprite(str(item) + ': ' + str(val))
result_sprite.image.blit(text.image,(0,dist))
dist += 16
result_sprites.append(result_sprite)
confirmed_list = [False] * len(result_sprites) #This pythonic hacking will make a list of falses equal to the result panels
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
os._exit(1)
return -1
for i in range(0,len(self.players)):
controls = settingsManager.getControls(i)
k = controls.getInputs(event)
if k == 'attack':
result_sprites[i].image.set_alpha(0)
confirmed_list[i] = True
elif k == 'special':
result_sprites[i].image.set_alpha(255)
confirmed_list[i] = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
print("Saving screenshot")
pygame.image.save(self.screen,settingsManager.createPath('screenshot.jpg'))
if event.key == pygame.K_ESCAPE:
return
self.screen.fill((0,0,0))
for sprite in result_sprites:
sprite.draw(self.screen, sprite.rect.topleft, 1.0)
if all(confirmed_list):
return
pygame.display.flip()
return
"""
The rules object determines the battle's rules.
By default it's 3 stock, 8 minute, free for all.
If stocks is set to 0, infinite stocks are used.
If time is set to 0, infinite time is used.
Self.teams is a list of tuples. Each tuple is in the form of (teamNumber, [player_numbers]).
For example, if players 1 and 4 were on a team against players 2 and 3, the variable would look like this:
self.teams = [(0, [0,3]), (1, [1,2])]
Remember that PlayerNum is zero-indexed, so player 1 is PlayerNum 0, and so on.
"""
class Rules():
def __init__(self,_stocks=3,_time=480,_teams=[]):
self.stocks = _stocks #default to 3 stock
self.time = _time #default to 8 minutes
self.teams = _teams #teams off
class Replay(Battle):
def __init__(self):
pass
"""
The HealthTracker object contains the sprites needed to display the percentages and stocks.
It is itself a SpriteObject, with an overloaded draw method.
"""
class HealthTracker(spriteManager.Sprite):
def __init__(self,_fighter):
spriteManager.Sprite.__init__(self)
self.fighter = _fighter
self.percent = int(_fighter.damage)
self.bg_sprite = _fighter.franchise_icon
self.bg_sprite.recolor(self.bg_sprite.image,pygame.Color('#cccccc'),pygame.Color(settingsManager.getSetting('playerColor'+str(_fighter.player_num))))
self.bg_sprite.alpha(128)
self.image = self.bg_sprite.image
self.rect = self.bg_sprite.image.get_rect()
#Until I can figure out the percentage sprites
self.percent_sprites = spriteManager.SheetSprite(settingsManager.createPath('sprites/guisheet.png'), 64)
self.kerning_values = [49,33,44,47,48,43,43,44,49,43,48] #This is the width of each sprite, for kerning purposes
self.percent_sprite = spriteManager.Sprite()
self.percent_sprite.image = pygame.Surface((196,64), pygame.SRCALPHA, 32).convert_alpha()
self.redness = 0
self.updateDamage()
self.percent_sprite.rect = self.percent_sprite.image.get_rect()
self.percent_sprite.rect.center = self.rect.center
def updateDamage(self):
#recolor the percentage
old_redness = self.redness
self.redness = min(1.0,float(self.percent) / 300)
#the lighter color first
rgb_from = tuple(int(i * 255) for i in colorsys.hsv_to_rgb(0,old_redness,1.0))
rgb_to = tuple(int(i * 255) for i in colorsys.hsv_to_rgb(0,self.redness,1.0))
self.percent_sprites.recolor(self.percent_sprites.sheet, rgb_from, rgb_to)
#the darker color next
rgb_from = tuple(int(i * 255) for i in colorsys.hsv_to_rgb(0,old_redness,0.785))
rgb_to = tuple(int(i * 255) for i in colorsys.hsv_to_rgb(0,self.redness,0.785))
self.percent_sprites.recolor(self.percent_sprites.sheet, rgb_from, rgb_to)
self.percent_sprite.image = pygame.Surface((196,64), pygame.SRCALPHA, 32).convert_alpha()
percent_string = str(int(self.percent)) #converting it to a string so we can iterate over it.
length = 0
for ch in percent_string:
i = int(ch)
self.percent_sprite.image.blit(self.percent_sprites.getImageAtIndex(i), (length,0))
length += self.kerning_values[i]
#add the % sign at the end
self.percent_sprite.image.blit(self.percent_sprites.getImageAtIndex(10), (length,0))
self.percent_sprite.image = pygame.transform.smoothscale(self.percent_sprite.image, (96,32))
length += self.kerning_values[10]
def draw(self,_screen,_offset,_scale):
if not self.percent == int(self.fighter.damage):
self.percent = int(self.fighter.damage)
self.updateDamage()
h = int(round(self.rect.height * _scale))
w = int(round(self.rect.width * _scale))
new_off = (int(_offset[0] * _scale), int(_offset[1] * _scale))
_screen.blit(self.image,pygame.Rect(new_off,(w,h)))
rect = self.percent_sprite.rect
self.percent_sprite.draw(_screen, (new_off[0] + rect.left,new_off[1] + rect.top), _scale)
"""
The Data Log object keeps track of information that happens in-game, such as score, deaths, total damage dealt/received, etc.
A log will be made for each character, and it will be given to them on load. They will keep track of updating their logs,
and characters are free to give it new information as they see fit. For example, you could make a character like Game & Watch log
how many of each number he scored.
AbstractFighters report KOs, Falls, and Damage Taken. Hitboxes report Damage Dealt.
"""
class DataLog(object):
def __init__(self):
self.data = {
'KOs' : 0,
'Falls' : 0,
'Damage Dealt' : 0,
'Damage Taken' : 0
}
def addSection(self,_section,_initial):
self.data[_section] = _initial
def getData(self,_section):
return self.data[_section]
# If this last function looks scary to you, don't worry. Leave it out, and it changes the value at section to value.
# You can pass a function to it to apply to section and value and it'll do a cool thing!
def setData(self,_section,_value,_function = (lambda x,y: y)):
self.data[_section] = _function(self.getData(_section),_value)
print(str(_section) + ": " + str(self.data[_section]))
def addToData(self,_section,_amount):
self.data[_section] += _amount