started implementing level editor, should change how levels are saved to the hashmap based one in tilemap
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62
game.py
62
game.py
@ -2,19 +2,20 @@ import pygame
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import numpy as np
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from scripts.tiles import Tilemap
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from scripts.entities import Entity, Partner, GroupEntities
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from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status
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from scripts.camera import Camera
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from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status, to_cartesian, TILE_DICT
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from scripts.camera import Camera, CameraPlayerLess
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# SETTINGS
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WIDTH = 1280
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HEIGHT = 720
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TITLE = 'YuGiOh Tag Force Clone'
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RENDER_SCALE = 2
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class Game:
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def __init__(self):
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pygame.init()
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self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
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self.display = pygame.Surface((WIDTH//2, HEIGHT//2))
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self.display = pygame.Surface((WIDTH//RENDER_SCALE, HEIGHT//RENDER_SCALE))
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pygame.display.set_caption(TITLE)
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self.clock = pygame.time.Clock()
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@ -73,6 +74,61 @@ class Game:
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for button in buttons:
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button.process()
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pygame.display.update()
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self.clock.tick(60)
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def level_editor(self):
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self.assets = {
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'iso' : load_images('tiles/iso/')
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}
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self.tilemap = Tilemap(self, (64,32),'map_2.csv')
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self.camera = CameraPlayerLess(self)
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self.tile_list = list(self.assets)
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self.tile_sel = 0
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while self.status == 'level_editor':
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click, r_click = False, False
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scrollup,scrolldown = False, False
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delta = np.array([0.0,0.0])
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.status = 'quit'
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 4:
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scrollup = True
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if event.type == pygame.MOUSEBUTTONDOWN and event.button == 5:
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scrolldown = True
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keys = pygame.key.get_pressed()
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mouse_butt = pygame.mouse.get_pressed(num_buttons = 5)
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if keys[pygame.K_LEFT]:
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delta += np.array([-5,0])
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if keys[pygame.K_RIGHT]:
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delta += np.array([5,0])
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if keys[pygame.K_UP]:
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delta += np.array([0,-5])
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if keys[pygame.K_DOWN]:
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delta += np.array([0,5])
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if mouse_butt[0]: #on left click
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click = True
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if mouse_butt[2]: #on right click
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r_click = True
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if scrollup: #on scroll up(maybe)
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self.tile_sel = ((self.tile_sel - 1) % len(TILE_DICT))
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if scrolldown: #on scroll down(maybe)
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self.tile_sel = ((self.tile_sel + 1) % len(TILE_DICT))
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mpos = np.array(pygame.mouse.get_pos()) / RENDER_SCALE
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pos = np.array(to_cartesian(mpos + self.camera.scroll,self.tilemap.tile_size),dtype=int)
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if click:
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self.tilemap.tilemap[*pos] = {'type' : TILE_DICT[self.tile_sel][0], 'variant' : TILE_DICT[self.tile_sel][1], 'pos': pos, 'walkable': TILE_DICT[self.tile_sel][2]}
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current_tile_img = self.assets[TILE_DICT[self.tile_sel][0]][TILE_DICT[self.tile_sel][1]].copy()
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current_tile_img.set_alpha(100)
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self.camera.update(delta)
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self.display.fill('white')
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self.tilemap.render(self.display, offset = self.camera.scroll)
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self.display.blit(current_tile_img, to_isometric_pixel(pos)*self.tilemap.tile_size-self.camera.scroll)
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self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
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pygame.display.update()
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self.clock.tick(60)
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def run(self):
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self.status = 'menu'
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@ -2,9 +2,18 @@ import pygame
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import numpy as np
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from scripts.utils import to_isometric_pixel
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class Camera:
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class CameraPlayerLess:
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def __init__(self, game, scroll = np.array([0.,0.])):
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self.scroll = scroll
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self.game = game
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def update(self, delta):
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self.scroll += delta
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class Camera(CameraPlayerLess):
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#def __init__(self, game, scroll = np.array([0.,0.])):
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# self.scroll = scroll
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# self.game = game
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def update(self):
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self.scroll += (to_isometric_pixel(self.game.player.pos-np.array([48,80]))*np.array([1,0.5]) - np.array(self.game.display.get_size())/2 - self.scroll)/30
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super().update((to_isometric_pixel(self.game.player.pos-np.array([48,80]))*np.array([1,0.5]) - np.array(self.game.display.get_size())/2 - self.scroll)/30)
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#self.scroll += (to_isometric_pixel(self.game.player.pos-np.array([48,80]))*np.array([1,0.5]) - np.array(self.game.display.get_size())/2 - self.scroll)/30
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@ -7,11 +7,12 @@ NEIGHBOR_OFFSETS = [np.array((i,j)) for i in (-1,0,1) for j in (-1,0,1)]
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class Tilemap:
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def __init__(self, game, tile_size, map_path):
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def __init__(self, game, tile_size, map_path = None):
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self.game = game
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self.tile_size = np.array(tile_size)
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self.offgrid_tiles = []
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self.load_map(map_path)
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if map_path:
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self.load_map(map_path)
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def load_map(self, map_path):
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print(map_path)
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tile_arr = np.transpose(np.loadtxt(BASE_MAP_PATH + map_path, delimiter=',', dtype=np.int8))
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@ -2,6 +2,7 @@ import pygame
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import os
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import numpy as np
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TILE_DICT = {
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0 : ('iso',6,False),
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1 : ('iso',0,True),
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2 : ('iso',1,False),
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3 : ('iso',2,False),
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@ -37,6 +38,9 @@ def to_isometric_pixel(coord):
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a = np.array([[1,-1],[1,1]])
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a = 0.5 * a
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return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
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def to_cartesian_pixel(coord):
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a = np.array([[1,1],[-1,1]])
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return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
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class Animation:
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def __init__(self, images, img_dur=5, loop=True):
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