started implementing level editor, should change how levels are saved to the hashmap based one in tilemap

This commit is contained in:
StochasticMouse 2024-07-16 22:08:42 +00:00
parent 0e106be4d7
commit 47d54f43c3
4 changed files with 77 additions and 7 deletions

62
game.py
View File

@ -2,19 +2,20 @@ import pygame
import numpy as np import numpy as np
from scripts.tiles import Tilemap from scripts.tiles import Tilemap
from scripts.entities import Entity, Partner, GroupEntities from scripts.entities import Entity, Partner, GroupEntities
from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status from scripts.utils import load_image, load_images, to_isometric_pixel, Button, change_status, to_cartesian, TILE_DICT
from scripts.camera import Camera from scripts.camera import Camera, CameraPlayerLess
# SETTINGS # SETTINGS
WIDTH = 1280 WIDTH = 1280
HEIGHT = 720 HEIGHT = 720
TITLE = 'YuGiOh Tag Force Clone' TITLE = 'YuGiOh Tag Force Clone'
RENDER_SCALE = 2
class Game: class Game:
def __init__(self): def __init__(self):
pygame.init() pygame.init()
self.screen = pygame.display.set_mode((WIDTH, HEIGHT)) self.screen = pygame.display.set_mode((WIDTH, HEIGHT))
self.display = pygame.Surface((WIDTH//2, HEIGHT//2)) self.display = pygame.Surface((WIDTH//RENDER_SCALE, HEIGHT//RENDER_SCALE))
pygame.display.set_caption(TITLE) pygame.display.set_caption(TITLE)
self.clock = pygame.time.Clock() self.clock = pygame.time.Clock()
@ -73,6 +74,61 @@ class Game:
for button in buttons: for button in buttons:
button.process() button.process()
pygame.display.update() pygame.display.update()
self.clock.tick(60)
def level_editor(self):
self.assets = {
'iso' : load_images('tiles/iso/')
}
self.tilemap = Tilemap(self, (64,32),'map_2.csv')
self.camera = CameraPlayerLess(self)
self.tile_list = list(self.assets)
self.tile_sel = 0
while self.status == 'level_editor':
click, r_click = False, False
scrollup,scrolldown = False, False
delta = np.array([0.0,0.0])
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.status = 'quit'
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 4:
scrollup = True
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 5:
scrolldown = True
keys = pygame.key.get_pressed()
mouse_butt = pygame.mouse.get_pressed(num_buttons = 5)
if keys[pygame.K_LEFT]:
delta += np.array([-5,0])
if keys[pygame.K_RIGHT]:
delta += np.array([5,0])
if keys[pygame.K_UP]:
delta += np.array([0,-5])
if keys[pygame.K_DOWN]:
delta += np.array([0,5])
if mouse_butt[0]: #on left click
click = True
if mouse_butt[2]: #on right click
r_click = True
if scrollup: #on scroll up(maybe)
self.tile_sel = ((self.tile_sel - 1) % len(TILE_DICT))
if scrolldown: #on scroll down(maybe)
self.tile_sel = ((self.tile_sel + 1) % len(TILE_DICT))
mpos = np.array(pygame.mouse.get_pos()) / RENDER_SCALE
pos = np.array(to_cartesian(mpos + self.camera.scroll,self.tilemap.tile_size),dtype=int)
if click:
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]}
current_tile_img = self.assets[TILE_DICT[self.tile_sel][0]][TILE_DICT[self.tile_sel][1]].copy()
current_tile_img.set_alpha(100)
self.camera.update(delta)
self.display.fill('white')
self.tilemap.render(self.display, offset = self.camera.scroll)
self.display.blit(current_tile_img, to_isometric_pixel(pos)*self.tilemap.tile_size-self.camera.scroll)
self.screen.blit(pygame.transform.scale(self.display,self.screen.get_size()), (0,0))
pygame.display.update()
self.clock.tick(60) self.clock.tick(60)
def run(self): def run(self):
self.status = 'menu' self.status = 'menu'

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@ -2,9 +2,18 @@ import pygame
import numpy as np import numpy as np
from scripts.utils import to_isometric_pixel from scripts.utils import to_isometric_pixel
class Camera: class CameraPlayerLess:
def __init__(self, game, scroll = np.array([0.,0.])): def __init__(self, game, scroll = np.array([0.,0.])):
self.scroll = scroll self.scroll = scroll
self.game = game self.game = game
def update(self, delta):
self.scroll += delta
class Camera(CameraPlayerLess):
#def __init__(self, game, scroll = np.array([0.,0.])):
# self.scroll = scroll
# self.game = game
def update(self): def update(self):
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 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)
#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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@ -7,10 +7,11 @@ NEIGHBOR_OFFSETS = [np.array((i,j)) for i in (-1,0,1) for j in (-1,0,1)]
class Tilemap: class Tilemap:
def __init__(self, game, tile_size, map_path): def __init__(self, game, tile_size, map_path = None):
self.game = game self.game = game
self.tile_size = np.array(tile_size) self.tile_size = np.array(tile_size)
self.offgrid_tiles = [] self.offgrid_tiles = []
if map_path:
self.load_map(map_path) self.load_map(map_path)
def load_map(self, map_path): def load_map(self, map_path):
print(map_path) print(map_path)

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@ -2,6 +2,7 @@ import pygame
import os import os
import numpy as np import numpy as np
TILE_DICT = { TILE_DICT = {
0 : ('iso',6,False),
1 : ('iso',0,True), 1 : ('iso',0,True),
2 : ('iso',1,False), 2 : ('iso',1,False),
3 : ('iso',2,False), 3 : ('iso',2,False),
@ -37,6 +38,9 @@ def to_isometric_pixel(coord):
a = np.array([[1,-1],[1,1]]) a = np.array([[1,-1],[1,1]])
a = 0.5 * a a = 0.5 * a
return np.squeeze(np.matmul(a,coord[:,np.newaxis])) return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
def to_cartesian_pixel(coord):
a = np.array([[1,1],[-1,1]])
return np.squeeze(np.matmul(a,coord[:,np.newaxis]))
class Animation: class Animation:
def __init__(self, images, img_dur=5, loop=True): def __init__(self, images, img_dur=5, loop=True):